No squalor, a lot more farms.

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Author: Florian

Last revision: 31 Mar, 2020 at 13:55 UTC (1)

File size: 1.96 MB

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Description:

Squalor from buildings generally didn’t make much sense to me, with the exception of slums, so I’ve changed this.

As someone asked:
How does squalor from buildings not make sense? More people=more waste=worse conditions. That is why cities are dirty

Here’s why:

1) Cities get dirty if they develop slums, the buildings you’re making aren’t slums, they’re supposed to be fancy & improve the living standard. Not downgrade it.

2) Half the buildings should increase public order simply because of what they are. E.g. militairy building = larger garrison which effectivly means a better police force. Better farms = more work & food so higher living standard etc. Basicly none of the buildings are "bad". It isn’t like we have the choice to for example build an industrial complex that spews poison into the local river.

3) Game mechanicly speaking all it does is force you to build public order things, which in turn cost food, which in turn again cost squalor. Which just isn’t very interesting as a mechanic. And also leads to the awkward situation where half your cities basicly just contain temples and farms in an effort to stop one of the two values from skyrocketing too much. If they just got food you’d have something more realistic, as none of the buildings you build are all that bad, easier to balance, as you dont end up with a vicious circle of squalor -> public order -> food -> squalor. And less of a pain to work around.

Buildings no longer directly give squalor, with the exception of slums. Instead buildings that previously would generate squalor now require food. Farms & other buildings that produce food are exempt from this. Agents & events and whatnot still generate squalor as normal.

Food production from everything has been increased by 2 points to compensate.

The food costs of the corresponding buildings is currently set to what their squalor used to be, as these don’t appear too extreme in most cases.

Buildings that already cost food & created squalor, e.g. the city centers, now only cost food and have a slightly reduced cost.

Tier 1 & 2 militairy buildings now cost 1, & 2 food respectivly. This is mostly to stop the AI from building 2 low tier military buildings and then turtling in his own province for ages with 5 fully stacked low quality armies. Or sending a wave of 5 of them every handfull of turns to your cities if he’s more aggresive.

Not competible with DEI and other similarly large overhauls that change the underlaying datastructure.

Mod order for correct loading

In order to avoid conflicts in the new launcher make sure that my mods are loaded first. If this is not done conflicts can arise that overwrite my changes.

For example when loading my mods and radious make sure it looks like this:

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Revisions:

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