Crusader Kings III

Crusader Kings III

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[DEPRECATED] Unbound - Ruins
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Nov 9, 2023 @ 11:50am
Nov 9, 2023 @ 5:46pm
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[DEPRECATED] Unbound - Ruins

Description
New mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3455899251

First of all, all credit goes to the original mod author Vertimnus (and his mod team) who is no longer active on any platform as far as I know. I've gotten permission from 2 of the other Unbound team members to post this, and I will remove it if requested by any of them. I have simply taken and updated only the excavation system, some features are still missing, some minor features unrelated to this content might be present as I haven't fully tested them. Do keep it in mind that I made this for personal use and might not work on updating more Unbound content or bug fixes.

This is a partial update to the excavation system of the Unbound submod. Some features are missing, but the core of it is completely compatible with CKIII version 1.10.2 and EK2. THIS MOD DOES NOT INCLUDE ANYTHING BESIDES THE RUIN SYSTEM AND A FEW MINOR THINGS FROM THE ORIGINAL UNBOUND SUBMOD.

Missing excavation features: The excavation button does not show cooldowns (20 years for excavation, 10 years for attacking ruin occupants); ruins/quests menu is no longer present in the realms tab UI; ruins mapmode was removed due to incompatibility; archaeologist traits and recruitment decision for antiquarians. Although these features are missing, the ruin system is still working completely fine and from my tests, it will not crash the game (I have no idea how compatible this submod is with other submods though, use them at your own peril)

Original excavations description from the Unbound modpage:

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.

Content besides excavations:
- Magical mastery decisions (untested, but possibly working)
- Change holding type (no longer costs any money, and making a temple still gives you piety. Might fix it later)

Special thanks to jordboy for volunteering to playtest this submod

Note for comment section: I'm really not interested in involving myself or this compatch with any sort of controversy. Please keep those to yourself or discord servers, I'll remove any comments with this kind of content.
Popular Discussions View All (1)
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Nov 9, 2023 @ 6:03pm
Bug reports
Dropeza
30 Comments
Dropeza  [author] Mar 31 @ 5:04pm 
All done, it should be up already. Here's the link: https://steamcommunity.com/sharedfiles/filedetails/?id=3455899251

the reason why I created a new mod page is because I basically updated things from scratch, it should be a lot better now. Enjoy.
Dropeza  [author] Mar 31 @ 11:54am 
Progress update: Managed to fix decisions and events for magical mastery and add nativity region. Increased the cost of add nativity region to 5000 prestige to make it more balanced, will make it so you need either scholar or magic tinkerer perks to take magical mastery instead of a flat prestige and piety cost. After that, I'm going to try to fix holding type conversion which is completely borked. Just like the previous iteration of this compatch, no sinews of war content will be present. This means edicts, disasters and ruin threat won't be present. Ruin threat requires the edicts to work which I personally hate so I won't bring them back myself. This means that ruins will no longer spawn uprisings if you neglect them (no goblins or undead taking over AI for instance). No need for clear ruins button and mechanic. Obviously, you can still excavate ruins and search for artefacts and loot.
Sgt. Sarge Mar 31 @ 7:29am 
WOOOOOOOOOOOOOO
Fox_Tek Mar 30 @ 6:17pm 
I just discovered unbound, and to be honest I'm only really interested in the "Excavations" part.. Delving into TES style ruins, sounds like it would be great!

So it's nice to hear that this mod is being updated, I'm looking forward to adding it to my mod list! :)
Dropeza  [author] Mar 30 @ 2:36pm 
@Sgt. Sarge I'm working on an updated version, should be up in the next few days in a brand new steam page as well. It's much more streamlined as well.
Sgt. Sarge Mar 30 @ 8:33am 
Rest in peace
KustiQ Aug 8, 2024 @ 1:23pm 
Pls teach me to update
@AHrEJl Jul 31, 2024 @ 11:58am 
still need new update for new ek2 update
@AHrEJl Jun 8, 2024 @ 9:16am 
need update
MangoCobra Mar 1, 2024 @ 9:20pm 
Will this be updated for the new version?