Kingdoms and Castles

Kingdoms and Castles

ManyUpgrades v1
Slooth  [developer] 23 Apr, 2020 @ 6:36pm
ManyUpgrades v2
News
I plan to redo the current system and add many more upgrades with this new system. However, I'm currently working on my District Mod which is reaching completion. Once I've finished with that I will begin remaking this mod.

Features
Custom Research UI
Building Placeable
4 Unique Upgrades

Plans
4-5 Sections of Upgrades - (Agriculture, Town, Military, City, Mods(Cannon, SiegeCauldron, etc))
Each section having a Upgrade Tree(Minimum of 6 Upgrades Per Tree)
Possibly Have Research Points - Generated by Libraries to unlock upgrades
Custom Building Model

Suggestions
Please feel free to suggest an ideas or changes to the mod. I greatly appreciate any input, If you would like to contact me you can reach me @Slooth on the Official K&C discord.

As always, thanks :)
Last edited by Slooth; 23 Apr, 2020 @ 6:41pm
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Showing 1-15 of 17 comments
JerichoKane 2 May, 2020 @ 9:04pm 
Awesome! can´t wait!
rendil 8 May, 2020 @ 11:27am 
:)
Ejfour15 3 Jun, 2020 @ 10:36am 
yes
expletive_deleted 12 Jun, 2020 @ 5:28am 
could you add a Brothel?
Octavian 22 Jun, 2020 @ 11:35am 
Maybe a tad far out for an idea, but A Mage's tower. shoots fireballs, similar to Cannon but with flaming effect that burns units over time.
Parciwel 9 Jul, 2020 @ 1:17pm 
Maby an upgrade, so you can build briges/piers over deep water.
Make an upgrade to building capacity for citizens.
Streets 1:12 23 Aug, 2020 @ 12:44pm 
Amazing :8bitheart: Amazing :8bitheart: Amazing :8bitheart:

Let's make this game great again!
rendil 4 Nov, 2020 @ 10:02am 
it is already great
Vall the Spooky 7 Nov, 2020 @ 7:44am 
Shot in the dark, but how about being able to place additional keeps? Would be great for making multiple towns with linked roads instead of constantly expanding a single settlement.
Kurama Kitsune 17 Mar, 2021 @ 12:41pm 
Perhaps for this mod, allow the basic library to research lower tier upgrades, but requiring a special "research atelier" for the middle tier ones, and needing the great library for most of the final ones (with another new building for the highest tier military-type upgrades).

This lets you get the basic access to the first research with the basic library you would be putting down somewhere anyway to keep people happy.

Ideas perhaps could include stuff like:
-Wagons, which are used by those who have jobs at stockpiles, granaries, markets, and so forth. Wagons would last a while, and would generally allow their users to move faster AND carry a good deal more in one go.
-Possibly a Carpenter's Building which produces wooden things (including said wagons, but possibly other wooden crafts that might be useful, such as barrels that increase the effects of taverns and fishing vessels (the latter would presumably use them to store drinkable water or the fish they catch, either way, giving them barrels would improve fishing yields). Barrels could perhaps improve some other buildings too.

-Crop Rotation: Can be toggled on or off per-farm once researched. Farms with it enabled produce two different types of crops at [50% of their normal yield +1]. The initial choices for the second crop would be Hay (or "animal feed"). This research is required for animal husbandry.

-Animal Husbandry: Unlocks stables, which has horses. Also unlocks the "plow land" order, which uses tools and a horse to improve low fertile kind of land into having the normal fertility instead (it cannot improve normal or high fertility land, and this is a single-use terrain modifier like removing rocks is, and it takes a while to complete). Further research can unlock other uses for horses. In the event the wagons idea from before is involved, then the stables will basically track how many wagon-using jobs are within its range and will allow a number of them up to the number of horses it has to make use of wagons.
-Naturally, horses would be required for mounted knights.
-Cow Pastures could be an alternative to pork. Unlike pigs, you do not need to feed them, but they also produce a fair bit less food per area and worker than pigs may, based on fertility of the land (eating grass). But by supplying hay/animal feed it treats the pasture as though it is all max fertility and produces additional meat per cow.
-Pigs, Horses, and Cows, could begin producing some Fertilizer resource upon researching fertilizer. Which would basically be used by farms, orchards, etc in order to increase farm yield by +1.

-Research to unlock some other crops for farms, some of which could perhaps count as a different food type from normal graij. Pumpkins, tomatoes, etc, could count as "fruit" types (for game purposes of a healthy varied diet anyway), but not be affected by windmills.
-Rice could be a type of normal grain that is not affected by windmills, but which actually gets +1 to its harvest in the event it is flooded, instead of being lost, and gets an additional +1 over the normal bonus crops receive if it is irrigated.


-Irrigated Farm: A farm with -1 to base farm production due to some land being taken up by an irrigation ditch. Can be placed on low fertility land. So long as it is connected to either a fresh water source, or a tile irrigated by aqueducts, it gives +1 to all adjacent farms. In the event an adjacent farm would be flooded, the flooding is instead redirected to this farm instead, up to 2 or 3 "stacks" before adjacent farms can flood (if the above-mentioned rice is in an adjacent farm, it ignores that farm, and in the event if gains a flood stack and the rice farm is not flooded, it will offload one of its stacks TO the rice farm).


