Age of Wonders III

Age of Wonders III

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City Building & Upkeep Extended - for Ayalin's Mod Collection
   
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9 Jul, 2022 @ 3:59pm
3 Dec, 2022 @ 12:53am
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City Building & Upkeep Extended - for Ayalin's Mod Collection

Description
Goal:

Players will now have to prioritise increasing city capability vs growing city size and wealth generation vs funding armies. Naturally these priorities will shift over the course of a game.

Be prepared to use ‘build housing’ to quickly reach the next city size and get the competitive edge with city income and production bonuses, demolish buildings that are no longer required to regain the wealth used to operate them, and specialise cities so more wealth can be diverted to funding and producing specialised armies rather than building every upgrade available.

For those who have the wealth to support it, you’ll be rewarded with mega cities full of different upgrades providing buffs to your troops within your domain, and defensive buffs for your cities defenders.

Note:
Depending on your settings, this can slow down the game a fair bit in terms of expansion. Growth is now much more important and should be prioritised in cities you’re expecting to upgrade heavily.
Adjustments have been made to AI build priorities so their cities don’t fall behind the growth of the player.


Honourable Mentions:

This mod is inspired by some of the balancing in Empire Building Mod, which I used to play with a lot.
None of this would be possible without all of the hard work of Ayalin, whose Premium Empire Building Mod has provided dozens of new buildings to allow for meaningful choices in the first place, and is a hard requirement to play with this mod.


How it Works - City Buildings Have Upkeep (Building Cost Ongoing Resources):

-1 gold and -20 growth (undead/living) for all standard buildings, bonus buildings, class buildings, defensive buildings, and dwelling buildings
-1 gold, -3 mana and -20 growth (undead/living) for all Mystical, Heart, Shrine, and Ayalins additional Class Buildings
Buildings that replace their predecessors in the upgrade tree, have stacking upkeep costs to keep them in line with other upgrades. This includes Walls and Garrison Upgrades.

Notes:
-20 growth is pretty close to 22 buildings capping out a city's growth rate, assuming it has the Store House & Hospital upgrades (or undead equivalents). Other land marks, specialisations, and spells can increase the capacity further. Growth rate can't go negative and will cap at 0 growth (it won't go backwards), except for the high elves who will still generate positive growth if growth rate gets below 0.


How it Works - City Buildings Extended (Vanilla Building Bonuses):

Barracks gives additional +1 medal to irregulars

War Hall gives additional +1 medal to T1s

Guard House decreases the strategic movement of enemies in your domain by -8 and provides +25 happiness.

Practice Grounds provides +2 gold income +5% growth.

Arena provides +3 gold income +25 happiness.

Riders Hall provides +8 strategic movement to all friendly units in your domain.

Cathedral of Bones and Public Baths provide +5% gold income +10% growth

Hospital, Embalmers Guild, Masters Guild, and Observatory heal +6 hp after battle for living, undead, machine, and magical/monster/animal units within domain respectively.

Great Temple gives friendly troops in siege battles +3 resistance against the first attack each round and Mind Control Immunity.

Grand Palace / Palace of the Perished gives additional +1 medal to T2's, T3's, and summoned troops. As a defensive buff it provides friendly troops in siege battles the 'Honour Guard' bonus granting them the Warriors Honour, and Killing Momentum passive abilities.

Wooden wall gives friendly troops in siege battles the 'Called to Arms' bonus of +100 morale.

Stone wall gives friendly troops in siege battles +3 defence against the first attack each round and +3 damage to their first attack each round.

Defensive towers give friendly troops in siege battles a movement bonus of +6


Changes to Ayalin’s Mods:

Repair Center provides +1 defence +1 damage to owned units in domain.

Garrison I provides garrisoned units +10% experience gain and reduces upkeep by 25% for Tier I, 12.5% for Tier II, 6.25% for Tier III, and 3.125% for Tier IV.


