This is a portion of a larger city variation mod I've been developing.
The purpose of this mod is to allow you to build certain manor buildings and lords which reduce the grain and material in the cities where you build them, and unlock ways for you to allocate that grain and material to other cities which you would like to enhance. Several new buildings and resources make this possible.
THE LORD'S MANOR (requires lvl 2 city, requires agriculture) has many effects.
- Removes 1 Grain and 1 Material from the city's stores. This negatively impacts the cities growth and production.
- Produces 1 Peasant and 1 Laborer (global resources)
- Unlocks the Grain Allocation and Material Allocation buildings. These can be built in any city you want to improve, but cost 1 Peasant to build the Grain, and 1 Laborer to build the Material. So once you spend them, you can't build anymore.
- Unlocks the Builder's Tower, the Reaver's Keep, the Warg Breeder and the Horse Breeder.
GRAIN ALLOCATION (requires agriculture, production cost 1 Peasant)
- Adds +1 Grain to the city
MATERIAL ALLOCATION(requires agriculture, production cost 1 Peasant)
- Adds +1 Material to the city
THE BUILDER'S TOWER (requires Lord's Manor, Cooperation, is 1 per faction)
- Removes 1 additional Material from the city
- Produces 1 additional Laborer
THE REAVER'S KEEP (requires Lord's Manor, Cooperation, is 1 per faction)
- Removes 1 additional Grain
- Produces 1 additional Peasant
WARG BREEDER (requires Lord's Manor, Warg Riding, Warg Bloodline* resource)
- Doubles local Warg production.
HORSE BREEDER (requires Lord's Manor, Mounted Warfare, Horse Bloodline* resource)
- Doubles local Horse production.
*Bloodline resources are local versions of the horse and warg resource and will appear in your city menu if you have them.
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The mods also adds 3 lords who can be recruited at the Manor, Tower and Keep. They cost diplomatic capital to produce, and also consume it. They are meant to travel about your realm adding their skills wherever they are most needed.
THE BARON hails from the Lord's Manor. When stationed in a city he causes slight unrest, but improves diplomatic cap, metal, crystal, and gildar production.
THE NOBLE LORD hails from the Builder's Tower. When stationed in a city he decreases unrest, improves research, growth and construction, as well as the production of Reagents.
THE REAVER LORD hails from the Reaver's Keep. When stationed in a city he greatly increases unrest, but he increases the defensive bonuses of the city, and significantly lowers production costs and training time of units. Other civics suffer.
Also included are:
THE CITY WATCH (requires lvl 3 city, administration)
- Lowers Unrest by 10
- Allows you to recruit 5 City Watchmen. These each reduce unrest by a true 20%, and can be stationed wherever they are needed most to keep the peace! They will also upgrade their weapons and armor to the best you have.
GROWTH PER FOOD DYNAMIC
- Slight increase in growth based on the cities excess food level
UNREST PER POPULATION DYNAMIC
- Local Unrest level scales with population growth.
You can download it here if you would like to try it out. Just unzip it all into your mods folder. It changes no original files.
(edited for clarity)
Thank you very much
Now that's a cool idea. +2 for making it modular.
what is this about resource allocation?
So we build the Lord's Manor in a city with absolutely no grain or materials ... and improve its grain and materials by stealing such things from other cities?
The Lord's Manor can only be built in a normal city. It will remove 1 grain and 1 material from the city in which it is built , weakening, or perhaps even devastating the growth and productivity of that city. However it also creates 1 Peasant and 1 Laborer, which will appear as stored global resources. The Lord's Manor unlocks the grain and material allocation buildings. These have a construction cost of 1 Peasant (grain) or 1 Laborer (materials), and can be built in any of your cities (even where you built the Lord's Manor, though that would just cancel it out) and will add 1 grain and/or 1 material respectively to that city. The Builder's Tower and Reaver's Keep function the same way, except the BT removes a 2nd material, and provides another Laborer; the RK removes a 2nd grain and provides another Peasant.
The notion is that you can now depopulate/strip/pillage resources from your less valuable cities (where you build the manor) in order to boost growth and production elsewhere. At the same the Lord's Manor allows you to specialize in mount production.
Very innovative idea!
Love this idea. Keep up the good work!
Great idea. You should elaborate the OP to make the function a bit clearer.
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