Unbound: A Submod for Elder Kings 2

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Author: Vertimnus

Last revision: 8 May, 2023 at 22:15 UTC (7)

File size: 830.58 MB

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[discord.gg]

Unbound: a Submod for Elder Kings 2

Unbound is an unofficial submod for Elder Kings 2 that adapts several features originally developed for my other mods to the world of Tamriel, including excavations, edicts, disasters, vigor, imperial decay, and more!

Discord[discord.gg]

Excavations

Patterned on Stellaris’ Ancient Relics DLC, the system features ten different types of ruins (Dwemer, Nordic, Ayleid, Nedic, Chimer, Aldmer, Argonian, Khajiit, Orcish, and Yokudan) and well over 100 unique events.


Ruins in your sub-realm can be excavated by your Antiquarian, and each excavation progresses through five stages, with a start event to deal with any outlaws residing in the ruins, a dilemma event at the end of each intermediate stage, a final event with a scaled chance to receive artifacts or other bonuses, and then a wrap-up event in which you choose how to use the Minor Artifacts you discovered.


Exploring these ancient places entails expense and risk. but not exploiting them can increase the threat posed by the outlaws that use them as bases of operation. If the threat level builds up high enough, events may fire that can lead to county corruption, or trouble in the ruins may lead your courtiers to issue you quests that can be completed via excavation.

Edicts

4 TES-appropriate county level edicts to help manage your domain

  • Taxation: increase income at the cost of opinion and development
  • Levying: increase levies at the cost of opinion, garrison size, and development
  • Guards: increases garrison size, slows ruins threat level buildup, and mitigates negative ruins threat outcomes at the cost of levy size
  • Infrastructure: mitigates the effects of natural disasters at the cost of income
Disasters

Fires, floods, tidal waves, earthquakes, volcanic eruptions, and avalanches can afflict your counties, potentially causing massive damage.

  • Choose between occupying, sacking, or razing when capturing a county, with serious consequences for the local population, and for cultural acceptance. Sieges also have a chance of triggering secondary plagues and urban fires.
  • Earthquakes occur by geographical region.
  • Floods occur by river province, with flatter terrain types worse affected.
  • Volcanic Eruptions occur by region, with ashland counties tending to be more heavily hit.
  • Tidal waves occur by sea region, with flatter terrain types worse affected.
  • Deadly plagues that spread county to county. Characters now contract plagues that are present in their location rather than randomly.
  • Plagues can start randomly (weighted by development), and sieges have a chance to start plagues.
  • Droughts occur by duchy, with drier terrain types more likely to be affected worse
  • Avalanches occur by duchy, with cold and hilly terrains affected in the winter months
  • Urban fires occur by county, and are more likely at higher development.

Cultural Vigor, Imperial Decay, and Fervor Equilibrium

  • Vigor System: vigor is the cultural counterpart to fervor. High vigor has many scaling positive effects, and low vigor the opposite. The lower the vigor, the more likely cultural divergences become.
  • Imperial Decay: empires will wane in strength over time as their institutions decay (if not competently managed), providing additional dynamism to geopolitics
  • Fervor Equilibrium: fervor will trend towards a value determined by your head of faith traits, holy sites occupied, and more.
New OST

[beyondskyrim.org]

New Game Rules
  • Culture Hybridization: Can be allowed within Heritage Group, Heritage Family, or disallowed (EK2 default). Create your own hybrid, and watch Tamriel evolves as the AI does the same!
  • Culture Divergence: Can be allowed inside a culture’s nativity zone (CK3 default), or disallowed (EK2 default). Create a new culture – and begin a new story – where you please!
  • Nativity System: Penalties for converting outside your native zone can be set to 100% (EK2 default), 50%, 25%, or 0% (CK3 default). Spread your culture where you like!
  • Dead Cultures: the system that prevents the spreading of dead cultures can be disabled (CK3 default) or enabled (EK2 default). Bring the Dwemer or Falmer back to life!
  • Holding Type Conversion: Can be disabled (EK2 default) or enabled. Don’t let allowed holding issues stand in your way of becoming lord of your favorite TES locations!
  • Magical Mastery Events: Rare events for finishing a magic lifestyle tree can be triggered instantly by decision or with a MTTH of 30 years (EK2 default). Become the master wizard you were meant to be!
  • And many more!

CCU Integration
  • Cultures with a shared heritage group/family have increased baseline acceptance
  • Cultures with a shared language group/family have increased baseline acceptance

Other
  • New special buildings, traits, traditions, and decisions
  • Better personality trait selection: takes into account culture traditions, faith sins and virtues, guardian traits, parental traits, court type, and more.

Art Credits

[skyblivion.com]

Developers
  • Vertimnus
  • SEANSOKEN: icon art
  • JayDoubleU: Morrowind content
  • Drunkenslav: Morrowind content, playtesting
Compatibility and Load Order
  • Load last in order
  • Do not use with c0da
  • Do not use with existing saves!

Translations

[discord.gg]

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