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随着你的王国不断壮大,你需要更庞大的基础设施来支撑。
隆重推出中心服务!这是一系列建筑,旨在促进更大规模的人口增长并赋予独特加成。
本模组中的首个建筑是市场大厅。这是一个庞大的市场,雇佣了30名村民,足以维持任何大型城市中心的运转。
新增的第二个建筑是银行。它根据周边房屋的幸福度和人口密度,提供少量金币。
目前,此模组处于测试阶段。我正逐步为其增添更多内容。
未来计划新增内容:
钟楼——本质上是一种早期时钟,钟楼能提升附近生产建筑的效率。
或许还有更多?
想要更多建筑吗?别忘了查看我的另一个模组——新房屋!
1. Either before you unlock or before you select the buildings, after loading a game, those 3 dots that usually signify a building subcategory appear.
2. The bank can only be built after a small treasury is constructed, a large treasury doesn't count.
On an unrelated note would it be possible to add the banks's revenue to the yearly projection of gold?
As a potential temporary work around, try adjusting the UI scale. I think the issue happens when the build tab takes up two rows. I play on an ultrawide monitor, and I do not experience the troubles that others have.
I'll see about moving the structures to different menus.
Banks are absolutely awesome and perfect btw. Great mod overall
I did a stress test on the Market Hall in creative mode. Some of my houses (towards the furthest end from the market hall) were going hungry. I immediately switched it out with 2 markets, and 4 small markets (same exact space, just 12 extra workers essentially). They did better, no houses went hungry after about 15 years. But they were just as empty.
I then swapped to 3 markets and deleted 2 roads (same amount of tiles as a 3x4 used for markets) to make room for them. After about 20 years, they started slowly holding extra pork and fish. After about 40+ years (i went afk and let it ride) the markets were slowly filling up with fruit/wheat and were mostly stocked on pork/fish. So the market hall is inefficient compared to 3 markets while using the same amount of tiles. I cant say by how much, but they are inefficient.
Great mod, I look forward to more :)
- City Morgue. A larger gravekeep that sports more positions for employ and functions like a graveyard itself. The model might look like an old morgue with a mausoleum on the side. Ostensibly connects to a crypt.
- Army tavern, a structure that serves to rejuvenate injured troops but does not train new ones. I particularly like this one, as attrition can quickly break a military if there isn't enough money to fund additional barracks to train and heal in parallel.
- Farmhouse, is a 2x2 windmill x house with a 4x4 zone, so it has 12 farms rather than 8. Same boost as regular windmill. Does not store crops for harvest, but functions as a house.
- A water wheel that either increases blacksmithing efficiency OR increases bakery yield of bread/further crop yield. You can designate in the UI which you want.
- A larger version of the Tavern, perhaps called a hostel or something, that simply has a wider radius and can store food of all types like a home, but functioning like a combined bakery/butcher/fishmonger? Seems sort of OP, but spamming smaller structures is annoying. Might be a good in between logistical piece for huge market networks.
- A "water path" that spawns little boat models with people in them, and it just speeds up water travel and acts as a road. Only works 2 tiles into deep water, works infinitely on shallow water. Not sure how it will work with models, but the boarding mechanism from war galleys might work to render/unrender the models.
Perhaps it would behave structurally different than the Keep by joining with walls via a model that adapts to which side has a wall connected?
- A palace could grant a tax or logistics speed boost and a military damage boost, ostensibly because palaces are logistical/political centers and the military would be proud. The palace would also theoretically specialize training for guardsmen, so if you're up to it a new military unit that gets a big defense/attack bonus in range of the palace effect might be cool. Otherwise identical to melee troops. Perhaps the model can have pila, or spears and shields.