IR Revamp

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Author: MensIuguolo

Last revision: 23 Dec, 2019 at 14:26 UTC

File size: 79.87 KB

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Description:

1. Achievements as decisions:
Some achievments shouldn’t be a one-time run off, imho. I added several decisions you can take, with the same prerequisites, that gives a small permanent bonus.
2. Buildings:
Generally speaking, buildings aren’t the strongest point in this game. I am very very bad at UI modding, so I limited myself to mod existing buildings. Changes are as follow:
Trainig camp: Gives local start experience (called *training*).
Fortress: Gives bonus supply limit.
Foundry: No longer gives expirience bonus. This powerful as is, giving an output bonus across the board. To make it slightly more balanced towards the original game, I made it slightly higher bonus.
Court of Law: Reduces unrest instead of adding loyalty. Also adds happiness bonuses from wrong cultures and relgions (as foreginers see their rights protected).
Forum: also gives +3% Local freemen output.
Court of Law, Academy, Library, Theater, Temple – all now give raised civilization levels in the province.
Granary gives bonus suuply limit.
3. Supply limit:
Here are things that soldiers can’t eat: Other people (well… let’s not get there), "Civilization", Coastal Ports, Rivers (not even major ones).
Here are things that soldiers can eat: FOOD.
I deleted supply limit bonuses from population size, civilization level, and adjacent rivers. Full food storage now grants supply limit, as do food trade goods (every unit first and surplus. not including salt.), Granaries and Forts.
Base Supply Limit is now 15.

4. Trade Goods:
Wild Game is FOOD.
As noted above, Food trade goods, except salt, give a bonus supply limit per unit (the first and each surplus).
5. End date: 1522.2.17 AUC which is 769 CE (CK2 start date!)