Fixed Wood Elf outpost income
Why did I make this mod?
Currently as the wood elves, your income comes to a halt when you have upgraded all your magical forests, now you can generate additional income from your outposts.
The mod manager says the mod isn’t updated!
THE MOD WORKS PERFECTLY NO MATTER WHICH UPDATE IS IN EFFECT, as the code is super simple and doesn’t replace any code, it only adds to the existing code. I know it looks ugly on the menu with the "! mod is not updated" mark behind it, but I am too lazy to reupload the same mod version every update to cleanup the "! mod is not updated" mark.
Do you think I should take this mod along with "Scaling Wood Elf outpost economy"?
Absolutely not, that would increase the wood elf economy into the cheat realm!
Is this save compatible?
Absolutely yes!
Is 300 income not a bit too much?
No, as wood elves have no other source of income except for their magical forests, this means that in the late game other factions eclipse them in terms of income due to them being able to gather income from their settlements.
Is this mod compatible with mod X?
Yes, as this mod simply adds another line of code (or buff in other words) to the existing sacrificial grounds building, meaning that this mod will always be active no matter what they do to the sacrificial grounds building.
Will this totally rework the way I play the wood elves?
Maybe, this buff will allow the player to build an empire of outposts with only 1 magical forest, this means that it is not mandatory to gain control of the other magical forests in order to get more income. Keep note that this effect is only present on the sacrificial grounds building meaning that you will still choose the growth building over sacrificial grounds in the early game, in order to grow your magical forests.
Is this change stronger for certain wood elf factions?
This change does not affect the strength of the wood elf factions, as this buff solely relies on you controlling land and building outposts which depends on the wood elf faction you choose to play. It is a slight buff to Drycha as she does not have access to the oak of ages, and this buff acts independently of the effect that the oak of ages grants.
Don’t you think 400 is a little more fair?
I can certainly make a separate version that buffs it to 400 but as it stands now, I don’t want to go overboard with this change as giving the player 400 gold per outpost would exceed the settlement income for some other factions who might have invested more time and gold into their settlements.
Could you not have stuck this effect to the main settlement building as I now have to choose between building sacrificial grounds and a unique resource building or port?
Yes, I made it this way as the outpost settlement buildings look identical, but are in reality each individual structures (8 different version for the locations on the map) not to mention there are unique versions for each faction capitol, so for the sake of consistency I choose to stick this effect to a singular building that no one would ever build without this effect (I don’t mean to hate on the other buildings but I want all buildings to have a use where the player will consider all options, not simply spam 1 singular type of building) in an outpost which would be available to all outposts, no matter where they are located.
An even better solution would be to take this mod in conjunction with the “Wood Elves – Outposts Enhanced” mod, as with these two mods you solve the garrison, having to choose between a resource/port building and the late game economy issue that the wood elves currently have.
So, uhm, if you like what you see, and you’d like to see more, or have any suggestions, I’m right here!
https://www.patreon.com/torakmodding