[v67] PrPleGoo Region Rework
Greetings despot,
This mod completely reworks regions.
As per my idea listed in the suggestion forum on discord.
A lot of that idea is either not implemented, WIP or deemed too difficult to mod.
Basically the idea is that regions are just abstracted cities that work on pretty much the same rules as your capital does.
I never really liked that they seemed to operate on a completely separate set of rules.
This also has a lot of balance implications, so make sure you are ready to relearn region management!
Not compatible with existing saves!
Features:
– Region production reworked, basing output numbers on available population.
– Workforce is now the percentage of available workers.
– You can build refineries and workshops in regions.
– A lot of buildings have been changed to cost less or no workforce.
– Population numbers in regions have been reduced drastically.
– Production scaling now goes off the "normal" values, instead of weird "region" values.
– Global buildings can no longer be upgraded, but you can make more of them to compensate. Health and workforce buildings less so because these buildings are just too good already.
– Organization use has been completely removed, admin costs increased to compensate.
– Negative production values are grabbed from your capital.
– Use sliders to allocate workers to specific buildings.
– Woodcutter worker maximum now tied to area and forest coverage.
– Mine worker maximum now tied to deposits instead of scaling output.
– Law gives you PoWs as tax from a region.
– Tax buildings are now multipliers.
– A food stall to use food instead of admin to grow cities.
– Slaver’s guild building that specializes in PoW output.
– Fixed distance for regions, meaning you now need to build roads for regions to be effective.
Known issues:
– After a battle all your pop allocation values are reset (waiting on fix in SDK).
– Negative production values could be ignored for a massive early game boost.
– There’s no way to view the maximum assignable workers to a woodcutter/mine.
– The assigned worker count is now even more obfuscated.
Planned features (in order, subject to change):
– Nerf base taxe rate (denari).
– Display available/total workforce (and resulting pop count).
– Display 1 decimal point for wf.
– Merge Garrison and Barracks and have them scale to population, higher levels just make better trained/equipped troops.
– Workshop/Refiner efficiency based on recipe ins/outs.
– Supply armies directly from your regions.
– Take science boosts and use the school to apply them.
– AI empires use production to do work on their stockpiles.
– Instruct vassals to produce specific goods.
Enjoy!
– a fellow despot
Available on github.
Credits:
– Redic, thumbnail art
– Argoon, SDK mod and technical support.