World / Map Total Conversion
DynamicEuropa
Rebuilds Europa as a living world: 20+ specialised outposts that grow, get attacked, can be taken over or destroyed; spreading monster lairs and husk swarms; a biome overhaul; integrated pirate content; and food/roleplay flavour. Your routing and faction choices drive the whole campaign.
Fresh campaign required
Never remove mid-campaign
Total conversion · very bottom
- What it is
- A campaign-mode world overhaul by hUbert / _]|M|[_ / MasonMachineGuns. Official wiki: dynamiceuropa.wiki.gg.
- Load position
- The very bottom of the list (everything else loads above it).
- Hard rules
- Requires a fresh campaign on first install and must never be removed from an ongoing campaign — doing so kills the map. Locations only update behind the sub, not ahead.
- Bundled
- Integrates Pirates Ahoy! content and a subset of Hungry Europans food/drinks.
🌏The location system — 7 outpost families
Regular outposts come in 7 families, each split into tiers. The family decides which services exist; higher tiers add more (missions, stores, NPCs, crew-for-hire, sub upgrades). Not every outpost offers every service — a clinic has no hire/store/upgrades — so plan routes.
| Family | Purpose / services | Tier examples |
| Habitation | General colonist settlements; broadest service mix at higher tiers | Hamlet → Village → Town → City (tier names) |
| Military | Arm/upgrade the sub & crew; spare weapons/security; can deploy Military Forces to clear nearby Feeding Grounds | Camp → Base → Fortress |
| Medical | Healing & medical goods; no hire/store/upgrades at clinic tier | Clinic → Hospital |
| Research | Labs / study stations; research services | Lab / Study |
| Mining | Resource extraction | Mine |
| Industrial | Production / manufacturing | Factory |
| Food | Currently just Hydroponics (grow plants, feed Europans); offers missions, hire, food | Hydroponics |
Other notes: Construction Sites & Surveys are special outposts that can't be reactor-destroyed (flood them 50% instead). Outposts can come under monster attack, and an outpost exposed to Jovian radiation for ~10 rounds becomes an Abandoned Outpost. Job boards only offer a job ~20% of the time (tunable with the cheat-spawned DE-Configurator).
Faction-specific & special locations
- Pirate Outposts / Havens (Bandits faction) — trade stolen goods + illegal missions. Enter by paying a toll, negotiating, or forcing in. >20 Coalition rep raises the toll; >60 makes them hostile.
- Church of Husk / Husk Temples — advanced medical + research; gateway to the "Way to Ascension" questline.
- The Sinking Circus — a wandering balloon vessel; cheap clown supplies and the "Ultimate Jest" questline. Only one exists at a time.
⚔Outpost takeovers
1
Build faction reputation (and reach ≤ −30 reputation with the enemy faction for takeovers to appear).
2
Your first takeover is a mission from a Sergeant NPC; clear it.
3
The Sergeant gives you a radio; activating it lets you start manual takeovers thereafter.
4
Eliminate the defenders. Known quirk: flooding/explosives may register as Mission Failed — finishing enemies in melee is the reliable route.
💥Outpost destruction
- Bring explosives (detonator, grenades).
- Kill every NPC at the station.
- Blow up the reactor.
- With every NPC dead and the reactor destroyed, the station is marked destroyed.
- Exception: Construction Sites & Surveys can't be reactor-destroyed — flood them to ≥50% instead.
🐛Monster lairs, feeding grounds & husk swarms
- Monster Lairs — monsters nest and spread to nearby locations. Clear a lair to make the area habitable.
- Feeding Grounds — locations next to a lair with elevated activity; they block outposts from settling there until cleared. Military outposts can deploy forces to clear ordinary lairs.
- Husked Grounds — a husk-infested lair variant that spawns husk swarms patrolling nearby Natural Formations. The military WON'T clear these (infection risk) — players must destroy husked grounds themselves to stop the swarms.
☠Pirates Ahoy! (integrated)
Three signature mission types, all with stronger-hulled, bigger-crewed pirate vessels and ~double the payout of vanilla pirate missions:
- Heavy Pirate Vessel — reinforced-hull ship to hunt and clear.
- Strange Pirate Vessel — creates an anomaly to defend itself; keep your distance.
- Raving Vessel — drunken pirates blasting music that drags monsters toward you; you can detach and install their music player on your sub.
There are 11 collectible music CDs (40s–2:30 mono loops). Pirate outposts work like habitation outposts with city-tier + pirate goods. Signature vessel: the Warden.
🍽Hungry Europans integration
DynamicEuropa bundles a small subset of Hungry Europans foods/drinks for flavour. For the full experience — butchering, cooking, hunger/thirst, the Chef job — install the full Hungry Europans mod and place it ABOVE DynamicEuropa. Full HE adds a Meat Cleaver (butcher any corpse, incl. husks; husk meat makes husks neutral to you), ingredient-buff meals, optional Hunger/Thirst and NEEDS systems, alcohol/gardening reworks, and kitchen stations. Note: Performance Fix can distort food/thirst values; Neurotrauma needs a patch.
⚑Practical campaign tips
- Start fresh; never uninstall mid-campaign.
- Plan routes around services — clinics, shipyards/military and hydroponics don't all overlap.
- Job boards fire only ~20% of the time — don't rely on one board for income.
- For takeovers: clear the first Sergeant mission to unlock the radio; keep enemy rep ≤ −30; be ready to melee-finish defenders.
- Husked grounds are a player problem — the military won't help.
- Run Performance Fix in big cities/husk biomes — many players consider it essential for DE framerates.
⚠Incompatibilities & load order
DE overrides a lot. Without a patch, expect conflicts with mods that add missions, modify/add factions, add hireable characters, or edit the map/biomes. Compatibility-patch collection: id 3440594332.
Load ABOVE DynamicEuropa (dev-confirmed)
- Any DE compatibility patch
- Enhanced Husks
- Enhanced Reactors
- Immersive Repairs
- Hungry Europans
Load order doesn't matter (dev-confirmed)
- Artifacts & Ruins Enhanced
- Barotraumatic (+ Creature Pack)
- Improved/Enhanced Husks
- More Level Content
- Neurotrauma
- LuaCsForBarotrauma
Wreck & beacon mods are "generally always compatible." Mods with custom traders are usually NOT compatible (placed below DE you may keep the mod minus its trader).
▤Sources