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Mazdamoundi:
-Gold mine T1 = 1500 (+ 35%, 2025)
-Favelas of 250 skins (+ 35%, 337)
but for Oxyotl
-Gold mine T1 = 750 (no bonus)
-Favelas of 250 skins (no Bonus)
and that's it for all the buildings, no matter where I took the colony from, it does not bring any bonus money unlike all the other lord campaigns, I only have mods of 'activated, Up problem?
I don't know why it would do this but it seem's strange that it started.
As for the changes to the Beastmen. Herdstones generate a bit of Favour From 50 at Level 1 all the way to 250 at Level 5.
Hordes generate Dread. 50 at Level 1 all the way to 250 at Level 5.
The Dread Cost of new units, heroes, etc. Has been reduced by around 25% - 50%. This means you should be able to build doomstacks easily. But the price still increases.
The Unique Herdstones have still not been changed. I do plan to add additional bonuses for the Unique Herdstones to make them truly powerful.
Growth has been buffed a bit for the Beastmen as well. So AI Beastmen Factions shouldn't be getting wiped that soon.
The Gor building tier also increases the Chevrons of all units 1 per level. So the AI should also shouldn't get wiped that easily. I plan to add a simlar effect to the Mound of Blades tree, to allow you to build stronger armies once you unlock it.
I might give Taurox an additional bonus to Minotaur Dread cost to be able to field and army of Minotaurs.
Considering there is no upkeep, i might change it to increase the Chevrons of units for recruitment.
Also will probably lower the Dread costs and increments for Units and Regular Lords and Heroes. So that Beastmen AI as well as the player can field multiple stacks.
With this change you shouldn't really need to build a Barracks Building in the Albion Province, unless you want Sisters of Slaughter or Dark Elf Master Heroes.
Also i have updated it to Rakarth. The unique Port in Albion now has been updated to match the other ports in the mod.
I have an issue that I think is either A bug, Not in the scope of this mod, Not this mods fault, Or a building has been missed.
Playing as the Vampire Counts (Vlad) I have taken over Slyvania and can build a vineyard. The vineyard gives me public order and trade goods, but no income. Is this mod something that should be adding income onto those buildings?
Trade goods does me no good as the Vampires because no one wants to trade with me.
As for the buffs themselves. Wood Elves now have 3 Economic Buildings. Still they have very limited settlements, so these Economic Buildings should generate more Income than normal settlements for other Races. Just a bit more.
Since Amber has been removed by CA, i also removed the table that gave Wood Elves Settlements and Unique Settlements more Amber.
I also reversed the change to the Outpost Foraging Groves. So they should provide bonus income factionwide. I mostly did this so that you can roleplay the Wood Elves and not paint the entire map. This way they should get enough Income without the need to conquer the entire map.
As for Skaven changes. Only the Hellpit Landmark and Throt's Buildings were changed. Throt's version of Animals, Furs generate more income than the normal Skaven versions.
Also i added some additional Vat Juice Generation for Throts Buildings.
Spider Hatchlings get unlocked at Level 1 just like regular, but at Level 2 you unlock Spider Riders and at Level 3 you unlock Arachnarok Spiders.
The Building at Level 3 is called Lair of the Broodmother (Awakened) so i find i makes sense the Boyz messing around the cave has awakened the Big Spiders too.
It's for AI too, yes