Airships: Conquer the Skies

Airships: Conquer the Skies

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Cornelius Backgammon's Exceptional Selection of Architectural Improvements
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Type: Mods
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Posted
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5.706 MB
26 Feb, 2023 @ 4:42am
28 Jul, 2024 @ 7:05am
53 Change Notes ( view )

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Cornelius Backgammon's Exceptional Selection of Architectural Improvements

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Description
This is a mod that adds various city and town improvements for a variety of tech levels. The mod aims to make cities and towns feel more lived in, and to greater immerse you the player in the world of airships, we have created a great variety of new buildings and have many more planned, based around the idea of making charges feel more unique other than only a bonus. We currently have 50+ city and town improvements, with unique techs and balance tweaks, and more content on the way.

What this mod includes:

Major city improvements:


Masonic Hall: Improves stone wall durability, unlocked by researching City Planning and Beauracracy.

Forestry Agency: slightly increases wooden armour protection while slightly reducing it's cost, unlocked by researching City Planning and Beauracracy.

Great Forge: Increases steel armour durability, unlocked by researching Metallurgy and Beauracracy.

Suspendium Smeltery: Increases suspendium chamber lift and reduces suspendium dust tank cost, unlocked by researching High Pressure Suspendium and Beauracracy.

Grand Post Office: slightly increases spy defence and spy action success rate, unlocked by researching City Planning and Beauracracy.

Emergency Shelters: Decreases the time it takes to recover from raids and the amount of unrest generated by them.


These major improvements are unique like the base game university, and you may only build one of each, also their bonuses do not stack, so owning two forestry agencies only gives you the same bonus as owning one.

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Minor city improvements:


Grand Library: An early way to significantly boost your research, with a high maintainance cost. Unlocked at tech 0.

Chapel: A small place of worship, increases your reputation by a tiny amount and reduces unrest by a little. Unlocked by researching "Relics Of The Past" and "Conformism".

Cathedral: A huge monument to your empire's beliefs, whatever they are. +10 reputation and -30 unrest for 10 maintainance. Unlocked by researching City Planning and "Conformism".

Monastic Library: Monks gather a lot of knowledge in their libraries, and while most of it may not be pertinent to imperial matters, some of it will be useful. +5 research, +5 reputation and -5 unrest for 10 maintainance. Unlocked by researching City Planning and "Conformism".

Train Station: We can build coal powered landships so why not trains? +5 income and +2 supply speed, there is also a smaller town version with lessened benefits. Unlocked by researching Machinery.

Public House: A city pub. +2 income and -2 unrest, Unlocked at tech 0.

Portside Tavern: A tavern at the dockside encourages trade and gives rowdy sailors somewhere to go. +2 income and -3 unrest, can only be built on the coast. There is a smaller town version of this. Unlocked by researching Mercantilism.

Smuggler's Den: A place where smugglers illegally import goods. +10 income +10 unrest, can only be built on the coast, there is also a smaller version for towns, and the income (and unrest) can be increased for pirate charges. Unlocked by researching Mercantilism.

Gallows: -2 unrest and -1 reputation. Unlocked at tech 0.

Customs and Excise building: +10 income and -5 unrest, can only be built on the coast. Unlocked by researching City Planning and Security Services, high initial cost to build, can only be built on the coast.


These upgrades can be built by almost anyone, though some factions such as the cultists do not have access to the religious buildings.

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Town Buildings:

Church: -5 unrest and +3 reputation for 1 maintainance cost, unlocked by researching "Relics of the Past" and "Conformism".

Shrine: -2 unrest, unlocked by researching "Conformism".

Hermitage: A wise man who knows many things, some of which may be useful even to you. +1 research and -1 unrest, unlocked by researching "Relics of the Past" and "Conformism".

Clifftop Monastery: A monastery like that seen in the dark age, but buildable at any time, though only on the coast. Gains a bonus to it's stats during a dark age. Unlocked by researching "Conformism".

Customs Office: A small customs office to ensure tax is paid on goods, buildable only on the coast. +3 income -5 unrest. Unlocked by researching Security Services.

Fish Market: +3 income and +2 supply, buildable only on the coast. Buildable when Autarky is active.

Wine Cellar: +5 income, +1 supply and +5 unrest, buildable only on the coast and while Free Trade is active.

Stocks: The kind criminals are locked up in, not the other kind. -2 unrest, unlocked at tech 0.

Chain Gangs: Criminals put to work to repay their debt to society, -10 unrest and -1 reputation. Unlocked by researching Officer Training.


These upgrades can be built by almost anyone, though some factions such as the cultists do not have access to the religious buildings.

