Building Slots Extended – Gardens, Sanctums, Cults, and Coves

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Author: Myxameno

Last revision: 11 May, 2024 at 10:26 UTC

File size: 1.6 MB

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Description:

IMPORTANT: This mod was made to be compatible with Mixu’s Unlocker and won’t work without it!

This mod works with ChaosRobie’s Immortal Empires Expanded and The Old World campaigns!

Some players thought that giving additional slots to Skaven Undercities buffs already one of the strongest and oppressive races in the game (can you believe those skaven-haters?!). So I present to you a version without additional Undercity slots.

This mod increases the number of building slots for the following settlements:
– Oxyotl’s Sanctums (6 building slots).
– Changeling’s Cults (6 building slots).
– Nurgle, Khorne, Tzeentch, and Slaanesh Cults (3 building slots).
– Vampire Coasts Pirate Coves (4 building slots).
– Elspeth’s Black Towers (4 building slots).

This mod can be used separately or together with main BSE mod and its other submods in any combination.

Version with additional Undercity slotsBuilding Slots Extended – Undercities, Gardens, Sanctums, Cults, and Coves

If you use 3 Rows of Building Slots mod then use this compatibilty submod and follow instructions inside.

FAQ:

Q: Why only 6 slots for Undercities/Sanctums/Changeling and not more?
A: This is additional settlement mechanics (well, not for Changeling, but he can spam them more easily then Skaven or Oxyotl) with powerful buildings so adding to many slots can result in these factions being overwhelming and dominating in most of your campaigns.

Q: Why only 3 slots for for Chaos Cults when there are 4 buildings?
A: The fourth building of each Cult destroys the Cult so it doesn’t make sense to have a spare slot for it.

Q: Why there are slots for all 4 Pirate Cove buildings then?
A: The Pirate Cove mechanic is pretty weak in my opinion and this approach seems to make it more viable and time worthy.

Compatibility note:
This mod will conflict with any other mod that changes the building browser UI or the settlement panel UI. To quickly fix this you can follow the next steps: open this mod with RPFM => go to the ui folder => remove building_browser.twui.xml and/or settlement_panel.twui.xml (depending on the conflict) => save the changes. This will resolve the conflict but likely will cause building slots to be partially covered by the detection meter and the settlement view control panel.