Total War: THREE KINGDOMS

Total War: THREE KINGDOMS

Natural Disasters and Plagues - 150 New Events
Visar 1–10 av 26 poster
< 1  2  3 >
Uppdatering: 14 okt @ 2:44

Added 11 new events

10 New Historical events

Uppdatering: 15 sep @ 20:46

Added 15 New Events

- Research Rate growth for Bandits and YTR events
- Black Market events for Bandits
- Silk Road Trade events
- Ancillary gift events for all cultures

Tweaked some existing events

Uppdatering: 4 sep @ 23:30

Uppdatering: 4 sep @ 22:10

Added 12 New Events
- Variants of Existing Events
- Livestock farm event
- Horse Pasture farm events

Also made the food riots and food rebellion events to only trigger when there is negative food faction wide, and a negative public order regionally.
Also changed the effects of being bankrupt to be more tolerable.

Uppdatering: 2 sep @ 3:47

Added 20 New Events
- Spread of Buddhism related events
- Food Surplus
- Merchant Cartels and Trade Monopolies
- Bankruptcy
- Construction Sabotage
- Assassination attempts
- Fishing seasons
- Mining events
- Added an Inflation and construction delay mechanic that triggers along certain events

Also improved and fixed existing events. Reduced frequency of most events, but unrest events because of low public order or low food will be frequent unless the underlying problem is solved.

Let me know what kind of events do you guys want to see next!

Uppdatering: 15 maj @ 3:31

New updates: Events are now way less frequent.

Uppdatering: 11 maj @ 20:54

Fixed low food riots and rebellion.

Uppdatering: 16 apr @ 23:11

Added 5 New Events
Food Unrest events that triggers when you have negative food.
So make sure you don't have negative food unless you want some bad events to happen like a rebellion.

Uppdatering: 13 apr @ 22:05

Finally this mod have a total of more than 100 new events!

Added 9 New events
- Added Silk Road Trade Related events
- Good and Bad Harvests
- Regional Locust Plagues

Uppdatering: 4 apr @ 19:07

Increased the cool down greatly for every events, now you will not see the same event happen again for at least 30 turns. Making it more likely for the players to experience more different events while also decreasing the frequency of events happening.

Added a requirement for the number of regions needed for the events to happen, now every event requires the players to have at least 5 regions for the disasters to happen. More deadlier disasters will require the player to have more regions so that players with less regions are not affected by the disasters in the early game. This also prevents disasters from stacking in one region only.