Rise of Eldia 2

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Authors: Ato, Dr Jimothy

Last revision: 13 Sep, 2023 at 23:37 UTC

File size: 11.89 MB

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Description:

Open Testing Beta for the Rise of Eldia mod. Let me know if you find any problems with it… I guess that’s the point of a test.

Tor did not help with changes BUT is super cool, and helped in making the earliest version of the mod. We all simp for Tor.

Tested and from that confirmed not to be likely to crash your game.

Overhauled things that I can remember (I can’t remember all changes, there are many):
– Rumbling War added. Royal Blooded trait and Founding trait needed, at the same time as the "Colossal Spines" innovation. Destroys every occupied county, making it a 0 development 0 control tribal hold and setting its culture to Wild.
– Wild Culture added, for use in Rumbling. The idea is that nobody or almost nobody lives in any county with this culture. No levies. No taxes. No control growth. No development growth. +100 popular opinion from counties as if there’s no people how can people rebel?
– Ackermans overhauled. Now have an "awakened" trait that, when obtained, comes alongside the traits Herculean/Amazonian, strong, blademaster, famous champion and athletic. Unlocking this state requires risking death, currently 15%. Automatic trialling/awakening available through decisions, but awakening can be done through interaction, and again small chance of death.
– Giving traits to the first of each shifter overhauled. The general idea is the same, but it’s compacted to save on performance and increase convenience at the same time. Not clunky no more.
– Slight improvements to having shifters in your realm. You can now grab any shifters working for your vassals and below and make them your courtiers. Warrior Program wasn’t working right so I fixed it.
– *lots* of fixing of not-working things. The game runs on the old version of the mod last I checked, but there’s lots of things that weren’t working quite right that I fixed.