Wyrd Universalis
(This is not final more changes are likely to happen)
Alpha version of a mod centered on expanding the idea system and adding many more idea groups.
Compatibility Issues: Mods that effect the files inside the directories common/ideas, common/policies, common/governments, & common/technologies depending on load order may to a greater or lesser degree conflict. Other files used by both mods may cause minor problems though playable.
This mod is fairly untested beyond my own experience. Constructive feedback is welcome, please leave it at the mods discord[discord.gg].
- 0.1: Initial launch.
- 0.2: Fully populated Idea Triads (26) with Idea Groups (82).
- 0.3: Advisor Update
- 0.4: Misc Update
- 0.5: Security Compact Relationship Mechanic
- 0.6: Governments & Monuments
- 0.7: Buildings & Balance
Decision activating a branching event that lists features enabled by each Triad. (Not Updated will be removing in favor of a new UI in Development)
GUI in Development
- Toggle to show GUI
- Icons showing the first nine countries to fully invest into each triad
New modifiers that scale based on number of allies & subjects, number of free diplomatic relations or the current age
National Character:
- On game start each nation will get a massive reduction to idea cost until 21 ideas are taken.
- AI nations will have a ridiculous malus for 2 months and have all ideas reset after those months to allow time for beginning events to occur that may change their choices.
- Idea choices will affect a yet to be implemented ethos game mechanic in the future.
Idea Triads:
- Idea triads are sets of three (or rarely more) idea groups that have similar or complimentary themes running through all three idea groups.
- A total of 26 triads.
- Triads when fully implemented will enable additional features such as unique Government Reform CB’s, Diplomatic Actions and more.
- More idea slots gained earlier per adm tech 1/2/3/-/5/6/7/-/8/-/10/-/11…… to 20. most nations will start with 3 open slots.
- All current idea groups with minor localization and numbers changes, meaning all other normal non modded features relying on regular ideas will function normally including any other mods that do not touch the files listed in the compatibility issues section.
- 26 fully populated triads worth of idea groups, totaling 82 idea groups (including the original 25 vanilla groups).
- Expansion, Exploration, and Conquest are not accessible to the AI until embracing the Renaissance.
- At the moment vanilla policies are still enabled.
- Most triads have 7 commonly enabled by combinations within each triad.
- Each combination policy has a version for each mana the idea group uses but are exclusive from each other so you may choose which mana to use for the policy.
- There are policies for the following combinations in each triad:
- ADM
- DIP
- MIL
- ADM + DIP (a versions for each mana type)
- DIP + MIL (a versions for each mana type)
- MIL + ADM (a versions for each mana type)
- ADM + DIP + MIL (a versions for each mana type)
- Added 17 new Advisor Types
- Navigator changed to 10% movement speed & scaling colonial range if you have a colonist
- Navigator now always able to appear until disabled by Fully investing in Growth Triad
- Reduced Default Advisor Type Pool to 12 (4 of each mana type)
- Choosing an Idea group of any triad will unlock a appropriate Advisor Type
- Completing a Triad will unlock scaling modifiers for advisors unlocked by that Triad
- Unlocked advisors with scaling modifiers overlapping default advisor types will disable those default advisor types
- New Alliance Diplomatic Action: Spend Prestige to gain access to an advisor type your ally can access
- New Covert Diplomatic Action: Use Spy network to gain access to an advisor type your target can access
- Added 37 new Monuments
- One for each Triad 11 additional for Dominion Triad
- Singular Triad monuments appear at the capital of the first nation to fully complete that triad
- Singular Triad monuments require starting any of that triads idea groups to use them but to upgrade you must be fully invested
- Each Triad will enable four or more government reforms (in development)
- A new level of reforms at the second level to enable new Government Mechanics
- Each Triad gives access to a tier 2 government reform that enables semi unique Wyrd (Government Mechanic) for each Triad
- Each Wyrd gives appropriate scaling modifier(s) based on the current level of that Triads Wyrd
- Each Wyrd when below 100 power can be invested into through expending 100 mana to grant 33 Wyrd power
- Each Wyrd when at 100 Power may be expended to grant a 2 year country buff from one of three other Triads
- These government reforms may be switched for another available one for 50 government reform progress
- Added a Building Tower +1 Fort level; Scaling: Local build cost reduction, local build time reduction, increased local number of buildings allowed per level of tower. 3 levels of tower accessible at ADM tech 1,10,20. Costs: 500/1000/1500. Time: 60/120/180
- Upon constructing a Building Tower you will enable a random event that gives you the chance of learning inner structures for the towers. A tower may hold three structures. Rooms may be built in a level 1 tower, floors in a level 2 structure, and complexes in a level 3 structure.
- Structures increase the amount of local buildings by 1 and have at least 1 other local modifier scaling with structure level.
- A structure type per Triad (26)
- Structures are built through the macro builder not the province level builder
More Info to Come…
Revisions:
Old revisions of this mod are available below. Click the link to download.