Age of Wonders 4

Age of Wonders 4

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Extended Buildings
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134.829 MB
20 Nov, 2024 @ 6:32am
28 Jul @ 7:43am
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Extended Buildings

Description
Adds 3 economy buildings for each income type, requiring each guild building.

One building is a repeatable construction giving fixed income and is lower efficiency than the other two.
One building gives a small buff to units built in that city.
Buildings have negative mana income, except the mana producing buildings which just have lower income than the others.


Allows Branch Wizard's Towers to be built in non-Throne cities.
These have the same effects as Wizard's Towers and allows (copies of) the same Tower structures except affinity buildings and prison/crypt/item forge.

1 additional economic Tower building per Wizard's Tower tier, can be built at both Branch and your Throne City tower.
Also adds binding essence, casting points and binding fragments buildings to foundation, level 1 and level 2 of the Wizard's Tower respectively.


Adds 1 special province improvement corresponding to each magical material that can only be built in a province that has that material.

These province improvements can give a permanent upgrade to visiting armies once every 3 turns. Buffs do not stack.

These province improvements can be upgraded, doubling their resource income as well as providing a second visit buff type (shared cooldown).


Also re-adds the default economy buildings your culture overrides. These require the culture specific building to be constructed first.
Updated for Giant Kings
Added post-guild economy buildings for water and lava guilds as well. Buff to units is amphibious and lava walk.

Modding Notes:
Special province improvements visit buff no longer requires separate locations.

Disclaimers: I give blanket permission to anyone to use, copy or edit my mods for any purpose.
22 Comments
Fii  [author] 5 hours ago 
Updated
robertpanasuk 12 Jul @ 12:55pm 
Removing the embark penalties was what I was trying to get to with the +1 to Defense and Resistance but I misremembered it. the penalty is actually -2.
Fii  [author] 12 Jul @ 10:20am 
Never mind on Fast Embark, that's in general Empire tree... Maybe removing embarked penalties or something like that.
Fii  [author] 12 Jul @ 9:29am 
Well, the mana buildings "cost" is supposed to be inefficiency. They give less resource per building.

And yes, I think your idea for having their unit bonus be specific to that terrain is a good one. I'm thinking fast embark and lava walk.
robertpanasuk 12 Jul @ 8:08am 
also sorry for taking a few days to get back to you.
robertpanasuk 12 Jul @ 8:07am 
(1/3) I can see three options for the seafarer’s gild and volcanologist’s gild. The first is likely the easiest and that is to make it so that the two gilds can be built even if there is another gild already in the city. The downside of this option is that it makes the two guilds no brainers if you have access to the terrain for them.
The second option is to give the two gilds access to the building lines of all the resources their line produces and make the first structure in each capstone branch mutually exclusive. The downside of this option is that it reduces the options of people like me that use this mod with a multiple guild mod.
robertpanasuk 12 Jul @ 8:07am 
(2/3) The final option and the one I have been giving the most thought to is the one where you make them their own capstones. For the seafarer's guild I would make the repeatable building grant 6 Food, Gold, and Production* with the normal Mana cost. For the per province building I would go with 2 Food, Gold, and Production* with the normal Mana cost.** Lastly for the third building I would go with 12 Draft, Food, Gold, and Production* and it would grant all units produced in the city a +1 to defence and resistance when embarked.
robertpanasuk 12 Jul @ 8:07am 
(3/3) And finally the Volcanologist’s Guild, the way I would handle this is to make the first building determine whether you gain Gold or Mana and whether the buildings will cost Gold or Mana***. The repeatable one would grant 6 Draft, Gold/Mana, and Production* with the normal cost. For the per province building I would have it grant 2 Gold/Mana, Draft and Production with the normal cost.** And for the third building I would have it grant 12 Gold/Mana, Draft, Production and Knowledge* and all units produced in the city gain Lava walk.
*the net value of these buildings is higher than their pure resource counterparts but I don’t think that is all that bad due to the fact that most of the resources are local ones.
**you could make these buildings count associated provinces as double but that could be unbalanced.
***I think Mana buildings should cost Gold equal to the Mana cost of other buildings.
Fii  [author] 11 Jul @ 8:33am 
Binding fragments building added to level 2 of Wizard's Tower.
Fii  [author] 10 Jul @ 3:45am 
I have a plan for the binding fragments one, which just needs some testing before I can publish, but the water and lava guilds I have no idea what to do with.