Age of Wonders III

Age of Wonders III

City Building & Upkeep Extended - for Ayalin's Mod Collection
22 Comments
Funi Time  [author] 3 Dec, 2022 @ 12:57am 
Yep I reckon you're 100% right.
Just re-uploaded with a minor change which hopefully will rectify your game without further issue.

Because I used the 'convert growth' function, it was only looking for standard growth like you said.
I've changed the magnitude of the convert function to 0, and changed the bonus function to subtract 25 growth and add 25 production.

I'm hoping by leaving the original function in, you'll be able to update and reload and the issue will rectify itself. There is a chance the old convert function will remain though.. sorry.

Thanks for picking that up Dyna1One
Dyna1One 3 Dec, 2022 @ 12:47am 
Hmm, it's a strange one, because it only changed when I added normal farms to the map, once I corrupted them, it did not affect the research.

Aka somehow, somewhere in the background it counted my "normal" population growth was negative (probably because this mod creates upkeep on both undead and normal growth), even though I'm a Necromancer and use a different resource (undead population) so I think on this mods end, it seems like it uses the wrong resource in that occasion and doesn't actually just look at undead population growth
Funi Time  [author] 3 Dec, 2022 @ 12:40am 
@Dyna1One
I'll have a look now, maybe I have it set the wrong way round?
I reckon the -73 would be because of production % bonuses, they're applied after base production so if base went slightly negative all the % bonuses would inflate it further.
Dyna1One 3 Dec, 2022 @ 12:28am 
It specifically said "Age of Wonders", the T7 research this mod adds, Which seems like it's a conflict with the part "Up to 25 growth in Metropolises is converted to production."
I installed a cheat mod to build normal farms around my area and that increased it to the +25 once I planted down 2 farms
Funi Time  [author] 3 Dec, 2022 @ 12:23am 
@Dyna1One

This mod doesn't have any effects that decrease Production.
Only decrease for growth and gold/mana.

Do you have any effect descriptions when you hover over the production symbol in your cities?
The other way to test would be to destroy some of your buildings and see which one/ones cause the issue to resolve - if they are the issue.
Dyna1One 2 Dec, 2022 @ 9:26am 
Age of wonders bugged out for me unfortunately, it reduced my production from almost 100 to a large minus (Like 73 or something), completely rendering my cities useless (Necromancer) as everything was built in -1 turns and would never finish anything
Funi Time  [author] 15 Oct, 2022 @ 1:40pm 
@Yikes, should affect both produced and summoned unit upkeep, but the percentage reduction is based on produced unit costs to be equivalent to 1 gold/turn reduction for Garrison lvl 1, and 2 gold/turn for Garrison lvl 2, Garrison lvl 3 extends the 1 gold/turn to your whole domain.

With the way this mod's set up it wouldn't be too hard to add Garrisons to dwellings, just time consuming. I'm not sure the Garrison chain really fits the theme for dwellings but I'll have a think about it, could be a different stand alone building for dwellings instead without the same upgrade path as a full city would get.

Volunteer is pretty powerful especially with higher tier troops where the cost reduction becomes insane. In saying that, i'm pretty sure the game caps the maximum discount to 75% regardless of how many reductions are stacked up.

Glad your enjoying the changes
Yoinkyz 15 Oct, 2022 @ 4:22am 
i really like this mod:GGyup:.

its a shame racial heritage mod ads in a busted building that gives units volunteer. ill have to remove that mod permanently cause that 1 unbalanced building

also a question any chance you give us the garrison tiered buildings in dwellings? defending my dwellings is costly atm and the garrision building chain would be nice. does this mod also effect summoned units upkeep? ill prob test this out soon my self but still wondering
Funi Time  [author] 14 Oct, 2022 @ 11:51pm 
Appreciate it Yikes,

Originally I'd kept the spawns in, but sometimes found they didn't fit with the play style or theme I was going for in a playthrough. Seemed a good compromise to recruit the troops I wanted but just pay slightly less for them to garrison.

I can't remember how Ayalin had linked the original garrison upgrades now, I might have overwritten one of their links. Hope you don't miss the spawns too much.
Yoinkyz 13 Oct, 2022 @ 5:16am 
so iv got the age of tech. i now understand. mod makes some really neet changes. unfortunately somehow the other garrisons from ayalins mod dont unlock when i have this on but thats fine now that i understand how to get the garrison teir 1
Funi Time  [author] 13 Oct, 2022 @ 12:58am 
@Yikes
There's no spawns from the garrison buildings in this mod; instead the building provide upkeep reduction and experience bonus to garrisoned units, and at the last upgrade to all units in your domain.

