Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
Glad that the mod gets some support or compatibility updates, thanks.
Happy to see the mod lives on.
so i made a patch ;)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=2485042469
You should maybe consider doing a version without the pop cost for those who don't want that.
Like, I am finding difficulties in balancing some cities, like, I can get a forest to give production and gold bonuses for elvens, fertile plains to give bonus gold for humans and halflings, but what combination would give a similar bonus for orcs, or dwarvens?
Altho the population cost can be considered a good balancing factor, if you plan to play with ONLY VANILLA TROOPS that is, the thing is, i'm pretty sure me and several more people are already way over playing with only the vanilla units and want more variety to the game, which is why we play with several mods that adds hundreds of new units and etc...
In such a scenario, the vanilla units which costs population are not worth it at all, when you can just recruit a new modded unit that costs no population at all.
Would you be willing to remove the changes to the base units to improve compatibility with other mods? Or at the very least, perhaps make the "pop cost" a generic cost increase to -all- units of all empires via empire passive or the like? "All units cost +500 pop to make" or something?
Seconding the comments about pop costs from Apheirox, tho.
- in the unmodded game, one major balance problem is even cities with no buildings grow very quickly, and provide quite a lot of gold, even with no resource structures in their domain... For example, Tigrans and Humans can settle a city for just 187 gold if they have the tier 1 racial governance economic upgrade.
What I'd suggest is to make cities more reliant on city improvements before they really start becoming economically viable. What this means is an Outpost with no improvements would grow quite slowly and have very low production until you build a few basic improvements to increase these outputs. This would effectively increase the cost of starting up new cities, which would make settler-spam less viable, and warfare more viable - something I think the game really needs.
Should it be 250 500 750
or 500 750 1000
or remain 500 1000 1500 ?
It's a lot of work to change it so I'd rather not do it twice :p
Just set Growth to very slow, 100% more pop when housing, LOTS of GOLD.
Not Compatible with Empire Building Mod (Hero Compatibility)
All the races should have gold+pop on terrain (not only underground) and elf need some nerf (3pop+1gold+1hammer on forest is too op)
The building that's meant to gives units recruited in a city Monster Slayer, Summoned Slayer etc just doesn't seem to work.
Other than that vast majority of the mod works as described - big improvement to the game. Can actually develop economies and get specialised units.