Public Order Matters Again
Up to date with Silence & Fury patch.
This is an update and rework of PlummusDucis’s great public order mod. This mod remains up, with his blessing, to offer the community more choices. It appears that PlummusDucis has removed his mod from the workshop. A link will be posted here if it returns.
Concept:
This mod attempts to make public order a more interesting mechanic, beyond simply spawning rebellions at -100. Each race has specific benefits and consequences that result from the happiness of their provinces. This mod has a three-fold aim; to generally preserve vanilla balance, to acknowledge the loreful traits of the races, and to create interesting gameplay.
Effects:
Default
Most people who are dissatisfied with their current leadership will be more open to regime change. This means that they may have less compunction about working with foreign agents, and they are much less likely to make personal sacrifices in order to fight off invaders. When they are enthused about the current goverance, the opposite occurs.
Empire
While humankind in most respects represents the baseline denizen of Warhammer, they do stand out in one principal way – the hearts of men are the most susceptible to the whisperings of Chaos. Thus, provinces of the Empire who are dissatisfied with their lot in life will find it difficult to resist the insidious effects of Chaos. On the other hand, in the modern times of Warhammer, mankind has stood on the front lines of the fight against Chaos; and the Witch Hunters and Warrior Priests well know how best to root out such evil when sufficiently organized by effective leaders.
Vampire Counts
Vampires are proud creatures and not easily bound to the wills of others. If your power and charisma begin to wane, they will cease to concern themselves with your plans and turn to the pursuit of their own desires and pleasures. These excesses will be born by the cattle, and the growth of your realm will suffer as a result. However, if you can generate sufficient amounts of fear and respect, then the copious potential of these powerful beings will be unleashed as they spread your influence and uncover long forgotten secrets of magic.
Dwarfs
The Dawi are a stubborn bunch, but one thing they will never do is break their oaths. Dwarfs are very unlikely to ever revolt against your rule, but there are consequences nonetheless for poor stewardship. Angry dwarfs will refuse to support initiatives of expansion, exploration, or technological development if you cannot convince them of your honor. If you behave like a true dwarf however, you may motivate the throngs to believe that glory will be theirs once more. Dedicated Dawi craftsmen will apply their expertise to rebuilding their holds, and mighty Dwarven cannons will clean the grobi scum from the mountains.
Greenskins
Violence is the only norm of greenskin life. You must constantly prove that you are the biggest and hardest. If you fail to do so, you should expect one of your Warbosses to challenge you. You will also find that it is difficult to attract gits to your banner when you are particularly unimpressive. Show the greenskins that you are da best though and you’ll see that no greenskin can resist the call to Waaagh!
Wood Elves
The Asrai live in harmony with nature and preserve its balance. If you fail to demonstrate effective stewardship, you will find that the forest paths seem to lead you in circles and your incompetence will embolden the Beastmen. Show respect to the woodland spirits however and they will make you fleet of foot and assist you in rooting out the despicable Children of Chaos. (Highly recommend "Beastmen Rebels" to ensure that rebels spawned by Chaos Corruption are thematic. https://steamcommunity.com/sharedfiles/filedetails/?id=2123966284)
Bretonnia
Bretonnia is a feudal society, where the only opinions that truly matter are those of the nobility. Oaths of fealty obligate these nobles to their liege lord, and if you behave with chivalry you can expect your vassal lords to happily support your campaigns with both men and coin. On the other hand, if you shirk your duties you should not think that these lords will not begin to think of the welfare of their own families and holdings. There could come a day when your calls to arms are ignored and your tax collectors turned away.
Norsca
Norscans are a savage race who willingly serve the Ruinous Powers. Despite this, a certain brutal honor dominates their culture. Leaders who invite the gods approval will find greater success in their raids, and delight in despoiling the lands of the weak southern men. Woe to the Kings and Jarls who find the Gods displeasure though. Weakness is not tolerated in the North, and the Gods will turn their favor to other, more devout, tribes until suitable sacrifices have been made.
High Elves
The Asur are characterized by the machinations of their court and their many agents spread across the world. Garnering the support of the people will make it easier for you to gain influence and steer other high elven factions as you desire. Failing to provide for your subjects however will leave you at the mercy of those who understand politics better than you do.
Dark Elves
The Druchii, like most, will not fight their hardest when they have no faith in your leadership. Additionally, if they are dissatisfied with your rule they will likely take out their frustrations on their helpless slaves. Keeping your people happy however will see that they take their pleasure in other ways and avoid wasting useful slaves… much.
Lizardmen
Lizardmen would never rebel against the Slann, instead their weakness is that the Slann themselves are often lost deep within their meditations and cannot provide guidance. If the Slann fail to pay attention to the mundane matters of this world, the directionless Lizardmen will find it much harder to defend their temple-cities or to sustain the magical protections. Slann who are attentive however are a fearsome sight to those who stand in the way of the Great Plan – their mastery of magic is unmatched, and they are well versed in banishing the forces of Chaos.
Skaven
Every Skaven is only interested in his own advancement. Failures to lead effectively will quickly result in sabotage and attempts to overthrow you. If you lead the clan to greatness however you can expect motivated Skaven to seek your patronage (for their own advancement), and for a veritable tide of vermin to respond to your invasion plans.
Tomb Kings
When roused to action, the Tomb Kings vigorously patrol their lands, ensuring that trespassers are dealt with swiftly. This is no difficulty, for the ancient enchantments of the Liche Priests mean that Tomb Kings have little to fear beyond their own further dessication. Without a firm hand to guide them however, they can lose themselves in ruminations on bygone eras or return to endless slumbers in their sepulchers. If you fail to keep an eye on these lesser kings, they and their forces will return to the sands, and great effort will need to be expended to call them forth again.
Vampire Coast
Pirates are motivated by personal glory and a desire for loot. If you fail to adequately reward the crews and ships that follow you, they will quickly turn to robbing you as well. Worse, you will have a mutiny on your hand(s) sooner than later. If you keep their tankards full of grog and their purses full of dubloons however, scallywags from all over the world will flock to join your armada.
Compatibility:
This mod shouldn’t conflict with any other mods that don’t change public order effects. I recommend the following mod for the visibility function.
https://steamcommunity.com/sharedfiles/filedetails/?id=1990148967
Revisions:
Old revisions of this mod are available below. Click the link to download.