Resource Building Overhaul (Factionwide Bonuses)

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Author: Commisar Jon Fuklaw

Last revision: 17 Aug, 2021 at 20:27 UTC (1)

File size: 456.7 KB

On Steam Workshop

Description:
Introduction

So, after a brief stint of mucking about with older resource overhauls, I decided to go ahead and make one from scratch, with racial parity and endgame in mind. No longer should you feel like resource buildings are a waste of a slot in the endgame!

Summary

Almost all of the stats on trade good buildings are now global, and resource producing landmarks have also been overhauled to provide one or more substantial bonuses to your faction. All bonuses have been reworked to account for their new status as factionwide bonuses, and factions which previously did not have access to certain resource bonuses now do. Furthermore, there is now a reason to keep using certain resources such as pastures and wine throughout the entire game, as their bonuses are factionwide now.

Far too many stats have been changed to go over them all, but here is a brief overview:

  • All existing bonuses from resource buildings changed to effect the entire faction.
  • Most resource producing landmarks have been given resource appropriate bonuses, factionwide.
  • Factions that can build marble resource buildings have access to a factionwide construction cost reduction.
  • All factions that can build pottery buildings have access to a minor 1/2/3% construction cost reduction.
  • Wood Elves additionally get construction cost reduction from wood rather than marble.
  • Upkeep reduction from T3 "military" resource buildings for certain factions has been increased to 5%
  • Recruitment cost reduction from buildings have been made factionwide and decreased to 5/7/10%
  • Recruitment rank increases from resource buildings have been made factionwide and decreased to 1/1/2 or 1 across the board.
  • Public order boosts from wine and beer have been made factionwide and decreased to 1/2/3 and 1/2/3/4.
  • And many other changes!

Compatibility

Fully savegame compatible.
Compatible with anything that does not modify resource building effects. I have no idea whether that includes SFO/Radious/<inserttotaloverhaulhere>, nor will I make an effort to find out. I haven’t the time nor the desire.

Do yourself a favor.

https://github.com/Kaedrin/warhammer-mod-manager/releases

I will not support issues caused by CA’s garbage tier mod manager.

FAQ

Q: Will you make a SFO/Radious/etc. version?
A: No. Do it yourself. I spend too much time working on things I care about. The tools needed to do it yourself are easy as sin to use and all you need to do is balance the mod against whatever you want to balance it against, since I’ve already done all the irritating stuff.

Q: Why does this crash on start/in battle/other situation?
A: Unless I literally just put out an update and fethed it up due to sleep deprivation, you broke cardinal rule #1 because you didn’t read the compatibility section. Use Kaedrin’s Mod Manager. It will literally solve 99%+ of issues with crashes/mods not working.

Q: I found a bug!
A: That’s not a question, Billy. Put as accurate a description of the issue and situation in which it occurred below and it’ll get looked at Soon™ if it’s a plausible issue within the scope of this mod.

Q: Can I use X in another mod?
A: Knock yourself out. The idea of intellectual monopoly is so 1715 AD. Just be sure to give credit where credit is due, and let me know (if you’d be so kind).

Shameless Plug

I’ve restored and expanded a few other overhauls as well as made a couple of my own.
Check them out here: https://steamcommunity.com/profiles/76561198039493969/myworkshopfiles/?appid=594570

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Revisions:

Old revisions of this mod are available below. Click the link to download.