Last update: 18.08.24.
Reason: Update mod to version: 18.08.24
This mod allows NPC faction to interact with each other without any player input. These events operate on independent timer and do not affect frequency of other events. It is also possible to enable/disable any event added by this mod to better fit player's preference.
- NPC faction can become hostile or neutral to another NPC faction. Once per 20 days in average.
- NPC settlements can be captured or razed by another hostile NPC faction. Conquest target is determined randomly by default. Once per 15 days in average, with razing disabled by default.
- NPC faction can choose to construct new settlement in nearby empty tile. Vanilla starting site selection algorithm is used, meaning this event takes biome into account. Once per 40 days in average. Disabled by default.
- NPC factions can adopt ideology from non-hostile factions that share at least one meme of impact 2+ from their original belief, or can also create completely new ideology which still respects the limitation set by the faction's creator. Enabled by default.
- NPC factions can force inferior settlements to surrender and adopt their ideology. Disabled by default.
Distance-based conquest algorithm heavily favours factions with greater settlement count, so these two exclusive events help to prevent dominant faction from conquering the entire world.
- NPC factions form worldwide alliance in response to a faction with more than 10 settlements that controls 40~60% of the planet. 80% chance for each faction to join alliance, and has cool down of 10 conquest events.
- NPC faction with 0 settlement can rebel against one of dominant factions, having 40% chance to overthrow each of oppressor's settlement.
- Enable 'History Generation' as permanent game condition on scenario setting to start the game on world where major wars have already happened, instead of default one where every faction have even distribution. Length adjustable at mod settings. Since the event causes significant lag, it is recommended to wait for this to finish on 'World' screen before playing.
- Relations Tab: reported to make diplomacy change event from this mod non-functional.
- Rim War: compatible but, as its mod description says, "many similar features, unnecessary to run both mods". My mod just tries to do NPC relationships as background thing with restricted gameplay impact, while RimWar makes them major gameplay component. Recommended to choose whichever you prefer.
- Faction Resources: new rebel factions created by Dynamic Diplomacy optional event does not have resources, need to disable/enable Faction Resources again to give rebel factions resources.
- Non-vanilla storytellers will not trigger my events if they do not use vanilla BaseStoryteller settings as parent. To check for compatibility, go to storyteller.xml and see if custom storyteller has BaseStoryteller as ParentName.
- Report any other incompatibilities if discovered.
08.07.24 (1.0-1.5)
03.09.23 (1.0-1.4)
05.08.23 (1.0-1.4)