Darkest Dungeon®

Darkest Dungeon®

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Increased Hamlet Maintenance Costs (Marathon Setting)
   
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11 Jul, 2018 @ 9:40am
16 Jul, 2018 @ 11:48pm
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Increased Hamlet Maintenance Costs (Marathon Setting)

In 1 collection by Seyren 'D' Windsor
Tougher Campaign Settings
7 items
Description
About this Mod

If you like a long and enduring campaign that lasts a few hundred weeks, you will have noticed that two things quickly become redundant: heirlooms and gold. In a full upgraded hamlet, drinking only costs 750 base gold while restoring an incredible 70 stress. There's a substantial lack of gold sink or maintenance for your heroes once you cross a certain threshold - an issue further compounded by building the Bank.

In my opinion, Darkest Dungeon is at its best when you have to continue making choices between general supplies, heirlooms and gold.

The default requirements for districts and building upgrades are actually pretty low, assuming you know what you are doing. I needed a marathon campaign setting (found in most strategy games) that would increase upgrade and maintenance costs and always keep the pressure / management on.

As with my mods, I will outline the specific changes so that you can see if this mod is suitable for you. Also, these changes are designed for maximum compatibility, that's why I have not changed the Nomad Wagon or the Stage Coach. It is best to enable this mod on a new / early game since there's no point if you already have millions of gold.

Also, if you want a more difficult campaign experience without time or hero limits, use this mod alongside my Darkest Dungeon Tactics https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1425215747 to make enemy compositions far more dangerous and devious.

Want more end game diversity to increase difficulty / rewards at your own control and leisure? Check out: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1442252171

Activity cost increase for hero resolve level (numbers on the left are from default Bloodmoon):

Level 0: 1.0
Level 1: 1.0
Level 2: 1.0 -> 1.5
Level 3: 1.5 -> 2.0
Level 4: 1.5 -> 2.5
Level 5: 2.0 -> 3.0
Level 6: 2.0 -> 3.5

I have deliberately left the early game untouched and only scaled up the stress relief costs for the mid/high level heroes.

Buildings

Abbey (Meditation) stress heal from 45/56/70 to 40/45/50
Abbey (Prayer) stress heal from 55/69/86 to 50/57/65
Abbey (Flagellation) stress heal from 65/81/100 to 65/77/85

Blacksmith (Discount) from 10% per upgrade (50% at max) to 4% per upgrade (20% max)

Camping Trainer (Discount) from 10% per upgrade (50% at max) to 2% per upgrade (10% max)

Guild (Discount) from 10% per upgrade (50% at max) to 4% per upgrade (20% max)

Sanitorium (Quirks) from 10% per upgrade (50% at max) to 5% per upgrade (25% max)
Sanitorium (Disease) base cost from 750 to 1000, from 13% per upgrade (39% max) to 10% per upgrade (30% max)

Tavern (Bar) stress heal from 45/56/70 to 40/45/50
Tavern (Gambling) stress heal from 55/69/86 to 50/57/65
Tavern (Brothel) stress heal from 65/81/100 to 65/77/85

All buildings (except the stage coach, nomad wagon and blacksmith) now require double the heirlooms to upgrade.

District (Blueprint requirements are unchanged)

The Mill now requires 100,000 gold & 200 crests in addition to the 10 memories
Geology Hall now requires 250 shards (from 125) as well as 150 busts
Well now requires 200 shards (from 99) as well as 100 portraits
Orchard now requires 200 shards (from 99) as well as 200 deeds.
Sanguine Vintners now requires 25000 gold and 125 busts (from 80 busts)
Red Hook’s district now requires 100,000 gold & 1000 crests (from 50,000 gold and 750 crests)
Bank requires 75 portraits instead of 50. Interest rate changed from 5% to 1%
Cartographer’s Tent now requires 50,000 gold and 600 crests (from 5000 gold and 300 crests)
Granary now requires 25,000 gold and 150 busts (from 2500 gold and 60 busts)
Puppet Theater now requires 50,000 gold and 450 crests (from 5000 gold and 200 crests)
Yellow hand now requires 50,000 gold and 225 portraits (from 5000 gold and 100 portraits)
Altar of Light now requires 50,000 gold and 400 deeds (from 5000 gold and 200 deeds)
Training Ring now requires 50,000 gold and 600 crests (from 5000 gold and 300 crests)
Athenaeum now requires 25,000 gold and 225 deeds (from 2500 gold and 110 deeds)
Theater now requires 25,000 gold and 150 crests (from 2500 gold and 75 crests)
Outsider’s Bonfire requires 15,000 gold and 600 crests (from 1000 gold and 300 crests)

The changes to Districts make them more distinctive as end-game only pursuits.

Compatibility

Only specific building / estate / district files were changed.
Made no changes to Nomad Wagon or Stage Coach as they don't really affect maintenance costs. Also keeps compatibility with popular mods that change these structures.
Will work with mods that add their own districts as overrides (Amphitheater etc)

Other Mods

Want improvements to enemy compositions? You can find it here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1429179072

Want more end game diversity to increase difficulty / rewards at your own control and leisure? Check out: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1447699854

Want a new set of balanced prismatic quirks with a dark twist? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1444846200
4 Comments
WarBringer 2 Jun, 2021 @ 2:13pm 
thanks for your mod, great balance.
Rougheredge 21 Aug, 2018 @ 2:25am 
I rather like this mod so far, it does make the early game hell last longer, and be more severe, but it makes money more valuable and further encourages you to be ruthless in regards to your heroes, it also makes you think a lot more about budgeting in general. Honestly, it frustrates the hell out of me sometimes but if that were a deal-breaker I wouldn't be playing Darkest Dungeon.

On a side while I like the increase of price for the districts, I'm interested in trying out the "hard-earned districts" mod, and presumably these two conflict. I'm going to see if hopefully giving that one priority will make it override the districts, while keeping the changes to the Hamlet prices from this mod. But I might end up having to choose between one or the other.
Seyren 'D' Windsor  [author] 16 Jul, 2018 @ 11:50pm 
@sanyaskillpro

You have a point. She wasn't that useful in vanilla, and now even less useful (if that can be possible) with the increased upgrade costs.
sanyaskillpro 16 Jul, 2018 @ 4:04am 
Started a new run with this mod, i like the more hardcore economics so far.
However i think you should revert the survivalist prices. She's barely worth upgrading in vanilla, and now you want me to spend a shitload of crests for a 35 gold discout per level? Assuming you buy no camping skills on throwaway characters(maybe one if it's a key skill) and 2 on a good character the discount is almost worthless.