[v68] PrPleGoo Region Rework

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

Author: PrPleGoo

Last revision: 10 Mar, 2025 at 15:25 UTC (1)

File size: 2.72 MB

On Steam Workshop

Description:

Greetings despot,

This mod completely reworks regions.
As per my idea listed in the suggestion forum on discord.
A lot of that idea is either not implemented, WIP or deemed too difficult to mod.
Basically the idea is that regions are just abstracted cities that work on pretty much the same rules as your capital does.
I never really liked that they seemed to operate on a completely separate set of rules.

This also has a lot of balance implications, so make sure you are ready to relearn region management!
Not compatible with existing saves!
I would also not advise you combine this mod with any of the mods that are not confirmed to be compatible (list later on).

This mod is for you if:
– You want more than just raw resources from regions;
– You like to develop regions;
– You want regions to be a little more powerful than in v68 but not as powerful as they were in v67;
– You want a steady stream of prisoners for "purposes";
– You want some logistical interplay between your capital and your regions;

Features:
– You can build refineries and workshops in regions.
– Region production reworked, basing output numbers on available population.
– You get 1 workforce for every 18.5 people in a region.
– Population numbers in regions have been reduced drastically.
– Production scaling now goes off the "normal" values, instead of weird "region" values.
– Global buildings can no longer be upgraded, but you can make more of them to compensate. Health and workforce buildings less so because these buildings are just too good already.
– Negative production values are grabbed from your capital.
– Law gives you PoWs as tax from a region.
– A food stall to use food instead of admin to grow cities.
– Slaver’s guild building that specializes in PoW output.
– More negative health to account for lower population levels.
– Max level of region building based on deposits/prospect instead of scaling output.
– Supply armies directly from your regions.
– (Experimental and optional) AI empires use production to do work on their stockpiles.
– Take science boosts and use the school to apply them.

Known issues:
– Negative production values could be ignored for a massive early game boost.

Planned features (in order, subject to change):
– Merge Garrison and Barracks and have them scale to population, higher levels just make better trained/equipped troops.
– Instruct vassals to produce specific goods.

Known compatible mods, these mods have been used by me or others and no problems have been reported:
– PrPleGoo’s Quality of Life Mod, https://steamcommunity.com/sharedfiles/filedetails/?id=3260671025
– Extra Info, https://steamcommunity.com/sharedfiles/filedetails/?id=3352452572
– Trade-Sorter (v68), https://steamcommunity.com/sharedfiles/filedetails/?id=3419268878
– Cute Race!, https://steamcommunity.com/workshop/filedetails/?id=3418470482
– Vargen Race (V68), https://steamcommunity.com/sharedfiles/filedetails/?id=2918830792
– Draken Race (V68), https://steamcommunity.com/sharedfiles/filedetails/?id=3160170506
If you use a different mod than any of the above and notice no game breaking issues, please let me and other users know!

Enjoy!

– a fellow despot

Available on github.

Credits:
– Redic, thumbnail art
– Argoon, technical support.

Download
Revisions:

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