Dominions 6

Dominions 6

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[Economy Mod] Public Works v1.0.0 [PUBWO]
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13 Jun @ 3:43pm
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[Economy Mod] Public Works v1.0.0 [PUBWO]

Description
This mod adds options to invest into your cities to use up idle recruitment points or extract wealth directly, using idle resources.

A. Public Works
Public works allow you to invest varying amounts of gold into your forted provinces to grow the province's population (and its surrounding suburbs) on completion. Take care not to cross population limits, as this will cause unrest and migration instead.

There are three possible investment types:

1. Public Works w/ Minimal Investment
This is the cheapest possible public works and is more a way to utilize idle recruitment points in your unimportant but smaller cities.

2. Public Works w/ Moderate Investment
This is the most efficient public works option for growing moderately sized cities every turn.

3. Public Works w/ Heavy Investment
This is the most expensive public works option, and which uses the least recruitment points. This is mostly useful for reclaiming devastated provinces previously owned by popkill nations, or recovering provinces stricken with plague or similar disasters.

B. Resource Extraction
This allows you to eat up excess resources you aren't using and turn them into a lump sum of gold on completion. Magic sites that denote precious metals and gems will improve its effect in the province. The downside is that there is a chance that it will also permanently deplete those same resources every turn, so don't use this in your primary production cities.

C. Compatibility

This mod was made light and lean and should be compatible with most mods. Not all nations are able to use public works either. specifically, these nations have all been blacklisted from spawning the necessary site to enable it, in light of them being popkill nations.

Therodos
Asphodel
MA Ermor
Lemuria
LA R'yleh


If you have a mod you wish to add to this blacklist, you can do so by adding this event to your mod:

#selectevent 9999
#req_notfornation <your nation number>
#end
10 Comments
Crayon  [author] 5 Aug @ 5:26pm 
Yep, that is very much intentional! It is intended to be more of a sink for unused resources with minor long-term benefits, in particular for large maps, where apart from your cap-only units, your recruitment completely shifts towards the frontline forts, so all the resources and recruitment points of those deeper inside your territory are basically idle.
Resource selling can be quite good to use for the aforementioned rear-forts, as, unless something goes terribly wrong, they will likely not be using all of those resources anymore, even if they do eventually dwindle down. They sell for a lump-sum of gold, which can let you recruit a handful more dudes per turn. It's randomized, however, so you can't rely on it as the basis for your income.
Captain Tofu 2 Aug @ 2:27pm 
Public Works is weak and that is good. It is a long term investment. I was expecting a kinda overpowered mechanic. Depending on the size of the province you get 200-700 people (which translates to 2-7 income). Adjacent provinces also get a small amount of people. Can only be build in forts. Minimal Investment costs 100 gold and 500 recruitment points for example. I think it works really well! I wish the population thresholds would be included in the descriptions.
Honestly, I haven't tested selling resources as the premise of permanently reducing resources is a hard turn off to me.
Koriath 24 Jul @ 8:34am 
All for more options. Subscribed and updated, I'd like for the devs to implement it in-game, maybe with some other options aswell.
Crayon  [author] 18 Jul @ 4:56pm 
It is to keep the mechanic from being exploitable in the extremes, as the AI is unable to take full advantage of it.
Amyclas 18 Jul @ 2:39pm 
why set population limits though? Why not let big number go up?
Lobuno 14 Jul @ 3:51pm 
Yep, this absolutely makes NO sense at all. I just avoid using public works and population grows nicely. Unsubscribbed. Bye bye.
Crayon  [author] 14 Jul @ 3:28pm 
You have not answered the question
Lobuno 14 Jul @ 8:34am 
Did you read my post?
Crayon  [author] 13 Jul @ 5:15pm 
Have you checked the description for population limits?
Lobuno 13 Jul @ 5:45am 
This is deeply bugged. With a positive population growth bonus, I lose about 2K people every turn I use public works. Without public works population increases about 200/turn.