You can still download Ayalins original garrison mod if you want the spawns, but you'll end up with two sets of potential garrison upgrades, and Ayalins ones won't have any upkeep

All the other spawn buildings should still work i.e. animal orphanage etc.

Also, the garrison buildings have to be unlocked with the 'Age of ...' researches. The first 3 research tiers unlock each level of garrison building.
Ayalin 23 Jul, 2022 @ 6:58am 
Yeah I noticed (especially in the case of warlord, which I did not use to play a lot before I did the mod) that gold upkeep reduction is actually a massive boost to the economy.
I will certainly review all values soon.
Funi Time  [author] 23 Jul, 2022 @ 4:56am 
Repair Center I changed to giving a +1 def +1 dmg buff domain wide. Mainly because I changed the Garrison, but somewhat to reduce the gold advantage.

The Taverns were dropped right back, because 25% discount becomes really strong with higher tier units, and becomes more cost effective than any of the gold producing buildings.
Although the same can be said with what I've done to Garrison III in terms of a -1 gold upkeep for all units in your domain. Can be quite easy to abuse.
Funi Time  [author] 23 Jul, 2022 @ 4:56am 
No problem at all. I know how much work you've put into everything, and it's really appreciated.
I wouldn't have bothered to play the game let alone mod it, without mods from you and 'That Human'.

The upkeep reduction on Garrisons replaces the summon effect. That was more of a personal preference in terms of picking my own garrison. Traded the summons for a free T1 unit in terms of upkeep. I used the Dwarf Garrisons for the new set of abilities, and changed all the other racial building links to point to those.
Ayalin 23 Jul, 2022 @ 3:50am 
first thank you very much for your kind words ! :)

Regarding the tweaks, so you have kinda swapped the purpose of Garrison buildings (which now decreases upkeep and also increases experience gain) while Repair center now provides upkeep reduction; is the summon effect still active though or does it replace it?

I like the "progressiveness" (not sure if this is the proper word) you have done for the upkeep reduction. I have been testing my two recent mods by playing with Warlord and I have to say the gold benefits you get from the various upkeep reduction really makes gold trivial too early in the game at some point. So there is a bit of a balancing concern here and doing this progressiveness could be a good solution.
Funi Time  [author] 23 Jul, 2022 @ 1:45am 
Thanks Ayalin, the true Boss!

I was hoping you might consider some of the tweaks I'd made to the building from your mods: Repair center, Garrisons, Taverns.

Ideally this mod is only a supplement to yours, I'd prefer not to mod your base content at all if possible.
I really only wanted to cover some of the base game buildings, and the primary focus of this mod - building upkeep.

It was painful to do the % discounts for each of the Tier units, but definitely not as much work as what you had to put into the Garrisons.

I really respect all the hours you would have put into modding the changes, linking them together, figuring out how you could make the abilities from the tools available, and then play testing to make sure they work before release. Nothing to take lightly!
Ayalin 22 Jul, 2022 @ 11:50pm 
heyy nice :)
Interesting take on the economy, it certainly changes the way of playing & developing your empire a lot!
Will give it a try but after Theocrat is finished :)
Funi Time  [author] 22 Jul, 2022 @ 2:59pm 
Thanks Dragon,

It's a typo, I'll correct and re-upload.

You should be able to verify it's working by checking if Garrison I reduces all garrisoned units upkeep by 1 gold/turn, and Garrison II & III reduce them by 2 gold/turn (regardless of Tier)
Dragon 22 Jul, 2022 @ 10:28am 
your Garrisons have Tier ll listed twice, I don't see a upkeep for Tier lll units.
Funi Time  [author] 10 Jul, 2022 @ 10:24pm 
I play with Chivalrous Intentions which adds a bunch more units in different categories than the base game. Most of my mods are made with that in mind.
I'll literally never play without Chivalrous Intentions - it is Pure Gold!
Funi Time  [author] 10 Jul, 2022 @ 10:22pm 
Same as the original mod I made. There's no other buildings that give irregulars an additional medal so I added it to the Barracks.
With all the military building you should be able to produce T1's at 3 medals, T2's at 2 medals, T3/T4's at 1 medal if they fall into the standard unit categories (irregular, infantry, pikemen, archer, support, cavalry).

Class benefits, spells, and mystical building upgrades still add to this for individual classes etc.
avenger711 10 Jul, 2022 @ 6:46am 
>Barracks gives additional +1 medal to irregulars

Sphinx is irregular. And some T2 class units.
And how it works with Warlord's spell which summons racial irregular unit?