Crusader Kings III

Crusader Kings III

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Unbound: A Submod for Elder Kings 2
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870.923 MB
Jan 18, 2023 @ 2:33pm
May 8, 2023 @ 3:15pm
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Unbound: A Submod for Elder Kings 2

Description
[discord.gg]

Unbound: a Submod for Elder Kings 2
Unbound is an unofficial submod for Elder Kings 2 that adapts several features originally developed for my other mods to the world of Tamriel, including excavations, edicts, disasters, vigor, imperial decay, and more!
Discord[discord.gg]

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.

Edicts
4 TES-appropriate county level edicts to help manage your domain


  • Taxation: increase income at the cost of opinion and development
  • Levying: increase levies at the cost of opinion, garrison size, and development
  • Guards: increases garrison size, slows ruins threat level buildup, and mitigates negative ruins threat outcomes at the cost of levy size
  • Infrastructure: mitigates the effects of natural disasters at the cost of income


Disasters
Fires, floods, tidal waves, earthquakes, volcanic eruptions, and avalanches can afflict your counties, potentially causing massive damage.

  • Choose between occupying, sacking, or razing when capturing a county, with serious consequences for the local population, and for cultural acceptance. Sieges also have a chance of triggering secondary plagues and urban fires.
  • Earthquakes occur by geographical region.
  • Floods occur by river province, with flatter terrain types worse affected.
  • Volcanic Eruptions occur by region, with ashland counties tending to be more heavily hit.
  • Tidal waves occur by sea region, with flatter terrain types worse affected.
  • Deadly plagues that spread county to county. Characters now contract plagues that are present in their location rather than randomly.
  • Plagues can start randomly (weighted by development), and sieges have a chance to start plagues.
  • Droughts occur by duchy, with drier terrain types more likely to be affected worse
  • Avalanches occur by duchy, with cold and hilly terrains affected in the winter months
  • Urban fires occur by county, and are more likely at higher development.

Cultural Vigor, Imperial Decay, and Fervor Equilibrium

  • Vigor System: vigor is the cultural counterpart to fervor. High vigor has many scaling positive effects, and low vigor the opposite. The lower the vigor, the more likely cultural divergences become.
  • Imperial Decay: empires will wane in strength over time as their institutions decay (if not competently managed), providing additional dynamism to geopolitics
  • Fervor Equilibrium: fervor will trend towards a value determined by your head of faith traits, holy sites occupied, and more.


New OST
[beyondskyrim.org]


New Game Rules
  • Culture Hybridization: Can be allowed within Heritage Group, Heritage Family, or disallowed (EK2 default). Create your own hybrid, and watch Tamriel evolves as the AI does the same!
  • Culture Divergence: Can be allowed inside a culture's nativity zone (CK3 default), or disallowed (EK2 default). Create a new culture - and begin a new story - where you please!
  • Nativity System: Penalties for converting outside your native zone can be set to 100% (EK2 default), 50%, 25%, or 0% (CK3 default). Spread your culture where you like!
  • Dead Cultures: the system that prevents the spreading of dead cultures can be disabled (CK3 default) or enabled (EK2 default). Bring the Dwemer or Falmer back to life!
  • Holding Type Conversion: Can be disabled (EK2 default) or enabled. Don't let allowed holding issues stand in your way of becoming lord of your favorite TES locations!
  • Magical Mastery Events: Rare events for finishing a magic lifestyle tree can be triggered instantly by decision or with a MTTH of 30 years (EK2 default). Become the master wizard you were meant to be!
  • And many more!

CCU Integration
  • Cultures with a shared heritage group/family have increased baseline acceptance
  • Cultures with a shared language group/family have increased baseline acceptance

Other
  • New special buildings, traits, traditions, and decisions
  • Better personality trait selection: takes into account culture traditions, faith sins and virtues, guardian traits, parental traits, court type, and more.

Art Credits
[skyblivion.com]


Developers
  • Vertimnus
  • SEANSOKEN: icon art
  • JayDoubleU: Morrowind content
  • Drunkenslav: Morrowind content, playtesting


Compatibility and Load Order
  • Load last in order
  • Do not use with c0da
  • Do not use with existing saves!

Translations

[discord.gg]
526 Comments
Tri-Enclave President CEO Jun 20 @ 10:02pm 
It only gets worse from here somehow.
Do It Key Jun 1 @ 12:15pm 
Bruh, you guys just sent me down the biggest rabbit hole of the ck3 modding community. LOL
Moskau May 22 @ 12:34pm 
@javelin55 I dont know what kind of elder scrolls games you are playing but homophobia isnt really a thing in setting. Also making a mechanic that actively encourages you to kill gay characters for being gay would still be homophobic even if it was a feature of TES.
Drunkenslav May 21 @ 7:10pm 
i helped with making parts of the mod, i was in contact with the dev for a good while. i dont think he was bullied away from modding, he just kind of stopped being online at some point, maybe decided to do real life stuff. as someone here said the mod wasnt destroyed
Shazzer May 17 @ 5:15pm 
Your mod was one of the reasons why I started modding ck3. The ability to have a truly nuanced EK2 game is something we will most likely not see again any time soon.
Sir. Stein May 17 @ 5:05pm 
good mod though
El Jefe Generalisimo May 17 @ 5:05pm 
Devs of ek 2 are legit toxic people. I hope this mod gets uploaded to paradox plaza or loverslab or better yet, someone makes a different ek 2 mod.
society rebuilder #2 May 13 @ 9:21am 
the mod wasn't "destroyed" - it was abandoned by a shitty dev who talked shit and couldn't get hit
javelin55 May 12 @ 8:04pm 
Okay, I ain't familiar with the drama surrounding this mod, I don't know if the mod author is Homophobic or not, but, as a Bi guy who is as far left as you can get, fucking over a mod because it added In-Lore Homophobia is stupid and wrong. If the modder was hateful, and did it for hateful reasons, that I kind of get, but even then, I see no reason to destroy this mod in the way that did happen.
Lugrís May 12 @ 6:08am 
Мод еще работает?