Empires of Industry v.6.0

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Author: Ricky0527

Last revision: 4 Jan, 2025 at 00:54 UTC

File size: 20.79 MB

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Description:

The Empires of Industry mod revamps the base game economy, making it more in depth and complex. You now must manage your military, happiness, taxes, resources and trade in balance with one another in order for your clan to prosper and conquer the japanese isles. This mod includes 19 brand new building chains, 85 unique buildings all with custom names, effects, descriptions and icons!

These new additions are as follows:

Happiness:

The happiness system has been reworked greatly in the game, new factories and some resource buildings will cause major unhappiness due to contamination, modernisation and cultural differences. Now not only will these effects be felt locally but now globally, every factory will now cause global unhappiness,(don’t worry some buildings will also provide global happiness to counteract this.) Keeping a larger garrison, lowering taxes and investing in happiness buildings will now be a priority in order to maintain these new provinces and keep them from rebelling.

Military Upkeep:

Military upkeep has been revamped, your armies and navies will now be harder to maintain and expand. Military buildings such as recruitment centers, training camps, castles and shipyards will now increase the global upkeep to all units. This is to represent other things other than just paying units, these new costs represent, maintenance, training, gear, supplies, ammunition and veteran pay. Many of your new, modern units require brand new resources in order to be recruited and maintained. Many new buildings help lower the upkeep and recruitment costs of your armies, so it would be wise to build them early before you start a military campaign.

Economy:

The economy is now more important than ever before, with new buildings to fill up your coffers, resources to exploit, export, and refine, and new situations to drain them. Trade, taxation and budgeting is crucial in order to maintain your buildings, cities and armies. Some buildings will now reduce your taxation but others will help you boost trade and town wealth. A majority of buildings now require specific resources to be built, some can be raw building materials, others can be crops or minerals used to make refined goods. With these new resources establishing and protecting trade routes is key to maintaining your economy and your supply chains.

Now this is a game of balancing happiness, military, resources and taxes. The food system from base Shogun 2 has been included onto the campaign, thus making sure an adequate food supply and settlements dedicated to feeding the rest of the Empire, a priority, less you face economic turmoil, famine and mass rebellions.

These 3 major factors depend on one another; factories cause major discontent, you need more soldiers to quell it, these soldiers are draining your coffers, build other buildings to help pay for them, and so on and so forth. It’s important to think ahead and plan out your next moves in order to maintain these 3 factors in balance. Some cities will be dedicated to just recruiting units, while others will be dedicated to produce military equipment in order to supply them. Some cities will be economic power houses while others will just be massive factory towns. This mod will now add variety to your cities and give you multiple choices on how to further develop your clan and empire.

Known issues:

The coastal fortress AoE doesn’t reflect its value, but once you reload a save or restart the game, it reflects its real AoE.

The resources required for some of the newly added resources all appear as the cotton pip, especially for the units that require the new Small arms and heavy armament resource.

The pips for some of the new specialty buildings won’t appear on screen, it’s a visual thing, but the building functions as intended.

There’s a weird issue where you can’t build the new agarwood chain from the base temple chain, unless you fully demolish it and start from the very base of all buildings.

Sometimes when you check your trade routes, and see the resources going through it, you will see the base shogun 2 icon for stone. It is unknown why it shows that. And I still haven’t figured out how to solve it.

There’s a weird little bug, where the accuracy, melee, and armour icon, in the building description does not appear as if the building did not do those effects. Just know they do, and it’s reflected in the units stats, I honestly don’t know why it happens or how to fix it.

Changelog: V.6.0
-Description changed for update version 6.0
-Base training camp finally removed.
-Base cottage industry removed and replaced.
-Added new resources to the game
-Added 3 new specialty chains for the new resources added
-Removed the Smithing, Smugglers, and temple chains. The latter 2 have been moved to other building chains, along with its effects and bonuses.
-Removed the farm chain in favor of the new village chain.
-Naval and Military Units require specific resources to recruit.
-Fixed some icons
-Rebalance of certain values
-Added new building effects to the new building chains
– Added new technology effects (Food Production)

Full mod Description and info here:

https://docs.google.com/document/d/18FJp2cwfHcVyv6gA3cMlhozD7S7n_TVTtmpzJ0MlFxo/edit?pli=1&tab=t.0