Meaningful Resources [GC]
Most definitely is.
Have you ever thought "Omg, this will be my third marble site!" or "I need to build this iron faster, it is so good!" ? I certainly haven’t. Because resources in Attila doesn’t really matter, they aren’t meaningful enough, i would say. Which is a shame, because they were in the previous game – Rome II. And so i thought "Someone had to fix it, right?". Alas, my searches were to no avail. No mod could satisfy my standards. For different reasons, but all of them weren’t good enough. So i’ve decided to make my own.
It wouldn’t be that hard to simply add some random bonuses to the resources, but it wouldn’t make them meaningful, would it? So i’ve come up with 4 principles of tweaking:
- every resource building chain should be appealing;
- every resource should be approximately equally appealing;
- all of the changes shouldn’t shift original balance too much;
- every change should make at least some sense.
To fulfill those I did my very own little research [docs.google.com], and so the process of creation of the mod began.
The full list of changes is presented in the mod’s gallery, but since the pictures came out to be not really comfortable to read, here is a text version. For those who are also interested in my reasoning for each change, here is my decision-making table[docs.google.com].
- In addition to the resources tweaking, this mod partially contains hull strength bonus fix (provided by Athanasios95gr), it won’t fix regular military upgrade buildings, but the bonus from Timber building chain will apply correctly.
- For those, who would prefer version with factionwide military upgrades bonuses, you can find it here[drive.google.com]. Please, note, only a resource buildings would provide factionwide upgrades, it does not affect other military upgrade buildings. Although it should be fully compatible with such mods.
- Для русскоговорящих: мод содержит небольшое количество строк, требующих локализации. Ввиду специфики создания оных (файл локализации игры требуется переопределять в моде, что ведёт к несовместимости со всеми другими локализациями модов), создание отдельной версии мода с русской локализацией посчитал нецелесообразным. Для тех, кто хочет играть с полностью локализованным на русский модом, просьба пройти сюда.
Is it compatible with mod X?
Yes, unless mod X modifies resources itself. In that case anything can happen. They can be fully compatible, applying all the changes successfully, partially compatible, applying something and overriding something else, or incompatible completely.
Is it compatible with campaign Y?
Technically speacking – yes, the changes will apply in any campaign, but this mod only covers resources from the Grand Campaign and balanced with this campaign in mind only.
Will you make another version or change the current the way i want?
Most probably not. I’m quite stubborn, and even though i’m not fully satisfied with the current version, i find it the most reasonable. Although, i can change my mind if I find your arguments weighty enough.
– Athanasios95gr for the permission to use Carpenter Building Hull Strength Bonus Fixed and some additional assistance in the process of the modmaking.
Revisions:
Old revisions of this mod are available below. Click the link to download.