Holy Nation Expanded Plus – (More locations)
It adds:
- 2 Cities
- 2 Towns
- 4 New Holy Farms (3 in Okran’s Pride,1 in Okran’s Valley)
- 1 Military Checkpoint + 4 minor checkpoints in Rebirth
- 1 Military Base
- 1 Military Academy
- 2 Holy Mines
It is weird how there are only 6 farms in the base game and they only cultivate certain crops. I added a bunch of farms that grow some other crops too, like cotton, and one for hemp.
Watermouth is supposed to be a larger agricultural city where alcohol is brewed, due to the brewery there.
Okran’s Hammer is where most of the armours and weapons that the Holy Nation uses is produced. It is led by High Inquisitor Talus.
The 2 smaller towns are "Bit" and "Sands". Bit is in Okran’s Pride, Sands is in Okran’s Valley.
Their purpose is that they are larger settlements.
There is a checkpoint between Okran’s Pride and Valley,
There are also minor checkpoints by the main exits of Rebirth. It does not make sense that Rebirth is easy to escape from, so these will make it even harder.
Have you wondered where the Holy Nation trains its Holy Servants?
Well they train them here. They have fixed schedules and will use the mannequins to train. It is led by High Inquisitor Naster.
Currently, this mod has no proper overrides. By that, I mean that all new settlements and farms will be destroyed. I have no interest on working on them right now, but I will come back to it.
Also, I’m looking for screenshots of what Trader’s Guild overrides look like for the farms. This will help me make sure I keep everything lore-friendly and seamlessly fit in the game. Send them to me on Discord if you can.
Here’s my Discord: Entoco#4157
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PS. Forgive my inability to make proper thumbnails.