Multiplayer Early Game Events RESTORED
Multiplayer campaigns lack the flavorful early game missions. Some of these function as tutorials, some give you nice rewards (especially heroes). The early game missions also give the player a lot of flavor text that is important if you are new to a faction. There is also an initial event that gives a faction overview on how a faction plays with hyperlink help text. This mod restores much of the function of those early game events for multiplayer campaigns.
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The next update will add some faction resources in lieu of mission rewards (like some free Infections as Nurgle) when the event discussing that faction mechanic occurs. And I want to expand on the "why we fight in the soul race" section to give a long term goal for people.
This should work with basically every other mod ever made. It only touches incidents/events (and locs) that trigger on the first 10 or so turns. If you use this mod in singleplayer you may get some extra events poping up. If you use any mods that add events in the first 10 turns they may be delayed until turn 11.
In all previous Total War titles CA limits the amount of missions executed via script in multiplayer campaigns. The general reason is to reduce issues with desyncs. The functionality restored in this mod does NOT add scripted missions back in. Instead this mod handles the early game events via incidents and dilemmas, while still giving the player the same information and rewards. Multiplayer campaign players start with increased cash, so money rewards are not added back. Special units, heroes, faction resources are given to the player.
– Huge thanks to EonHTX and his mod showing how to edit the script to fix heralds upgrading to exalted at level 15!
– If you are interested in learning how to mod yourself, join the Discord at Da Modding Den