Garrison II provides garrisoned units +20% experience gain and reduces upkeep by 50% for Tier I, 25% for Tier II, 12.5% for Tier III, and 6.25% for Tier IV.

Garrison III provides garrisoned units +20% experience gain and reduces their upkeep by 50% for Tier I, 25% for Tier II, 12.5% for Tier III, and 6.25% for Tier IV. Owned units within your domain receive half of the Garrisoned unit bonus to experience gain and upkeep reduction.

Luxury Tavern and Haunted Tavern reduces upkeep of garrisoned units by 25% for Tier I, 12.5% for Tier II, 6.25% for Tier III, and 3.125% for Tier IV.

Ayalin Player Skills replaced with 4 condensed ones with additional settlement perks:

Age of Emergence (T1 Cost 120 research): Your Outposts gain +50 growth and happiness, Villages and Towns gain +25 growth and happiness. All your settlements generate +3 knowledge. Unlocks specialised city upgrades for common structures such as Gold Mines, Great Farms, and Mana Nodes. Unlocks Garrison I - Volunteer.
Age of Identity (T3 Cost 360 research): All your settlements generate +3 production and gain an additional +25 growth and happiness. Your Cities and Metropolises produce an additional +2 knowledge. Unlocks racial specific city upgrades as well as powerful top tier city specialist upgrades that are limited to one per city. Unlocks Garrison II - City Guard.

Age of Ascendance (T5 Cost 1080 research): Your Cities and Metropolises generate an additional +2 production and +25 growth and happiness. Your Metropolises gain +1 domain and provide +5 casting points to your Leader. Unlocks powerful specialised upgrades for Shrine and Heart structures. Unlocks Garrison III - Standing Army.

Age of Wonders (T7 Cost 2160 research): Your Metropolises produce +5 knowledge, +5 mana, +5 gold. Up to 25 growth in Metropolises is converted to production. All settlements gain an additional +25 happiness and have +5% chance of a Festival.

Compatibility:
Requires DLC 2 and DLC 3, Ayalins Premium Empire Building Mod, Defensive Buildings Mod, and Class Premium Mods.

This mod loads in Priority 2 Slot, and will overwrite changes from any mod loading with a lower Priority. It should be compatible with anything that doesn’t change building properties. Ayalins mods have built in support.

I use this with PBEM, Chivalrous Intentions, all of Ayalin's mods, Marine expansions mod, and Triumphant Heroes.
Note that this mod will overwrite the cost changes made to buildings with PBEM, setting them back to vanilla values.
Chivalrous intentions and Ayalin's mods will really give you a reason to want to build some of the items you might otherwise skip. I highly recommend checking out all the mods!


Under the hood:

32 new properties (excluding sub properties) added in CITYPROPERTIESLOGIC.RPK, CITYPROPERTIES_DLC2.RPK, CITYPROPERTIES_DLC3.RPK, CITYPROPERTIES_DEFENSIVE_DLC3.RPK, AOW_CLASSSKILLDATA.RPK:
Building Upkeep
Building Upkeep Mystical
Barracks Bonus – Irregular
War Hall Bonus - Tier 1
Grand Palace XP Bonus
Called to Arms
Defence Commander
Honour Guard
Secret Pathways
Gold +5%
Growth +10% Living
Growth +10% Undead
Combat Medics
Bone Stitchers
Combat Mechanics
Mystic Adepts
Battle Wards
Guarded Territory
Uninhibited
Hunting Party
Arena Events
Country Trails
On Alert
Garrison I
Garrison II
Garrison III
Well Maintained
Legendary Hospitality
Age of Emergence
Age of Identity
Age of Ascendance
Age of Wonders
22 Comments
Funi Time  [author] 3 Dec, 2022 @ 12:57am 
Yep I reckon you're 100% right.
Just re-uploaded with a minor change which hopefully will rectify your game without further issue.

Because I used the 'convert growth' function, it was only looking for standard growth like you said.
I've changed the magnitude of the convert function to 0, and changed the bonus function to subtract 25 growth and add 25 production.