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Faction Charges:

With this mod, we want to make the choice of what charge you wish to use much more than simply what bonus you will be getting to cannons, or armour, or income. We want to make various charges define how your empire will grow and function, such as the worm eye charge already does. To this end, we have started to work on various "Factions" that will be available to those who wish to use them. Note: we are not going to make a faction for every charge, and some of these are less factions than simply alternative methods of growth for particular nations.

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Skullduggery:

The "Skullduggery" charges gain access to state sanctioned pirates and criminals, powerful ways to boost your income but also massively increase your unrest. Pirates are a rowdy lot and easily bribed, increase your income, increase your unrest, watch as your empire rebels and all your money is stolen by spies, such fun!

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Cultist Overhaul:

Ah yes, the worm eye cult, the obscene doomsday prophets we all know and love. But have you ever found the cult lacking in... City improvements? Well we did, which is why we made a completely new cult tech tree and lots of buildings to go with it!
New cult buildings are unlocked with these techs, that can give powerful bonuses, but you'll have to play them (Or against them) to find out!

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The Gargoyle Charge:

Tyrants, oppressors, and ruthless industrialists, the Gargoyles carve out a galvanic empire wherever they set foot, polluting and pillaging nature and their neighbours. The gargoyle charge is based around high income and production, high unrest, low reputation buildings such as the Brimstone Factory, a factory that actively scalds the workers as they man it. If the Gargoyles are present in a game, you'd better work together to put an end to them before they can build their apex buildings...

The gargoyles are made to fill the role of the antagonist, a common enemy that players can work against... or with.

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The Druids:

Mysterious and wise, the Druids worship gods as old, if not older than the worm, but gods of nature and light rather than despair and death. The druids are the bane of the cultists, and utilise their talents to attempt to foil the worm's plans once and for all. To play as the druids, pick either the flower or tree charges.

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There are many more buildings and factions planned, but this is all we have at the moment, please enjoy, give feedback, get trampled by gargoyles, we have much more in the works, including Druids, Bees, and all sorts of other shenanigans!
82 Comments
Dauntless Duelist 18 Oct, 2024 @ 7:41pm 
ah. alright, that makes sense.
Cornelius Backgammon  [author] 18 Oct, 2024 @ 5:26am 
It's because the buildings that provide bonuses have to link to the modules. The way that airships works is that unfortunately if you want something like the Grand Forge from this mod to affect say, cannons, you have to add the bonus to every weapon that you want to affect by directly altering that weapon.

You can't just say '+20% cannon damage' or +15% steel armour health' or something on the building that will provide the bonus, you have to actually add that bonus to the cannon itself, then say 'use this bonus when player has X building'.
Dauntless Duelist 17 Oct, 2024 @ 11:14pm 
...why does this touch a large number of vanilla modules?
Cornelius Backgammon  [author] 24 Jul, 2024 @ 3:37am 
Thanks for letting me know about that haha that was a bad one, should be fixed now.
MangoMan5689 23 Jul, 2024 @ 2:24pm 
I'm guessing it's probably just that you're in the process of updating it, but just in case it's not. There's currently a load error with the mod. In EmpireStat>stats.json I'm pretty sure you just forgot to put a comma after the Cornucopia tree at line 439 and line 457
Cornelius Backgammon  [author] 23 Jul, 2024 @ 3:43am 
Don't worry, i'd rather someone pointed this stuff out rather than just letting it be! I appreciate any and all bug reports/questions.
As for the ballista, that's definitely a bug and I'll fix it right away, the tree however does nothing currently, because the functionality of what we originally wanted it to do, and you have just reminded me that we need to fix it. So i'll be working on that today too. I never disabled it because i figured people might want it even though it's currently non functional for druid RP purposes haha, but hopefully by the end of today it should be functional.
MangoMan5689 22 Jul, 2024 @ 10:56pm 
Sorry for commenting so much, I was just wondering what the Conrucopia Tree does? Currently I'm just seeing a 30 Maintenance cost and am not sure what it does
MangoMan5689 22 Jul, 2024 @ 9:41pm 
I've noticed that the Steelwood Ballista module visually has a ladder, but doesn't have any actual ability for crew to traverse vertically through the module. Not sure if this is an issue, or intentional. But thank you so much for your rapid responses and quick fixes! We all really appreciate it
Cornelius Backgammon  [author] 21 Jul, 2024 @ 3:23am 
I looked, there were a couple I missed out but not too many, also it's important to note that it's only *town* upgrades that get zero maintenance with the windmill, not city ones, so any cities that start with a port will still have to pay maintenance on their upgrades.
Cornelius Backgammon  [author] 21 Jul, 2024 @ 3:09am 
Oh, that's odd. I'll look at that next. Thanks for the heads up.