Dynamic Economy
Overhauls economy for more realistic center-perhiphery dynamics which favors growth over expansion and balance oriented management – greater income but added expenditures, relying more on building management, trade, sacking and ransom:
Highly recommended to play with Population Mechanic which affects income based on workers and Please Stop Cheating to equalize the player and the AI, removing all upkeep and cost cheats the AI has.
– Background constant income is reduced to 1,000.
– Main settlement building provide 25% income for all buildings for each tier from tier 2 (as non-basic economic activity taxing) as the main economic driver, industry building income is made linear with fixed intervals.
– Non-income generating buildings cost 5% maintenance, combine with Militia Recruitment for basic recruitment from main settlement building.
– Recruitment costs are doubled but upkeep is halved, so armies are not so easily replaced yet more can be maintained. Lords and heroes don’t cost to recruit since they’re already in the pool and are instantly recruited in a ‘job’ manner, rather than paying for their training/equipment etc.
– Trading has more potential with higher maximum consumption, combine with Resources from Raiding, Orcs & Norsca Can Trade and More Trade Resources.
– Resource bonuses are factionwide as Resource Building Overhaul but with vanilla values.
– Post-battle loot from units casualties is enhanced to 20% from 10% but with 0% from routed units instead of 5%, with captured units’ value/slaves value at 100% instead of 10%, so you get loot from kills/ransoming only. combine with Treatment of captives affects diplomatic relations and Post-Battle Options Overhaul.
– Raiding doesn’t fatigue so it’s much more viable but has greater diplomatic penalties, combine with Supply and Demand for upkeep reductions.
– Removed taxation public order penalty as the AI never unticks it so it always has this penalty, accompanies Happy is Happy by removing excess rebellions.
Combine with Population Mechanic for enhanced management and Bring Ruin! for greater corruption.
9. Unlocks all building slots with reserved final slots for higher tiers, as there shouldn’t really be any physical limit, so if you can afford (and now also sustain) buildings economically you’re able to construct them, like in RTS. Enhances raiding potentially as there are more buildings in the game and quickens early game phase for stronger and varied armies.
– Public order affects tax rate as high elves mechanic is added to all factions.
– Colonization is free as you need to build the first tier anyway, combine with Remove unit loss from colonizing ruins to remove soldiers needed. No public order from occupying as the occupied attitude shouldn’t be fixed, gracefully determined by Population Mechanic dissidents system.
Also enlarges cities as they’re more meaningful now, compatible with Cultural Settlement Skins and GCCM.
Enough money is generated for the player and the AI even with Please Stop Cheating which removes all AI bonuses. Combine with Dynamic Factions for enhanced AI income spending.
Can be added/removed mid campaign, criticism/suggestions are welcome.
Built in compatibility in discussions
Revisions:
Old revisions of this mod are available below. Click the link to download.