Dwarf’s mountain home, The Underways
This mod gives the Dwarfs race the silent sanctum mechanic this way you get access to 3 new build slots underneath settlements you chose. Currently all the following factions have put into this one mod: Clan Helhein, Ironbrow’s Expedition, Greybeard’s Prospectors, Karak Zorn, Spine of Sotek Dwarfs, Barak Varr, Karaz-a-Karak, Karak Azul, Karak Hirn, Clan Angrund, Karak Kadrin, Karak Norn, Karak Ziflin, Kraka Drak, Zhufbar,
If you want another dwarf faction to have access to this mod ask and I will make it.
This mechanic gives you access to 5 Cult buildings 1 defense building, "the patrols" and 1 infrastructure building, "the underways".
In the first image it is explained how the silent sanctums work and that you are given 350 points this number is just slightly higher than the number of settlements that exist in the map of mortal empires. There is no way to gain more points I made it this way because this is supposed to be a defensive mechanic and any building that you build beneath a city that is not occupied by you will be discovered and in two/three turns destroyed by the AI.
In the second image you find the defense building from one to five you are given increased number of summon abilities, you will be able to summon miners, minors with blasting charges, irondrakes, and flame cannon, the enemies will also receive a movement penalty in your regions. If you control one region of a province and have a defensive building beneath it, if you attack a region from the same province, you will not get the summons. The number of summons unfortunately is bugged and I can’t seam to fix it so it requires a bit of math from your part. If you build two Patrols (found in image 4) buildings in two regions of a province you control then an army that attacks or is attacked in those regions will get 3 miners summons one for the army ability that is given by the region, one from the same region (the +1 from that region) and the other from the other region (the +1 from the other region). I recommend playing with the "no degradation persistent summons" so that the summons don’t disappear after a certain time It’s what I play with, I made the summons disapear over time due to balancing.
In the fifth image you will find the underways from I to 5 that give you aditional movement from the province, grant a increased percentage of trade, an increase of money made from all buildings in the province and a increase of line of sight in the regions that it is build .
There is also the cult buildings for example the building chain Valaya’s Cult that gives untaited, regen for armies, local recruitment and public order. The other cult buildings give bonus in relation to what their gods are about.
The rangers building was given an 50% more amo and can now be built in the new slots but doesn’t alow the recruitment of rangers and neither does it givse rangers forsettlement defense.
Compatibility: only use the mod when playing dwarfs, this mod is save game compatible, should work with any overhaul but the units won’t be the same so I will make submods for them if anyone asks. For other custom factions I will update this mod If someone ask me or I start a campaign and decide I want it.
Submods:
SFO- https://steamcommunity.com/sharedfiles/filedetails/?id=2627001299
Questions and buggs in the comments, any new building idea or additional effect for existing buildings from the mod ask me for them and I will add them.
If this mod gets some traction, I may create custom images for the silent sanctum mechanic (there is an artist working on it) and change all the “silent sanctum” descriptions and mentions the “Underways” and change the voice line to be a dwarf sounding one(done).
Updates and things that I’m currently working on in the "change notes"
Thank you Da Modding Den for helping me with modding in general.
Thank you Cláudia Delaunay for all the altered and new art.