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Factionwide Resource Bonuses Enhanced  

Upload: 03 May 2022, 14:47
Created by: Commisar Jon Fuklaw [X]
Uploaded by: Aqxaro
Factionwide Resource Bonuses Enhanced
Introduction

Resources, they're good for trading, right? Wrong! Resources have many more applications than just throwing them at other people. This mod teaches you how to actually use resources, rather than leaving it to the AI to figure out.

Features
  • Resource buildings and landmarks all provide various factionwide bonuses when built.
  • Trade agreements suck up more resources so you receive more gold*.

Most resource bonuses are standardized, but a few do not fit the mold exactly.

The most common resource bonuses are:

  • Animals: Speed and charge bonus % for cavalry, plus minor growth
  • Dyes: Recruitment cap for heroes
  • Furs: Minor growth or missile resist
  • Gems: Lord and hero XP, plus "tax rate"
  • Gold: Lord and hero XP, plus upkeep
  • Iron: Melee damage and armor
  • Ivory: Physical resistance
  • Marble: Construction cost
  • Medicine: Replenishment
  • Pasture: Growth and charge bonus % for all units
  • Pottery: Minor growth and/or construction time
  • Salt: Trade good production
  • Spices: Trade income
  • Wine: Public Order
  • Wood: Ammunition and missile damage


*Disclaimer: Will not be terribly useful until Immortal Empires.

Compatibility

Fully save game compatible.
Compatible with any mod that does not affect resource building or landmark effects.

Change Starting Settlement 790 kB

Change Starting Settlement

03 May 2022
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764
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Allows you to start the campaign from any settlement of your choice: when you start a new campaign the mod adds a button (see first screenshot) that allows you to click on any settlement on the map, it then gives you ownership and teleports your lords and agents there. Your old settlements turn

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