Age of Wonders III

Age of Wonders III

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Age of Civilization - Economy Overhaul
   
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9.375 MB
22 Apr, 2020 @ 9:37pm
24 Aug, 2020 @ 5:31pm
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Age of Civilization - Economy Overhaul

Description
Age of Civilization: Economy Overhaul Patch notes.

Multi-language support added for French, Polish, German and Russian, with thanks to Google Translate. My primary language is English, so please inform me if you see something that needs to be fixed.

Fertile hexes produce 4 population, 2 undead population.
Wetland hexes produce 4 population, 2 undead population.
Barren hexes produce 1 production.
Mountain hexes produce 2 production.
Dense vegetation hexes produce 1 gold.
Water hexes produce 4 population, 2 undead population.

Builder production costs are halved. Builder upgrades added, which consume builder:

Small gold mine: costs 70 gold and takes 2 turns, gives +5 gold, -50 population, -50 undead population.
Small farm: costs 20 gold and takes 1 turn, +50 population, -1 gold
Small corrupted farm: costs 20 gold and takes 1 turn, +50 undead population, -1 gold
Small quarry: costs 70 gold and takes 2 turns, +5 production, -1 gold
Small mana node: costs 20 gold, 50 mana, and takes 2 turns, gives +5 mana, -1 gold
Small library: costs 70 gold and takes 2 turns, gives +5 knowledge, -1 gold
Small fishing grounds (water only): costs 20 gold and 1 turn, gives +50 population, -1 gold.
Small shipping dock (water only): costs 70 gold and takes 2 turns, gives +5 gold, -50 population, -50 undead population.
Small inn: costs 70 gold and takes 2 turns, gives +50 happiness, -1 gold.
Sailor's tomb (water only): costs 20 gold and 1 turn, gives +50 undead population, -1 gold.

Spell added to convert small mana nodes to small (element node). (Element) adept gives +2 mana to said node, (element) master gives +2 knowledge, -1 gold to said node, and -2 mana to opposing node.

City centers produce less population, and decrease as they grow larger. -100 at outpost, an additional -50 per level after.

Heroes have an upkeep of 10 gold per turn.

AI version of skill does not allow builders/settlers to get upgrades, but boosts all city incomes by 25%.

Decodance Compatability Mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2080192372
40 Comments
Rollar  [author] 4 Jan, 2022 @ 6:58pm 
@pinrrealain66 Updated description with link, as per your request. :)
pierrealain66 1 Jan, 2022 @ 1:19am 
Greeting Rollar.

Can you put the link for the mod for decodance in your description above?
It is easy to miss in the wall of text that is the comment sections.

Thank you. I am looking forward to try your great mod.
Rollar  [author] 22 Dec, 2021 @ 3:54pm 
@Basileus Thanks for the feedback. The way the mod is designed, it would require me to duplicate every existing entity that creates both as one that creates either, and hope the player doesn't click the wrong skill when starting the game. It's a fair amount of work, and with AoW3's poor ability to cache mods, it'd eat up more memory, making it more likely to crash in multiplayer when used in conjunction with other mods.
I do appreciate the thought, but it's better to keep it as lean as possible.
Karui 22 Dec, 2021 @ 12:06pm 
My only issue with this mod is that some terrain gives you undead population which is weird if you don't play necromancer. It should be changed to necromancer only. It is just a little immersion-breaking.
Rollar  [author] 30 Nov, 2021 @ 7:44pm 
@Dragon I actually already made a compatability mod for Decodance. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2080192372
I have not tested it in some time, though unless they reworked it it should still function fine.

As for the Return of Wonders; that mod itself appears to be fairly extensive and part of a larger project. I don't think it would mix well with this one.
Dragon 24 Nov, 2021 @ 5:58am 
Also are you able to patch it up with the Decodence - Map Editor Content, and Decodence - RMG Integration so that it can work with the Tundra and Autumn themes, for the purpose of producing pop, production and gold on the map?
Dragon 24 Nov, 2021 @ 5:52am 
Any chance to make a compatibility patch for Return of Wonders - Spheres and Spells, so we can upgrade the Mines and Farms, maybe even upgrading the other structures as well?
scip 14 Dec, 2020 @ 7:15pm 
Okay, thanks a lot for the info. I'll have a look at the files and if I find the time and motivation, may be I'll experiment a little bit. It's impressive what you guys accomplished already in keeping this game alive.
Rollar  [author] 13 Dec, 2020 @ 5:46pm 
@scip HEROGLOBALSETTINGS.RPK, change the category to Global Settings, and then the (only) line 0, Global Hero Settings. Hero Upkeep Cost is what I changed (0 to 10), the line you want to edit is Skill Points Per Level, which is at the default of 5.

This mod actually went through a bunch of different changes since I originally started it (you can see some of the details in my patch notes). At one point buildings gave % resource increases and all had upkeeps. However, it was causing a lot of compatability issues with mods we were running, such as overriding PBEM building changes. In the end I figured out how to apply most of what I wanted through skills to keep the impact on other mods at a minimum.

The only way you can add features to city upgrades is to alter the city upgrade itself. Races you have to edit the race itself (you can't make race specific skills to research without altering the race file). Both result in compatability issues with other mods.
scip 13 Dec, 2020 @ 7:35am 
Thanks for the fast reply! Fortress Additions Addendum mod was a false positive from me. The conflict came from another mod, which I didn't expect to conflict with builders in any way. So sorry for that.
As for the skill points, I expected already it has something to do with the upkeep for heroes.
I never got into fiddling with mod files an always got annoyed that there is no simple way to change priority of mods that are exported.

Maybe it's time to look into that matter. Which file consists the changes for the heroes? Maybe I'm able to make a personal patch.

Btw did you consider to link the hex income to buildings or even races?