I'm hoping by leaving the original function in, you'll be able to update and reload and the issue will rectify itself. There is a chance the old convert function will remain though.. sorry.

Thanks for picking that up Dyna1One
Dyna1One 3 Dec, 2022 @ 12:47am 
Hmm, it's a strange one, because it only changed when I added normal farms to the map, once I corrupted them, it did not affect the research.

Aka somehow, somewhere in the background it counted my "normal" population growth was negative (probably because this mod creates upkeep on both undead and normal growth), even though I'm a Necromancer and use a different resource (undead population) so I think on this mods end, it seems like it uses the wrong resource in that occasion and doesn't actually just look at undead population growth
Funi Time  [author] 3 Dec, 2022 @ 12:40am 
@Dyna1One
I'll have a look now, maybe I have it set the wrong way round?
I reckon the -73 would be because of production % bonuses, they're applied after base production so if base went slightly negative all the % bonuses would inflate it further.
Dyna1One 3 Dec, 2022 @ 12:28am 
It specifically said "Age of Wonders", the T7 research this mod adds, Which seems like it's a conflict with the part "Up to 25 growth in Metropolises is converted to production."
I installed a cheat mod to build normal farms around my area and that increased it to the +25 once I planted down 2 farms
Funi Time  [author] 3 Dec, 2022 @ 12:23am 
@Dyna1One

This mod doesn't have any effects that decrease Production.
Only decrease for growth and gold/mana.

Do you have any effect descriptions when you hover over the production symbol in your cities?
The other way to test would be to destroy some of your buildings and see which one/ones cause the issue to resolve - if they are the issue.
Dyna1One 2 Dec, 2022 @ 9:26am 
Age of wonders bugged out for me unfortunately, it reduced my production from almost 100 to a large minus (Like 73 or something), completely rendering my cities useless (Necromancer) as everything was built in -1 turns and would never finish anything
Funi Time  [author] 15 Oct, 2022 @ 1:40pm 
@Yikes, should affect both produced and summoned unit upkeep, but the percentage reduction is based on produced unit costs to be equivalent to 1 gold/turn reduction for Garrison lvl 1, and 2 gold/turn for Garrison lvl 2, Garrison lvl 3 extends the 1 gold/turn to your whole domain.

With the way this mod's set up it wouldn't be too hard to add Garrisons to dwellings, just time consuming. I'm not sure the Garrison chain really fits the theme for dwellings but I'll have a think about it, could be a different stand alone building for dwellings instead without the same upgrade path as a full city would get.

Volunteer is pretty powerful especially with higher tier troops where the cost reduction becomes insane. In saying that, i'm pretty sure the game caps the maximum discount to 75% regardless of how many reductions are stacked up.

Glad your enjoying the changes
Yoinkyz 15 Oct, 2022 @ 4:22am 
i really like this mod:GGyup:.

its a shame racial heritage mod ads in a busted building that gives units volunteer. ill have to remove that mod permanently cause that 1 unbalanced building

also a question any chance you give us the garrison tiered buildings in dwellings? defending my dwellings is costly atm and the garrision building chain would be nice. does this mod also effect summoned units upkeep? ill prob test this out soon my self but still wondering
Funi Time  [author] 14 Oct, 2022 @ 11:51pm 
Appreciate it Yikes,

Originally I'd kept the spawns in, but sometimes found they didn't fit with the play style or theme I was going for in a playthrough. Seemed a good compromise to recruit the troops I wanted but just pay slightly less for them to garrison.

I can't remember how Ayalin had linked the original garrison upgrades now, I might have overwritten one of their links. Hope you don't miss the spawns too much.
Yoinkyz 13 Oct, 2022 @ 5:16am 
so iv got the age of tech. i now understand. mod makes some really neet changes. unfortunately somehow the other garrisons from ayalins mod dont unlock when i have this on but thats fine now that i understand how to get the garrison teir 1