Buildings Overhaul: More Meaningful Management

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Author: Dr. G

Last revision: 20 Sep, 2017 at 23:16 UTC

File size: 188.42 KB

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Description:

This mod adds and rebalances building effects so that each building chain for each race feels useful and unique, with bonuses that actually matter in the campaign and in battle. With this mod, the decision of what to build should no longer be quite as easy, as each building chain will give useful bonuses that are useful in different strategic situations.

Note about Drakenhof, Chaos Marks, and other "strategic choice" building chains:
-The "first" building you must build in the chain is actually at the top (generally requiring settlement/horde level four).
-After you build the first building in the chain, you may "upgrade" for free along the chain until you get to the choice you want.
-Bonuses do not stack, so all previous bonuses will disappear when you activate a new one.
-If you change your mind and decide you want a bonus from lower in the chain instead, you will have to demolish the building and rebuild/upgrade it.

Notable Content:
Lots of balance changes for buildings for all races. No buildings are useless!
New buildings!
-Supply Depot (Empire): increased upkeep reductions for adjacent provinces, added a large province-wide replenishment bonus, and added a large upkeep reduction for local armies. This should help the Empire maintain more defensive armies amidst the chaos (and Chaos!) of the campaign.
-Necromancer’s Cairn (Vampires): Increased bonuses to units in adjacent provinces and added some magic income! Also, increased movement range for armies in adjacent provinces.
-Da Big Banna (Greenskins): Added some light upkeep reductions in the local province and buffed the existing bonuses.
-Ranger Waystation (Dwarfs): Buffed existing bonuses and added experience bonuses for locally recruited ranged units.

-Vampire focus buildings: large-scale rebalancing and buffing of bonuses and decrease in negative effects from each focus choice. Each building more clearly favors different army compositions and playstyles:
*Minion Focus: Buffed infantry cores and Corpse Carts/Mortis Engines! This focus is great for making zombies viable (with speed improvements!) meat shields to wear down the enemy. Ypu can recruit cheap, effective armies quickly and replenish them even faster, but your elite units will be much more expensive.
*Monster Focus: Vargheists and Horrors and Ghouls, oh my! Embrace the beast lurking beneath the surface with buffs to everyone’s favorite maddened undead beasts. This focus gives bonuses to the power and leadership of most monsters and greatly improves post-battle loot, raiding, and prisoner gathering for the more aggressively monstrous vampire player.
*Necromancy Focus: Improved power pools and winds of magic for all armies, more/better necromancer recruitment, minor buffs to mortis engines, and bonuses to cairn/hexrwraiths make this the focus of choice for all things ghostly and magical. Also, your raise dead abilities on the campaign map will be much cheaper!
*Vampire Focus: Why murder when you can manipulate? The Vampire focus now gives better diplomatic bonuses and increased buffs to lords and vampire heros. Also improves Varghulfs and cavalry, especially Blood Knights. This choice is great if you want to maintain your humanity…or pretend your Vampire Counts are secretly Bretonnian.

-Removed population costs for first-level walls/garrisons for Greenskins, Vampire Counts, and Empire. This should help AI survivability in the early game.
-Lots of other bonuses tweaked/moved around, especially for Vampire Counts!

Some Examples of Added/Changed Building Effects:
-New Vampire Count Chains! Choose a focus and playstyle to enhance with the strategy chain (buildable only in Castle Drakenhof) and increase your vampires’ powers of majesty with the Vampire Manor chain (buildable in any major city)!
-Added minor garrison units to a few more buildings for all races (except Chaos, of course) to compensate for the costs of garrison structures. Now garrison structures are a way to boost the garrison/walls of a city rather than being the only way you can stop the enemy from instantly taking your settlements.
-Empire and VC resource building bonuses revamped (pun somewhat intended) to be more useful. I put a greater emphasis on small, stackable factionwide bonuses than on province-wide bonuses.
-Added new effects to the max-level structure for each resource chain for each race.
-All Vampire Counts supporting (and some recruitment) chains have been modified. Most VC economic chains now also give penalties to enemy invading forces.
-Added local army upkeep reductions to farms level 2 and above (Dwarves and all human factions)
-Added a small bonus to all tariffs from trade for all level 4 resource structures (Dwarves), level three resource structures for humans and vampires
-Added a bonus to friendly armies’ winds of magic to magic colleges (humans and vampires)
-Added a bonus to morale if under siege to taverns level 2 and above.
-Level 3 and 4 smiths (Dwarves) now reduce winds of magic for enemy armies fighting in the province.
-Added unique effects to levels 3-5 of unique settlement chains.
-Added province-wide tax penalties to all garrison structures (all factions, though the severity is more for dwarves)
Wood Elves.
-Four new defensive outpost buildings!
-New income and bonuses from the Oak of Ages and tweaked upper-tier Oak of Ages Amber costs.
-Added bonuses for Wood Elf Temple buildings to keep them useful after the research they grant is complete.
-Tweaked and added some existing building effects
-And much, much more