Another world fantasy module

by magdala·v1.0.0·Updated 2026-06-18

异世界幻想模组

About this mod Machine translation

Another world fantasy module

story

Creatures from another world are escaping their collapsed homes and arriving on Earth.

There are people whose cultures, religions and traditions are completely different from anything known in this world. Others are vampires, arcanists, and strangers whose magic defies the natural order.

They bring new resources, new needs, and mysterious energies that make the impossible possible.

Their arrival will transform countries, economies, religions and societies around the world.

The origin of mods

Even before EU5 was released, I wanted to create one if I liked the game. After completing my first campaign, I decided to start making one.

At first, my idea was just to add vampires as a new kind of pop. But as I kept adding more ideas, the project slowly became much larger than I originally anticipated.

This is my second mod if you count my first EU4 monument mod.

Main functions

magic system

This mod treats magic as a national resource rather than the personal power of an individual character. Your nation can generate, spend, and maintain magic to cast spells that affect provinces, regions, or the entire nation.

Spells belong to different realms. For example, elemental magic can increase the production of natural resources, life magic can increase birth rate and population growth, spiritual magic can enhance the mind of the heir, and so on.

Each spell has a cost and maintenance requirements. Some spells are also stackable, allowing you to cast them multiple times if your country has enough resources to maintain them. Magic is divided into levels. The higher the level, the stronger the power, the wider the range of influence, and the higher the price. Nations can only maintain a limited number of valid spells, although this limit can be increased through advancement, buildings, and magic.

The AI ​​also uses spells.

Automated warnings

Be careful when using automation as some automated systems may cast spells. Currently, spells are divided into different automation categories, such as trade, military, or diplomacy, although this may change in the future based on feedback. You can now disable spell automation to prevent automatic spellcasting.

New items and buildings

This mod adds several new goods needed for the isekai and magic economies.

It also adds a number of new buildings, including those that generate new resources and those that generate the arcane energy needed to cast and sustain spells.

a new global situation

The new world situation marks the beginning of the arrival of aliens from other worlds.

Once affected, countries will begin to receive waves of otherworlders from different cultures and religions. This scenario uses an intensity system, which means that over a duration of about 100 years, some countries may receive more arrivals than others. The scene also includes many events.

Different world species

Different peoples came from different worlds. So far, mods include:

human

vampire

Mystic

Each race has unique content such as laws, buildings, progression, and other things. In the future, my goal is to make each race and culture unique through new mechanics. It currently has some unique content

Other supplementary content

The mod also includes new populations, estates, laws, estate privileges, social values, goods, events, religion, culture, and several other additions.

future plans

Making the mod took longer than I expected, although it was also a very enjoyable experience.

Things I'd like to add in the future include adventures to another world or ruins, research systems to unlock new special spells or mechanics (I'd like to have a Lich mechanic), more spells, more events, special casus belli, new governments, special soldiers, and a more in-depth racial and cultural system.

One of the main ideas in the long term is to establish a proper racial and cultural system. Adding more races means more than just adding new cultures with different names; it should …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
3738755919_Otherworld Fantasy Mod.zip
File size
47.2 MiB