More Buildings

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Author: Revan

Last revision: 28 Jun, 2019 at 12:18 UTC (4)

File size: 4.74 MB

On Steam Workshop

Description:

Introducing new buildings, Events and more things!

Now its not only "build marketplace or granary" – now you actually have to ponder your decision what to build next. This is making the game far more interesting.

Thanks to Vawser im allowed to continue Buildings+. (Since i was also working on a building mod)

New buildings:

  • Marketplace – Commerce Income +7,5%, Local Tax +7,5% and Local Slave Happiness +1% (cost 100->120)
  • Training Camp – Local Manpower +5%, Local Start Experience +5% and Experience Decay -10%
  • Granary – Local Population Growth +0.2% and Local Population Capacity +4 (cost 100->120)
  • Town Hall – Local Tax +2.5%, Slaves needed for Local Surplus -0.2, Local Tribesman Happiness -1%, Local Slave Happiness -1% and Local Civilization Value +1% (time 300; cost 140)
  • Forum – Local Freemen Happiness -1%, Local Unrest -1 and Barbarian Growth -0.05 (time 270; cost 140)
  • Watchtower – Local Unrest -0.5, Local Slave Happiness -1%, Hostile Attrition +0.5 and Barbarian Spawn Chance -2% (time 180; cost 120)
  • Barracks – Discipline +2%, Local Manpower -5%, Cohort Recruit Speed +2.5%, Local Citizen Happiness -1%, Local Supply Limit +5% and Local Defensive +5% (time 180; cost 120)
  • Library – Local Population Growth -0.05%, Research Points +2.5%, Local Citizen Output +5% and Local Citizen Happiness +2.5% (time 270; cost 120)
  • Temple – *Province Import Routes +0.25, Local Tax -2%, Local Freemen Output +5% and Local Freemen Happiness +2.5% (time 270; cost 120; *for effect 4 needs to be build at province capital)
  • Brothel – Local Pop Output +2%, Cohort Recruit Speed -2.5%, Local Tribesman Output +5%, Local Tribesman Happiness +2%, Local Freemen Happiness +2% and Local Citizen Happiness +2% (time 270; cost 120)
  • Workshop – Local Building Slots +1.25, Local Slave Output -1%, Local Supply Limit -2.5% and Local Slave Happiness -2.5% (time 270; cost 120)
  • Theatre – Local Population Growth +0.05%, Local Civilization Value +0.5%, City Provincial Loyalty +0.02 and all Local Pops happyness +2,5% (time 270; cost 140)
  • Insula – Local Population Capacity +0.2%, Available Holdings +0.5, Holdings Possible For Characters +0.25, Holdings Income +5% and Local Citizen Happiness +2% (time 300; cost 120)
  • *8 new events for the new buildings, so AI can build them, too.

If you play with Tradegoods+ you need to load More Buildings in the mod-launcher before Tradegoods+

  • Multi Language Support (ger, spa; eng -> eng, fre, rus, sch)

*The AI is also "building" these buildings. Meaning; they get the same (new) events you do, therefore, have a choice of one of those.

N O T E S
  • The event system is designed so it only can pick a random city for the event to trigger.
  • For example; The event gives you the choice to build xy in city xyz but the trigger is that you can build xy in a random city and not in xyz where you actually build xy.
  • So sometimes if you hover over the given option it says and does nothing, because in the random city you cant build anymore buildings right now. In this case, i added that you get 1 pop in xyz now instead of nothing.
  • You can remove those triggers where it needs to find a city where you can build xy but then the events would almost have no triggers at all and thus they could trigger more often.
  • I removed all of those triggers (there are still other triggers tho) so the "error" margin for those event triggers should be less now. But im still not entirely happy with this.
Known bugs

Sometimes there seems to be a display error in the new modification display values once you build one building in the state and want to build a 2nd new building.
Its showing values which are about to change when a 2nd new building is finished but they are not. That is not always happening tho.
Tried to reproduce this for 2 hours now but really dont know why this is happening. Must be due to the new mechanic, but still… .oO
Solution: Dont look at values which are about to change. (like vanilla)

TO DO:
  • Translations needed for rus/fre/sch

Spanish translation by Athiest1979 (thanks!)

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Revisions:

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