Age of Wonders III

Age of Wonders III

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City Developpement Mod
   
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File Size
Posted
Updated
6.706 MB
17 Sep, 2015 @ 7:41am
26 Aug, 2017 @ 10:35pm
8 Change Notes ( view )
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City Developpement Mod

Description
This mod has two main purposes :
First, it aims at making city micromanagement more relevant by offering 38 new buildings in 7 mutually exclusive categories, providing terrain and race specific bonuses.

Second, it tries to make Tier I and II units matter more endgame. All units cost population according to their tier, putting a strain on city growth and making higher tier units less easily spammed.
Economy Buildings

Tier I (Efficient Governor)
- Food buildings (wheat farm, paddy fields, fisher, shepherd, hunter, mushroom farm and scavenger)
- Production buildings (lumberjack, stone quarry)
- Structure bonuses (Monastery, Library, Obelisk, Marketplace, Labor camp and Grave digger

Tier II (advanced city management)
- Sawmill, Stonemason, Mill, distillery, curing, slaughter house
- University, bank, foundry and Henge

Military Buildings (Efficient commander)
- Weapon Forges (balance, lava, winter, blood, heaven, poison, storm)
- Military training (Tanner, Armory, Field Hospital, Summoning circle, Bowyer, Warmount breeder, Military academy)

CHANGE LIST
Fixed bugs, had no time to tweak values.
Let me know if there are more bugs to fix.
Popular Discussions View All (4)
14
27 May, 2021 @ 12:35am
Feedback
Zaelon
10
7 Nov, 2020 @ 1:28pm
Bug reports
Zaelon
9
16 Jun, 2019 @ 7:16pm
Suggestions
Zaelon
140 Comments
elijafire 10 Jan, 2023 @ 6:27am 
I never use them, by the time I got to trying them last game I was already summoning T IV and won the game. If they applied to more than T II or came much earlier and cheaper I might have tried them.
Sovietkotek 30 Dec, 2022 @ 9:07pm 
Hmmmm trueee. Why don't you want them though??? Building the Military Academy to make all my T2 pikemen tireless is insanely overpowered for defensive battles, lol.
elijafire 30 Dec, 2022 @ 8:17pm 
@Sovietkotek I tried but libraries force me to take it eventually and inspiration won't shuffle it away :(
Sovietkotek 30 Dec, 2022 @ 5:36pm 
elijafire I think u can just skip the research option for T1 and T2 military buildings if u don't want them in the build list.
elijafire 30 Dec, 2022 @ 3:11pm 
Can you make the Miltary buidings optional?
Sovietkotek 27 Dec, 2022 @ 9:57pm 
Seems to work with all factions.
Dragon 24 Nov, 2021 @ 4:41am 
Maybe even a compatibility patch for Chivalrous Intentions mod?
Dragon 24 Oct, 2021 @ 9:30am 
any way to make this mod work with other races such as the Archon or Tiefling races, or even the Racial Heritage Mod?
kaesar_cggb 7 Aug, 2021 @ 2:32pm 
Any workaround to make this mod compatible with decodence?
Azghall 17 Jul, 2021 @ 5:15am 
Bugs:
Military academy don't show up to build and the forge of balance gives the lava forge bonus (+2 fire and scorching heat), and if you build the forge of balance you can build the poison maker, so you ended with +2 fire, +2 blight, inflict severy poisoned and scorching heat.

Some notes:
Goblin, Orc and Dwarf don't have any building that gives +1 gold per hex.