Dumb Building and Production Tweak

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Author: flyinghamster

Last revision: 27 Jan at 02:56 UTC (6)

File size: 279.49 KB

On Steam Workshop

Description:

This mod makes some tweak on borring buildings so that buildings can be more interesting.

If you like to have changes on Rural Buildings Only:
https://steamcommunity.com/sharedfiles/filedetails/?id=3615866062
Here is Villains only variant of mod available as well.

– Compatibility Notice
This mod is unlikely to be fully compatible with any mod that mods vanilla buildings.
Hence this mod must be loaded after other mods, to avoid override conflict.

– Rural building Production Method tweak
Rural buildings now have far more production methods, which will reduce excruciating pain of certain RGO bottlenecks.

* Sturdy Crops can be gained through farming village, as it really should be.
* Rice and Wheat production, at a cost of Rice and Wheat.
* Farming village also can produce wool, because, why not?
* Farming villages can breed horses with very low efficiency as well.
(Which will reduce insane pain of supplying horses to new world as colonizers. You will need to make initial supply of horses first, but once villains get it running, launching conquistadors will not be problem.)

* Forest Village now grant various miscellernous mineral materials production, which will liberate players from various nightmares. Forest village also can produce lumbers with decent efficiency as it really should be. Tin, Mercury, wild games, lumbers, and more!

(It is true that Tin is rare, but this game do not even have tin alternative for cannon and warship production. I have considered Tin production requiring ‘tin’ as input but getting initial supply of Tin is near impossible even for old world region with Tin neighbors, so I just decided let Villains to do alchemy….)

* Fishing village now can produce pearl with very low efficiency. They also can ‘redistribute’ wealth by some questionable means, leading to production of very tiny bit of jewerly.

* Horses can now be grown with sturdy crops, but production will be less efficient

* Market Village’s production throughput is improved and now far more profitable.
* Market Villages also has magical Trash Goods sink which will Sink Trash Four (Fish, Legumes, Sands, Medicaments) into minor amount of iron. While this sounds stupid and it is indeed stupid workaround, but it works insanely well with this game’s core raw material flaw.

– Religious Buildings
Cathedral and Monastry now grants 5% max control bonus. Clericalism existed for a reason and clergy is the vital for improving local control. In addition, Monastries also grant 10% disease resistance, as it is literal historic role od Christian monastries after all!

Constructing religious buidling is not cheap, and Cathedrals are very expansive. However, investing on Clergy can be an alternative to investing on Burghers, in terms of improving your government income.

– Baliffs and Lieuternancy Buffed
Now Baliffs and Lieuternancy is something worth of cost. Not only they provide significantly larger local proximity source, but also grant 10% local max control. Their maintenance is expansive, and construction cost is expansive as well, but they now have some value.

– Roads were buffed in terms of market access bonus, and early pebble road was buffed significantly so that they are now worth of constructing.

– Some government buildings were tweaked to become more powerful.

– Sergeantry now can be built on any location with more than +20 development, allowing early regular to be more accessible. furthermore, as they increases local crown estate power, they are important source of your crown authority!