V-Mods: Builders
V-Mods: Builders
About:
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Mod was initially inspired by "Sandman"s mod "The League of Extraordinary Builders" and my friend complaining about builders. I’ve been thinking of making this for quite a while…
I was not satisfied with Sandmans (in my opinion and I mean no offence when I say this, I’m thankful for the inspiration) sloppy approach to the builders. Mainly made for personal use, but anyone may use it and feedback is welcome.
The uselessness of builders is evidently painful. I’ve made an attempt to remedy that. I’ve tried to make building stuff slightly different with each race. The point of this mod is to extend the use of builders to upgrading your city outside of the center piece, with a high risk and a rewarding experience if you keep your upgrades safe.
All races have access to all resource buildings, but they have different rates of income. Each race can build 6 different buildings that produce varying amounts of each resource and an extra race-specific building. The buildings you can build are modified variants of the already existing buildings within the game.
When you build one of the buildings, you have to separately "occupy it" to claim it. There are no rewards for doing so, but for now I did not find a way to instantly give it to the player as they’ve built it. Also there shouldn’t be any guards spawning on any of the buildings unless I’ve overlooked one. I’ve not had the error message bug occur that was mentioned on the comments of Sandmans mod, maybe I wasn’t trying hard enough?
As of 1.5 all building abilities have an icon. (Courtesy of user jancomx)
Anyway, here is an overview…
Different buildings:
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[Resource – Building – Who can build – Cost – Turns]
Gold – Gold Mine – Everyone except Tigran – 69/115/230 gold (depends on race) – 1 & consumes builder
Gold – Trading Post – Tigran – 184 gold – 1 & consumes builder
Production – Quarry – Dwarf, Halfling, Human, Tigran – 120/45/120/75 (respectively) – 2
Production – Dungeon – Frostling, Goblin, High Elf, Orc – 75/120/75/120 gold (respectively) – 2
Production – Forge – Draconian – 150 gold – 2
Mana – Sanctum – Everyone except High Elf – 18/30/48 gold and 40/70/112 mana – 1 & consumes builder
Mana – Artificial Mana Node – High Elf – 140 mana & 60 gold – 1 & consumes builder
Knowledge – Library – Everyone except Frostling and High Elf – 24/40/64 gold & 30/50/80 mana – 2
Knowledge – Vault – Frostling and High Elf – 80/64 gold & 100/80 mana – 2
Population – Farm – Everyone – 24/40/64/80 gold – 2
(Necromancers have Corrupted Farms)
Happiness – Inn – Everyone – 132/160/202/230 gold – 3
Knowledge and Focus Chamber – Vault of Knowledge – Everyone – 1500 gold and 500 mana – 5
Notes:
All buildings built by builders CAN BE RAZED (except vault of knowledge), but the "naturally" existing buildings cannot. (This could be implemented for another version????)
You can recruit units matching the race of your builder from the inn.
Note that the mana node can’t be upgraded and the quarries etc. don’t give the city any city upgrades, only resources.
– The building times and costs are subject to change.
– About the Vault of Knowledge: A copy just would not unlock the Focus Chamber, so I decided to just use the original building itself for now. The building hasn’t been edited, so this results in the things that Sandman had in his mod. So revisiting the building to occupy it, results in a reward and there is a possibility of spawning defenders if you leave it alone. I’ll see to this functionality in late 2018. For now it works and I’ve made the cost high to disincentivize exploiting a high knowledge giving building that can’t be razed.
Resource generation rates:
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Each race can build one building corresponding to a single resource (gold mana etc.). Their generation rates vary this way….
Production, Gold , Mana and Knowledge generations vary — 3(low), 5(average), 8(high) or 10(excellent) / turn
Population and Happiness generations vary — 30(low), 50(average), 80(high) or 100(excellent) / turn
Races that have one building that can generate at "excellent" must have one "high" and one "low" as well. If the race has no "excellent" one, it has three "high" ones and the rest are average.
See pictures for the tables.
I’ve tried to attribute correct traits to each race… feedback is welcome…
The Race-specific buildings:
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Draconian:
Draconian Watchtower
Function: Tripled the normal watchtower vision range (7*3=21)
Cost: 400 gold & 100 mana
4 Turn Build Time
Dwarf:
Dwarven Spelljammer
Function: 1-hex radius indiscriminate spell jamming
Cost: 150 gold & 350 mana
4 Turn Build Time
Frostling:
Shrine to the Frozen Beauty
Function: unchanged
Cost: 350 gold & 150 mana
4 Turn Build Time
Goblin:
Shrine to the Earthen Mother
Function: unchanged
Cost: 350 gold & 150 mana
4 Turn Build Time
Halfling:
Plant Sunflowers
Function: Lowered to 15 Happiness in domain, cooldown increased to 5 turns.
Cost: 45 gold & 90 mana
1 Turn Build Time
High Elf:
Shrine to the Wizard King
Function: unchanged
Cost: 350 gold & 150 mana
4 Turn Build Time
Human:
Floating Shipyard
Function: Only buildable on water, reduced productions to 10P, 3G, 2M. Can recruit ships like from a normal Master Shipyard.
Cost: 480 gold & 20 mana
4 Turn Build Time
Orc:
Orcish Ziggurat
Function: +8 Gold and mana, +200 happiness
Cost: 380 gold & 120 mana
4 Turn Build Time
Tigran:
Tigran Sphinx
Function: +8 Gold, mana and knowledge
Cost: 380 gold & 120 mana
4 Turn Build Time
Compatibility:
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What was changed: All the builders of each race have been edited, adding the new abilities to build the various buildings. None of the buildings themselves were edited. All the buildings in this mod are edited copies. So this mod will only conflict with mods that edit the builders of any race.
I may or may not consider creating separate builders for this mod at some point, but for now it feels like too much a hassle to work in ghouls for each race. The ghouling works normally with the games own builders.
Final Notes:
Maybe shipyards should be a thing for all races, i don’t know. I will expand on the mod someday maybe.
Credits:
"jancomx" for the icons used in the mod (Update 1.5)
Required DLC:
These DLC should be installed in order to use this item.
Golden Realms Expansion
Eternal Lords Expansion