Resourceful Benefits – Faction & Campaign Benefits Via Resources

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

Author: RagnaroK

Last revision: 24 Jun, 2025 at 15:07 UTC (1)

File size: 585.06 KB

On Steam Workshop

Description:

Greetings fellow mod enjoyers!

I grant to thee – A resource enhancing mod for your collection.

Ingame screenshots show a few examples of the new benefits gained via resource buildings.

The benefits are made with proper possibilities in mind. This could be furs providing tiny growth via the hunted animals as well as providing supplies for the settlement during siege, when used against the cold or as padding.
I see this possibility with most resources providing some sort of defensive supplies, like iron, wood, marble, obsidian which could potentially be used to strengthen or repair walls, gates or even as ammunition. Same goes for medicine healing wounded, animals keeping the population fed and so on.

This is where attrition kicks in when under siege, where a settlement garrison will take less damage due to a local resource like pastures, medicine and so on. Along that same line the settlement would have emptied outlying food stores, making the besieging army suffer a small amount of attrition.

Finally this is imagined to be transported around in your empire/kingdom, thus the miniscule factionwide bonuses.

Issues & Considerations
  • Why are some of the benefits somewhat minor in scope? The benefits stack, so keep that in mind when you expand your empire.
  • AI will also receive these benefits.
  • Keep in mind, that the benefits from a resource building which is not factionwide, only applies to that said region.
  • There are several mods on the same subject, but I believe this to be different, as I intend to give resources a proper purpose.
  • The resources are made with proper possibilities in mind.
  • Dwarf tier 4 resource buildings gives the tier 3 values.
  • Factions with only tier 1 resource buildings, receives the tier 1 benefit.
  • Attrition effects does not stack.

A List of Benefits
    Meaning of Terms

  • FW = Factionwide.
  • US = Under Siege.
  • IBR = In Besieged Region.
  • AA = All Armies.
  • RO = Region Only.
    Wine – Tiers

  • Public Order: 0 -> 0 -> 1 (FW)
  • Diplomatic Relations With All Factions: 2 -> 3 -> 5 (FW)
  • Attrition: -10% -> -20% -> -30% (US)
  • Attrition Enemy: -2% -> -3% -> -5% (IBR)

    Spices – Tiers

  • Hero Action Success Chance: 1% -> 3% -> 5% (FW)
  • Hero Action Cost: -1% -> -3% -> -5% (FW)
  • Attrition: -5% -> -10% -> -15% (US)
  • Attrition Enemy: -2% -> -3% -> -5% (IBR)

    Marble – Tiers

  • Construction Cost for Province Capitol/Settlement: -2% -> -3% -> -5% (FW)
  • Construction Cost for All Buildings: -2% -> -3% -> -5% (FW)
  • Defensive Supplies: 150 -> 300 -> 450 (US)
  • Defensive Supplies: 25 -> 50 -> 75 (FW)

    Obsidian – Tiers

  • Cooldown of All Spells: -5% -> -8% -> -10% (AA)
  • Magic Cost for All Enemy Spells: 5% -> 8% -> 10% (AA)
  • Defensive Supplies: 150 -> 300 -> 450 (US)
  • Defensive Supplies: 25 -> 50 -> 75 (FW)

    Salt – Tiers

  • Local Settlement Income: 1% -> 3% -> 5% (RO)
  • Army Capacity: 1 -> 1 -> 2 (FW)
  • Attrition: -5% -> -10% -> -15% (US)
  • Attrition Enemy: -2% -> -3% -> -5% (IBR)

    Ivory – Tiers

  • Income From Trade Tariffs: 3% -> 5% -> 10% (FW)
  • Campaign Movement Range: 3% -> 5% -> 10% (AA)
  • Defensive Supplies: 150 -> 300 -> 450 (US)
  • Defensive Supplies: 25 -> 50 -> 75 (FW)

    Dyes – Tiers

  • Spell Resistance: 1% -> 2% -> 3% (AA)
  • Miscast Chance for Enemy Spellcasters: 2% -> 3% -> 5% (AA)
  • Defensive Supplies: 150 -> 300 -> 450 (US)
  • Defensive Supplies: 25 -> 50 -> 75 (FW)

    Iron – Tiers

  • Armour: 1 -> 1 -> 2 (AA)
  • Melee Weapon Strength: 2% -> 3% -> 5% (AA)
  • Defensive Supplies: 150 -> 300 -> 450 (US)
  • Defensive Supplies: 25 -> 50 -> 75 (FW)

    Timber – Tiers

  • Ammunition: 1% -> 2% -> 3% (AA)
  • Missile Strength: 1% -> 2% -> 3% (AA)
  • Defensive Supplies: 150 -> 300 -> 450 (US)
  • Defensive Supplies: 25 -> 50 -> 75 (FW)

    Gold – Tiers

  • Army Upkeep: -1% -> -3% -> -5% (AA)
  • Attrition When Defending: -5% -> -10% -> -15% (US)
  • Attrition: -5% -> -10% -> -15% (US)
  • Attrition Enemy: -2% -> -3% -> -5% (IBR)

    Gems – Tiers

  • Leadership Aura Size: 1% -> 3% -> 5% (AA)
  • Income Post Battle: 1% -> 3% -> 5% (AA)
  • Attrition: -5% -> -10% -> -15% (US)
  • Attrition Enemy: -2% -> -3% -> -5% (IBR)

    Furs – Tiers

  • Physical Resistance: 1% -> 2% -> 3% (AA)
  • Missile Resistance: 1% -> 2% -> 3% (AA)
  • Attrition: -5% -> -10% -> -15% (US)
  • Attrition Enemy: -2% -> -3% -> -5% (IBR)

    Pastures – Tiers

  • Growth: 10 -> 15 -> 20 (FW)
  • Casualty Replenishment: 1% -> 2% -> 3% (AA)
  • Attrition: -10% -> -20% -> -30% (US)
  • Attrition Enemy: -2% -> -3% -> -5% (IBR)

    Animals – Tiers

  • Speed for Cavalry Units: 1% -> 3% -> 5% (AA)
  • Charge Bonus for Cavalry Units: 1% -> 3% -> 5% (AA)
  • Attrition: -10% -> -20% -> -30% (US)
  • Attrition Enemy: -2% -> -3% -> -5% (IBR)

    Medicine – Tiers

  • Ward Save: 1% -> 2% -> 3% (AA)
  • Casualties Captured Post Battle: 1% -> 3% -> 5% (AA)
  • Attrition: -10% -> -20% -> -30% (US)
  • Attrition Enemy: -2% -> -3% -> -5% (IBR)

    Pottery – Tiers

  • Tradable Resources Produced: 1% -> 3% -> 5% (FW)
  • Construction Time for All Buildings: -2% -> -3% -> -5% (FW)
  • Attrition: -5% -> -10% -> -15% (US)
  • Attrition Enemy: -2% -> -3% -> -5% (IBR)

Collection of Mods I Created

Thank you for spending some of your time, considering using some of my mods.

Download
Revisions:

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