Emperator Mod Overhaul V1.1

If you liked this item, please rate it up on Steam Workshop page.

Author: Starfoth The Burgundy Silk Rug

Last revision: 14 Mar, 2017 at 00:08 UTC

File size: 1010.69 KB

On Steam Workshop

Description:

AS WITH ANY MOD, BACKUP YOUR SAVES! YOU HAVE BEEN WARNED!

This mod is leaned toward forcing the game to balance toward city building and growth by making research excruciating, making building longer, nights longer, more days in a year, increasing the squad count and max members a lot, etc.

Set building and research sliders to 0.5 to amplify the effect if you are going for real metropolis sized cities.

What does this mod do:
>Building takes 4x as long
-Larger construction teams needed
-Heavier growth of population making time management a thing
>Research times 2.5x as long
>Research gradient is massively steep
-Large teams of scientists working in a large, dedicated facility will be required higher up
-Requires large city growth at each point; thus meaning you need to greatly develop the city in order to move higher up
-Retrograding and city planning a must
-Every point in scientific advancement is drawn out for a detailed experience
>Trade profit margins buffed from +/- 20% to +/- 60%
-You must choose your industry carefully based on the industry and demand of your neighbors
>Max Population increased from 30 to 256
-The limit is hardcoded and as such, 256 is as high as it can go
-Regardless; city population
>Days in a year increased to 400
-Less maintainence nightmares
>Sunrise at 8 instead of 5 and sunset at 20 instead of 24
-Nights are now longer; lighting is necessary
-In Vanila, the nights are 5 hours long, in the mod, nights are 12 hours long
>Strength xp gain in combat is now doubled
-Raising large armies instead of small squads requires training and experience, normally the xp gain rate is balanced for a grinding RPG style element, this is more of a strategic level meaning attacks will leave your armies better and stronger
>Carry person rate now 50% higher
-In any city; placement of services is vital; this makes it harder to place hospitals/clinics
-Encourages military growth as soldiers are needed for rescue and hospitalization as they will be the ones with strength
-Discourages unarmed convoys of merchants

Now that we know what we could, we must ask why. Why have the research gradient so steep it takes like 3 days to get a level 3 tech and like a week and a half to get a level 4 tech? Because it forces you to experience every era of he game. You’ll wind up building moderately large level 1 towns, build a strong level 2 settlement, and eventually need to go through each era building everything up from the ground again. Every era in technology is drawn out in a slow paced game. You no longer rush through technology and rise up into futuristic oblivion and wipe all other lesser civs off the map. You spend months or weeks trying to make do with what few techs you have at every era. Outdoing the holy nation is now a transcendant dream that will take huge amounts of effort.

Long list of changes, yeah? Suggestions? Corrections? Unneccesarily hostile reactions? Reasonable criticism? Feel free to give feedback.