-Mining Research which unlocks the ability for iron mines to produce small amounts of rare minerals. This resource would initially be used by the whitesmith, a building which uses these materials to produce jewelry/decorations, which have high value to trade ships. Depending on how far research ends up going with this mod, perhaps they also eventually gain the ability to make "tinker parts," which may be used for some pseudo-fantasy-early-pre-industrial sorts of inventions (like maybe an armored "tank" with a ballistae and an archer enclosed in it, or perhaps even just basically being a war wagon with a cannon in it).
-Another research that lets you mine coal instead of stone from quarries. Coal is simply used for the same things charcoal is, and thus provides an alternate method of acquiring it that doesn't require wood.


-Nobility: A research branch that unlocks things like a specialized "house" type which can only be inhabited by nobles. Who may only work at certain tasks, but may be more effective at them (tasks in the base game which count can include the tax collector and military training, along with perhaps libraries). A noble household doesn't add much population for its size, but it may be necessary to make use of certain buildings. Nobles would tend to be much fussier about being happy then normal citizens (such as wanting things like horses, jewelry, etc), but may (along with relevant buildings) improve the ability to manage the kingdom as a whole. Someone else would probably need to come up with the best ways to use them.

Kurama Kitsune 17 Mar, 2021 @ 12:46pm 
Originally posted by A Questionable Sandwich:
Shot in the dark, but how about being able to place additional keeps? Would be great for making multiple towns with linked roads instead of constantly expanding a single settlement.

You can already do this if your map has more than one proper island (i.e. separated by deeper water). However, it would be nice if you could set it up on the same island. In the current game's setup though, you would need to redefine a given settlement's borders to be something other than just the shores of the land it is on. Perhaps basically just being within a certain distance of the roads that are part of that settlement? With it being "first come first serve" for which land gets claimed by a road, based on which settlement you are extending the road from (in the cases where you are connecting two settlements with a road). If you don't like how it looks, you can of course always just destroy some roads and then build them from the other side until the border between the settlements satisfies your border OCD (in the event if you have that, of course).

I am not sure that this would be something that a research/upgrade mod would handle though, as this DOES already exist with certain mechanics in the base game. Its more an issue that a mod that modifies how this existing mechanic works would be nice, for those of us who may prefer singular land masses.
.
Tonberry 19 Jul, 2021 @ 1:17am 
Would also like to see some improvements to various other buildings.
A 3x3,2x3, 2x4 and 4x4 Housing for example Which can range from various slum type buildings (high density low taxes) to full on luxury mansions which have lower density but much higher tax revenue.
Also would love to see new resources specifically luxuries for people (jewellery or books come to mind) which make people happier and can provide more interesting jobs and things like that (jewellers could turn Iron and gold into Jewellery for example and a book maker can turn wood and gold into Books)
Would also love to see a 1x1 statue as well as a 3x3 and maybe even 4x4 with correspondingly worse and better ranges.
Some kind of sewage option would be pretty cool as well (requiring irrigation and improving health within range). Just some ideas I had :)
Wilson 15 Jan, 2022 @ 9:04am 
Suggesting a simple Trinity for now.
A skill tree from 3 specific structures already existing like:
Church = Faith Path
Library = Knowledge Path
Chamber of War = War path

Church = Would expand to Cathedral, possibly more focus on defensive, converting vikings, additional harvest, affecting happiness despite resent disaster etc.
Faith Path would cause you to have weaker soldiers.
Failure to convert vikings will cause some of your citizens to leave you.

Library = Would expand to Great Library, possibly more focus on speed, faster mastery of current jobs, Quicker building time and cheaper materials, quicker unit movements, etc.
Knowledge Path would cause all idle citizen to leave to "seek better opportunities" after winter. Homeless people will leave immediately.

Chamber of War = Would expand to Great Hall, possibly more focus on military might. unlocking better versions of existing units, options for strategies (plus range but minus attack or vice-versa) , and/or defensive buildings, we can also bring mods like "can attack while on ship", or possibly an auto recuperate feature etc.
War path would have a harder to please citizens. when you fail to defend, a portion will leave.

I'd like to see them giving choices in skill tree,
Lvl 1 = An introduction to path, so basically pick faith, knowledge, or war
Lvl 2 = 2 choices, i.e. in Knowledge Path would be given a choice between
Quick build time for 2x materials or Cheaper materials, slower build time
Lvl 3 = Would be given 3 choices, i.e. in War Path you'd be able to chose on
Better Units, Better Strategy, Better Towers

More level if you must but you have to keep more and more choices (and we can only pick one). This is so that we'd be able to only enjoy 1 Max Level Perk. Giving us a hunger to build another city from the start just to see what the other max level perks would look like in combination with our lvl 2 & 3 picks.
Last edited by Wilson; 15 Jan, 2022 @ 9:38am
Zilas 17 Jun, 2022 @ 2:32pm 
Please release new update!
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