Airships: Conquer the Skies

Airships: Conquer the Skies

39 ratings
City Upgrades Expanded
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Type: Mods
File Size
Posted
Updated
563.080 KB
31 Dec, 2022 @ 8:12pm
15 Mar, 2023 @ 8:39pm
7 Change Notes ( view )

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City Upgrades Expanded

Description
If you have any feedback, please tell me in the comments (I need more ideas as for what to add)


Likely wont receive new content unless i get back into the game, but expect bug fixes incase anything breaks.

Town Buildings
Wheat Field - A wheat field. - TBA
Corn Field - A small field of farmers dedicated to growing corn.
Rice Field - A rice field of hard working dedicated Vietnamese farmers.
Water Well - A town water supply
Better housing - Generally nicer housing and better construction
Charcoal Kiln - Converts wood to charcoal (fuel)
Church - Religious place
Forester - Wood, just wood
Ranch of flying pigs - Flying pigs! Who doesn't love flying pigs?
Small Mine - Source of income for rural towns
Tavern - A place where people get drunk


Capital Buildings
Research lab - A lab where mad scientists develop new technology.
Sewers - A sewage system for a city.
Water system - Supplies water for the whole city.
Highway Patrol - Makes highways more secure.


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Change Log

3/15/23 MAJOR UPDATE
Enhanced all icons.
Added Charcoal Kiln, Church, Forester, Ranch of flying pigs, Small Mine, Tavern.
Fixed icons being too small in some instances.
Made icons fit in more with vanilla icons.

1/13/23 - Added Water well and Better housing, added logo for research lab

1/6/23 - Added icons for Sewers and Water system

Upcoming Updates
Planning on locking certain upgrades behind tech or ages.
Also planning on locking upgrades behind each other, eg Forester (for wood first) > Charcoal Kiln (wood to fuel)

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36 Comments
Void  [author] 12 Mar @ 3:19pm 
okay, in that case it would probably be a conflict
I'll look and see if that mod might be causing any issues, if you have any other updates about issues lemme know and i'll look into it
BloodhoundMk2 11 Mar @ 4:25am 
I have a ton of mods, so no it was just apart of a large modlist. But as soon as i removed the mod it started to work normally again, so must be a conflict. I do have Cornelius Backgammon's Architecture mod installed so that is likely to be whats causing the conflict
Void  [author] 10 Mar @ 9:31pm 
@bloodhoundmk2 was it a save with only this mod or with others aswell?
i haven't seen anyone else complain about it so i'd like to rule out other mods first
BloodhoundMk2 9 Mar @ 2:50pm 
Great mod but after installing and starting a new game with it i could no longer load the save games where i used the mod. I guess its outdated, but a great mod none the less
Militaryhistory1 3 Mar @ 5:04pm 
let us see if this mod still works, I feel like it would be more balanced than the industrial buildings mod that does.
Void  [author] 27 Sep, 2023 @ 2:39pm 
@J.NPC Yes, the AI also uses the buildings. All be it they don't use it strategically, but at some point they do build them. (If you send spies to their cities you eventually will see them build stuff)
J.NPC 26 Sep, 2023 @ 7:58am 
Does the Ai also use zhe buildings?
PremierVader 4 Sep, 2023 @ 5:11am 
Oh alright makes sense then. That would mean that the Windmill coat of arms would give a nice little boost to those buildings and makes the windmill more viable form of play.
Void  [author] 2 Sep, 2023 @ 10:35am 
@PremierVader When i made the buildings i was thinking every building should have at least some sort of maintenance cost to make it a bit more realistic, so i made sure it had a maintenance cost and had a net income at the same time.
PremierVader 1 Sep, 2023 @ 2:29am 
Hey I used the mod and it worked great! Really enjoying the balance and the variety. Just had one question though, how come some of the later buildings have 2 maintenance and 7 income, wouldnt that just give me a net 5 income? So wouldnt it be better just giving them flat a 5 income instead of the extra maintenance cost?
Either ways great mod!