Age of Wonders III

Age of Wonders III

City Developpement Mod
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.
Fluffles 15 Jul, 2021 @ 8:45pm 
I understand that you're busy, but is it possible you could instruct one of us as to where the population-related changes are? Perhaps we could change it based on our preferences then? (Several seem to dislike the 'units cost population' part entirely)
Zaelon  [author] 6 Jun, 2021 @ 2:35am 
@Kaetzer
Glad that the mod gets some support or compatibility updates, thanks.
Happy to see the mod lives on.
kaetzer 12 May, 2021 @ 8:57am 
great mod! unfortunately it doesn't work in the Shadowrealm
so i made a patch ;)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=2485042469

Zaelon  [author] 21 Jan, 2021 @ 2:49am 
If I ever have enough time to update, I will take your comments into account. The thing is, I was a student when I started this mod, and I work full time now so it's hard to have time for modding...
USeagull 3 Apr, 2020 @ 5:40am 
Hi Zaelon great work with this mod i really like it. I have got a question, now i don't know if it is me being stupid but how do you build the Stonemason?
Shizuka 10 Feb, 2020 @ 3:06am 
Idk what to think about this mod, I mean, it modifies the vanilla troops so they cost population to train but the thing is that maybe 90% of AoW3 players have mods adding new troops that ae not affected by the population cost.

You should maybe consider doing a version without the pop cost for those who don't want that.
Walayimuna 12 Dec, 2019 @ 4:27am 
Where can I get a list of all buildings and race bonuses?

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?
NouH 18 Jul, 2019 @ 7:53pm 
I would have to agree with the comment made by Shade below.

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.
Shade 18 Jul, 2019 @ 9:35am 
I love this mod but, i am not a fan of the population cost on units as a "balancing factor" ,especially when I have mods that alter the base units or add new units that, obviously, do not have the population cost. Which inadvertantly leads me to build "non-vanilla" units to avoid the pop cost until my town hits max size.

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?
kaashI 12 May, 2019 @ 7:08am 
Yes that would be great
Freik 12 May, 2019 @ 3:41am 
Can you make a non Dlc version?
mikuroshi 30 Jul, 2018 @ 7:13pm 
It's a shame this is incompatible with bigger regiments mod D:
Dunadd 14 Feb, 2018 @ 12:00pm 
I think you'd get a lot more people seeing and trying this mod if you changed the spelling to "development"
Problem Solver 24 Jan, 2018 @ 6:06pm 
Just wanted to say thanks for the mod. Its working great so far
democracy's little pogchamp 23 Jan, 2018 @ 9:42am 
This mod is just about what I've wanted from expanded city development mods for this game, though I wish there were more compat between it, EBM, and Decodence. But yeah, like... good job! It's nice.

Seconding the comments about pop costs from Apheirox, tho.
Nitsah 15 Jan, 2018 @ 11:48am 
Meant upgrades such as arane smith
Mr. Rainger 15 Jan, 2018 @ 11:47am 
Wait... does this remove some military buildings?
Nitsah 14 Jan, 2018 @ 2:03pm 
Is there a way to make the military buildings not disallow others?
retrobarbaari 5 Jan, 2018 @ 2:50am 
Apheirox, seconded your two comments! I like these buildings idea, but what you suggest would make more sense to this.
PaleEnchantress 6 Oct, 2017 @ 11:38pm 
I feel like the population costs are a bit high. ESPECIALLY for the builder. You usually want a builder early and they are often out alone. With this mod getting a builder is a huge investment and losing one is a major setback
Azghall 27 Aug, 2017 @ 2:14pm 
Still needs to change to make all races get the same bonuses from terrain, High elfs gets +1 gold, +5 pop + 1 prod from forests(underground also works), while the others works only with 2 climate or only underground, frostlings gets only for water.
Apheirox 21 Aug, 2017 @ 12:50pm 
Also, I'll have to check just how exactly growth works in your mod again, but here's a suggestion:

- 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.
Apheirox 21 Aug, 2017 @ 12:44pm 
Regarding population costs, I think you have to factor in the fact that units costing population shifts balance even more in favor of building city improvements rather than units - even more heavily so than is already the case for the unmodded game. Do I build a Swordsman sapping my precious city growth or another building that produces a whole lot of resources and costs no population points? I would go with 250/500/750 (really, that should be 250/500/1000, if you want to make it fit upkeep costs - your system favors building the higher tier units, which many players already think dominate too much)... but I'm not convinced units costing population points is a good idea, at all...
SaintTodd 9 Aug, 2017 @ 6:31am 
I love this mod, and the balance is pretty good imo. I'm with oroen, though, it'd be great if it worked with decodence!
Zaelon  [author] 9 Aug, 2017 @ 1:03am 
After replaying it a while, it seems the population buildings compensate for the costs enough. But the balance for summoners and necro is still to do. I am thinking about buffing the spells and abilities vs summons maybe (to control, banish or damage them). What do you think ?
Zaelon  [author] 8 Aug, 2017 @ 10:32pm 
Many people complain about the population costs being too high. Do you think it should be adjusted ?
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
Zaelon  [author] 8 Aug, 2017 @ 9:48pm 
@Arakus I'm working on it right now.
Tedious Crow 11 Apr, 2017 @ 8:31pm 
Does it seem like the NPC Leaders don't know how to manage their cities to anyone else?
Charon 9 Apr, 2017 @ 8:24am 
As much as I'm loving this mod, I have the issue of the copious amounts of yields showing up around a city just makes the game look so ugly. There doesn't seem to be an option for hiding the yields in the base game either, so I suppose adding one or automatically hiding the yields isn't likely?
Arakus 28 Mar, 2017 @ 8:07am 
Mod need bugfixing!
oroen 23 Dec, 2016 @ 6:21am 
this doesn't seem work with the decodence mod, or rather it will, but won't effect the oew tiles.
Azghall 12 Nov, 2016 @ 11:35am 
This mod is compatible with Empire Building Mod Unit Compatibility, but i think some heroes are bugged, as it allow you to pick wich racial skills (it show in game as Cast Spell and the icon of the race), so you can hava a Goblin Hero with racial skills of others races.
Just set Growth to very slow, 100% more pop when housing, LOTS of GOLD.

Not Compatible with Empire Building Mod (Hero Compatibility)
Azghall 8 Nov, 2016 @ 5:09pm 
This mod needs some fixes. (posted on Bug Reports)
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)
Dunadd 27 Oct, 2016 @ 3:30pm 
The building i mean is called Forge of Balance
Dunadd 27 Oct, 2016 @ 3:28pm 
The Arcane Armoury description says it increases resistance by 2 for Armoured Tier I and II units, but it actually only increases it for unarmoured units.

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.
Dunadd 27 Oct, 2016 @ 3:27pm 
Not sure as I never play as a necromancer. Mostly seems to work fine.
Tanuith 19 Oct, 2016 @ 4:16pm 
I have an older version of this I think... Does it still cause the false is not a recognized dead city type error in the map editor? I olny ever get that error when i turn this mod on in my map
Dunadd 17 Oct, 2016 @ 3:02pm 
Would be good to know which buildings prevent the construction of which other buildings before building them - some kind of short manual on the mod - even just in plain text as a text document or something
Dunadd 17 Oct, 2016 @ 2:59pm 
That said all the new types of buildings make the game a lot more interesting - and if you choose the right food buildings for the city's terrain and race they give a significant boost to population growth.
Dunadd 16 Oct, 2016 @ 12:27pm 
Units costing population would be enough to reduce unit spam. Don't think it's necessary to make Tier II and Tier III units cost twice the population that Tier I units do. The same amount of population would be fine.