READ EVERYTHING BEFORE USINGFirst things first, this was created using the latest MP enabled beta patch, so i can't vouch for it working with anything else, that said it is Single player only.Secondly, Only try this mod if you know what you are doing, whilst installing it isn't actually that complicated or dangerous it still involves dealing with core files. ie you will break your actual game if you manage to screw things up.Thirdly, it's an Alpha, so no knew art\tiles\icons (because i suck at such things) so lots of hovering over icons and using the encyclopaedia thingy will be needed. and for the time being this is Empire Only, because that's what i play as mainly so that's where i started.
Alright on to the mod itself...basically i got bored yesterday and decided to redo large parts of the economy, there are more resources, a lot more upkeep, and general changes so that you have to think about what you are doing more. Whilst the system is more complex I'm trying to balance things such that it's not..... oppressive. So some Specifics.... Food
There are now multiple types of food, each of which is 'required' for different levels of housing (described later), the various types of food resource (ie fertile land, fruit grove, etc) provide the different food types in varying degrees (including not providing it at all). Scavenged Rations - your basic level of food, available pretty much every where in small degrees. used for military rations, feeding horses\wargs, and feeding all your population - provided by all food resources, and through other means. Basic foodstuff - the next stage up, still pretty much every where, used in providing better housing. provided by about 85% of food resources Foodstuffs - more rare, again only used in providing better housing. provided by about 50% of food resources. Luxury Foodstuffs - very rare - again only for better housing, provided only by twilight bees, and enriched land.
Housing
Housing, is due to the food requirements, a lot more involved when trying to level cities, there are 5 levels, only 4 of which you can build, and you are limited to 3 of any type of house per city (this is not how i would like the system to work, but city upgrade levels don't seem to like being something other than population, or at least they don't like custom resources, so we ended up with a strange population storage calculation).
Lumber
First note, "materials" don't exist anymore. Lumber is a globally stored, primary resource, and is mostly gained from forests, yes you get to build timber mills on all those pointless forests now, 3 per city atleast. Lumber is used in the following ways....
Yes, that's a lot of uses, but trees are pretty much everywhere. HINT - at the start, building near trees is probably more important than building near the Fertile Land
Stone
Globally stored, Gained from stone, clay and marble, used mainly in building more advanced (level 3 city+) buildings, also used as upkeep for the "Castle" defensive building.
Military EquipmentEquipping your military just got more complicated, and yet still stays surprisingly simple, there are 5 types of military resource, all stored per city, all created by city buildings from other resources.
The way it all fits together is fairly simple, each individual item only costs 1 of whatever resource, the upshot of this being that fitting your troops with armour is a lot more costly than giving them weapons.
General Changes and NotesThese are the more general changes, a couple aren't implement fully yet. as well as notes on things i haven't linked up yet. Metal - used in more advanced buildings, and creating metal weapons (as noted previously) Gold - Removed completely. Crystal - pretty much the same, except that certain magic buildings (currently only the temple of essence) will require a constant supply Trade Goods - New, used as a sort of half-way house between gold and diplomatic capital. not implement properly yet. Food resource multiplier buildings - these only effect certain of the food types. Talents, abilities, histories - None of these have been changed to correctly use the new resources. Descriptive Text - Mostly unchanged. encyclopaedia entries are the only real way to find out what does what. City Resource Screen - This doesn't show custom resources, the full city info screen does though, so use that. Locally stored resources (Military Equipment) - I have found no way of making these show up their current totals, so whilst you will be gaining them there is no way to find out your current totals. I seem to remember having changed something's between when i uploaded it, and when I finished typing all this out. but I'm not sure what it was. Download LinkInstallation Instructions
Uninstallation Instructions
An amazing and bold mod proposal. I'm going to test this out shortly
The balancing is probably still a mess but the whole concept makes me feel funny in my pants.
Wow, sounds like some great ideas here to give things a bit more depth on the economy and production side. I'll be curious to see how this works out, and whether or not the AI is able to handle it.
The main drawback is that it is not compatible with other mods.
But this is an ambitious one, please make the economy more in depth. However, I suggest you retain the gold for one reason many other mods need this resource, another reason that money is indispensable in social life, in a way it measures the total working hours and positive result.
Oopsie, did you get my PM? I could do the tile art for the project.
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