Build Me A City Worthy Of My Name
Most Imperator buildings seem to be useless. This mod aims to make buildings (and a few other things) a lot more powerful, and in conjuction, make the AI more competetive, the game less micromanage-y, and make the player feel more empowered.
7/4/2020:
– Updated to version 1.4
– All files made compatible
– Most settlement buildings affect pop ratios (e.g. Mines will force at least 90% slaves). Could not force 100% as in many cases, the game disregarded it completely. 90% seems to work more consistently.
– Aqueducts changed from 20 population capacity to 10 population capacity. This still allows for massive cities as before. The problem with 20 is that it got extremely bloated by other modifiers very very quickly.
– Hill forts now only built by AI in provinces that have a significant tribesmen population.
Compatible with version 1.4.x
If the mod does not work, then try installing it manually from the following link:
1. Download here (for version 1.4): https://www.dropbox.com/s/pr1xmwwm5gq9en8/Build_Me_A_City.zip?dl=0
2. Extract the zip folder in C:/Users/USERNAME/Paradox Interactive/ImperatorRome/mod
• All buildings have been significantly improved. Their vanilla benefits have been increased between 2-10 times more.
• All buildings have additional impacts on territory values. All buildings provide 2-6 benefits now.
• All buildings provide either a bonus to pop growth or a bonus to migration attraction. As cities grow, their populations will grow exponentially.
• Settlement buildings have been improved significantly. They now provide more pop growth to feed city migration demands, and less popular buildings (like Provincial Legation) have been made useful.
• Some buildings will boost civilization value and civilization value change.
• Some buildings will reduce slaves needed for extra goods.
• Pop growth from modifiers and buildings has been increased across the board. New pops may appear every year or even quicker. (Negative pop growth from events and modifiers has also been increased to balance this).
• Pop capacity, assimilation, conversion, and migration speed from events, modifiers and buildings have been increased to accommodate new pop growth rate.
• Food production, food storage and food trade goods have been modified to accomodate larger populations.
• Governor Policies are now free (they still cost tyranny)
• Province Investements have been massively improved to better reflect their high political power cost. It is now easier and less clicky to develop provinces.
• The AI will now be smarter about building buildings (fort logic has not been touched though)
• AI difficulty has been boosted for Hard and Very Hard difficulties (Normal, Easy and Very Easy have remained untouched) – Recommended to use Hard or Very Hard difficulty with this mod
This mod changes the following files
commonbuildings 0_default
commonmodifiers 0_from_events_country
commonmodifiers 0_from_events_province
commonmodifiers 0_from_events_state
commonmodifiers 0_hardcoded
commonprices 0_hardcoded
commontrade_goods 0_default
The mod is still being tested. Recommendations and bug reports are very welcome.
Revisions:
Old revisions of this mod are available below. Click the link to download.