Easier building effects

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Author: benjy619

Last revision: 31 Mar, 2016 at 03:29 UTC

File size: 632.83 KB

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Description:

*Save game compatible*
*Also check out my new ebe (easier building effects) unfocused variant mod if you want a bit of a tougher mod variant*

After playing this games campaign mode. One of the things that really was annoying to me was just how much some buildings could give you a negative effect. Some higher up buildings in a chain can end up giving you 10 and even up to 15 of a negative effect. Basicallly, to have this one building built you’d have to change everything else in your region to counter its negative effect. But that’s way too hard to do on its own. Seeing as how you might have to wait to gain more population to build more things. And some of those things you build to counter act the main negative building also add their own little negative effect so the negative chain continues. It’s practically impossible to keep one of these high end buildings going.

My mod focuses on trying to fix and rebalance the effects of these buildings. So far I have only really dealt with the negative effects. I haven’t touched the cost negative effect of buildings though (i’d like to go back and just halve all of those values.). So if you get this mod it would make the game kinda easy mode for you. But if that’s what you want then great. But otherwise i’m looking to update it and balance the changes some more. Perhaps bring up the negative effects a little more from where I have them now (i feel they might be a bit too low.). I’m open to any feedback on what your thoughts of how to balance out the buildings might be.

On to the changes I have made. Here:

Version 1.0

Food consumption
-Major cities have their food consumption capped at 30, while minor cities have it capped at 20.
-All religious buildings had their food consumption capped at 20.
-All military buildings had their food consumption capped at 30.
-Every other building then the ones I listed above now has the food consumption effect brung down to 0.

My logic here is that the person in power does not pay for everyone in the cities food. It doesn’t happen like that now or in the past. Your civilians where in charge of feeding themselves. So I picked the buildings which made sense for things a government would give food to. Military is an obvious one. Religion because basically the city religion is everyones religion and for the events it partakes in, the people in power will assist it. For the city chain, i’ll just say that you are paying for the maintenance of the main city in the settlement.

Squalor buildings
-Squalor has been removed from all buildings except some in the resource building chain which deal with mining operations. These building chains are capped out at 4 squalor.

Seriously how dirty do think some people are? The hordes don’t even have to deal with squalor and they should be the dirtiest of them all. I get that back in those days it was easier to gain squalor but come on. So I kinda gave a heavy nerf here. But kept the mining resource buildings because I feel they can legitamately bring about a big disease.

Public order
-All buildings except markets and some resource buildings have their negative public order removed. For the buildings with a negative public order still in place. They are capped to a max of 4 negative public order.

This game treats it like everyone hates everything.. So I fixed it by adding things i think would make the genral populace get mad. Markets can spark serous competition. And some resource buildings like a gold chain anger them because they really don’t benefit from it. Only the rich do and that makes them angry.

I have updated the mod. Patch 1.1 lets call it. Changes here:

Version 1.1

I’ve addressed the cost negative effect and have basically increased the negative effects by a small amount.

Building subsistance (cost from maintenance)
– Capped at 750.

Food consumption
– Military cap raised to 40.
– Minor city cap raised to 30.

Squalor
– Squalor cap raised to -5.

Public disorder
– Cap raised to -5.

Version 1.2

I’ve changed the integrity values for the hordes now. I’ve also finished with the last roman pack and applied my previous changes into the dlc pack.

Integrity
– Negative integrity capped at -4.
– Positive integrity gained from buildings capped at 9.

Thanks for your input guys with my mod.

Version 1.2.1

The officer tents buildings chain for the last roman campaign pack has its food consumption capped at 10.

After taking a review of my mod personally, i’ve decided to change the purpose. Trying to keep a perfect balance seems like a bit of an overwhelming task at this point for me. So I apologise in advance for anyone who was hoping on seeing more balance come out of my mod. I’ve labelled my mod originally as "fixing building effects", but at this point i don’t think it’ll be a relevant enough description of my mod. Fixing could technically mean what i want it to. And originally i mean’t to build a new balance for buildings to follow. Now i’ve decided to change the title to "Easier building effects", as this will have more relevance in that my mod now serves simply to grant users an easier time in campaign. That being said I haven’t made any drastic changes to the mod from where is was in the previous version. Here is a list of my changes:

Building subsistance (cost from maintenance)
– Capped at 750.

Food consumption
– Military cap raised to 40.
– Minor city cap raised to 30.

Squalor
– Squalor cap raised to -5.

Public disorder
-Cap raised to -5.

Integrity (for hordes and expedition)
-Capped at negative -4.
-Capped at positive 12.

This will hopefully be the last change i apply for my mod. Well untill the next blasted dlc pack comes out and they go ahead and destroy my mod -_- I wasn’t prepared for the first update that came, which made fixing my mod back a pain. But now, i’ve properly prepared my mod for any future updates. Thank you everyone for all the downloads and notices of problems. I never expected my mod to be as big as it is now. So i can’t thank you enough for downloading. I sincerely apologise again though for not being able to provide a full building balance mod for you guys. But for now enjoy an easier time in the campaign then what the (crazy) vanilla game has to offer.

Version 1.3

My mod has been updated to work with the new dlc. There are however 5 buildings which i haven’t touched yet because i don’t know what they do. After i get a play test done i can update this building chain to fit in with the rules of my mod. Apart from that i’ve raised the positive integrity cap to 14. – i’ve covered the 5 buildings in my mod now.

Version 1.4
Mod now works with the charlamagne dlc contents. Something odd i noticed is that the negative effects in the charlamagne dlc have been toned down heaps. Which is a good thing 😀 I had a playthrough without my mod on it and i wasn’t plagued with negative effects anymore. Seems like the game is much more friendly now.

Version 1.5
The mod is up to date with all current dlc. Everything is working perfectly!!! Enjoy guys!

Version 1.6
I found some effects hidden in other tables and adjusted those to fit with my mod rules. The updated effect list is here:

Building subsistance (cost from maintenance)
– Capped at 750.

Maintenance cost
– Capped at 750 for religious buildings. I left other buildings alone like military because i like making the military chains cost more then others.

Food consumption
– Military cap raised to 40.
– Minor city cap raised to 30.

Squalor
– Squalor cap raised to -5.

Public disorder
-Cap raised to -5.

Integrity (for hordes and expedition)
-Capped at negative -4.
-Capped at positive 12.