GP - Warehouse Adjecencies

GP - Warehouse Adjecencies 0.2.0

V 0.2.0:
Ancient Warehouse Adjecencies


  • Brickyard:
    • Quarry: Placing a Brickyard next to a Quarry improvement grants +0.5 Production.
    • Clay Pit: Placing a Brickyard next to a Clay Pit improvement grants +0.5 Production.
  • Fishing Quay:
    • Fishing Boat: Placing a Fishing Quay next to a Fishing Boat improvement grants +0.5 Food.
  • Saw Pit:
    • Camp: Placing a Saw Pit next to a Camp improvement grants +0.5 Production.
    • Woodcutter: Placing a Saw Pit next to a Woodcutter improvement grants +0.5 Production.
  • Granary:
    • Plantation: Placing a Granary next to a Plantation improvement grants +0.5 Food.
    • Farm: Placing a Granary next to a Farm improvement grants +0.5 Food.
    • Pasture: Placing a Granary next to a Pasture improvement grants +0.5 Food.

Exploration Warehouse Adjecencies

  • Gristmill:
    • Farm: When a Gristmill is built next to a Farm, it gains 1 Food.
    • Pasture: When a Gristmill is built next to a Pasture, it gains 1 Food.
    • Plantation: When a Gristmill is built next to a Plantation, it gains 1 Food.
  • Sawmill:
    • Woodcutter: When a Sawmill is built next to a Woodcutter improvement, it gains 1 Production.
    • Camp: When a Sawmill is built next to a Camp improvement, it gains 1 Production.
  • Stonecutter:
    • Quarry: When a Stonecutter is built next to a Quarry improvement, it gains 1 Production.
    • Clay Pit: When a Stonecutter is built next to a Clay Pit improvement, it gains 1 Production.

Moder Warehouse Adjecencies

  • Grocer:
    • Quarter: +1 Food for each adjacent Quarter
  • Ironworks:
    • Mine: When a Ironworks is built next to a Mine, it gains 2 Production.


V 0.1.0:

Ancient Warehouse Adjecencies

  • Brickyard:
    • Quarry: Placing a Brickyard next to a Quarry improvement grants +0.5 Gold.
    • Clay Pit: Placing a Brickyard next to a Clay Pit improvement grants +0.5 Gold.
  • Fishing Quay:
    • Fishing Boat: Placing a Fishing Quay next to a Fishing Boat improvement grants +0.5 Gold.
  • Saw Pit:
    • Camp: Placing a Saw Pit next to a Camp improvement grants +0.5 Gold.
    • Woodcutter: Placing a Saw Pit next to a Woodcutter improvement grants +0.5 Gold.
  • Granary:
    • Plantation: Placing a Granary next to a Plantation improvement grants +0.5 Gold.
    • Farm: Placing a Granary next to a Farm improvement grants +0.5 Gold.
    • Pasture: Placing a Granary next to a Pasture improvement grants +0.5 Gold.

Exploration Warehouse Adjecencies
  • Gristmill:
    • Farm: When a Gristmill is built next to a Farm, it gains 1 gold.
    • Pasture: When a Gristmill is built next to a Pasture, it gains 1 gold.
    • Plantation: When a Gristmill is built next to a Plantation, it gains 1 gold.
  • Sawmill:
    • Woodcutter: When a Sawmill is built next to a Woodcutter improvement, it gains 1 gold.
    • Camp: When a Sawmill is built next to a Camp improvement, it gains 1 gold.
  • Stonecutter:
    • Quarry: When a Stonecutter is built next to a Quarry improvement, it gains 1 gold.
    • Clay Pit: When a Stonecutter is built next to a Clay Pit improvement, it gains 1 gold.

Moder Warehouse Adjecencies
  • Grocer:
    • Quarter: +1 for each adjacent Quarter
  • Ironworks:
    • Mine: When a Ironworks is built next to a Mine, it gains 2 gold.

I have not played a full playthrough so this mod is more like a alpha version.
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Author
Phlegmagicus
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More resources from Phlegmagicus

Latest updates

  1. Changed Gold Adjacency to Type specifc adjacencies

    Ancient Warehouse Adjecencies Brickyard: Quarry: Placing a Brickyard next to a Quarry...

Latest reviews

Thanks for the mod. Of course it really adds to the time spent figuring out optimal Map Tacks, as if I needed even more to contemplate :)

I am curious as to why mines were not added to the Brickyard though? All the other ageless buildings have all the resources they apply to. To get an adjacency added for the Sawmill we need to place a woodcutter down. The Granary needs a farm added and the Fishing Quay needs fishing boats. I have been looking at your mod wondering how to go about adding the mines myself but ..... . Anyhow a really nice and useful mod. Thanks again.
P
Phlegmagicus
You are welcome! I have a seperate mod in the pipeline which will add a mine adjecency to a building.
This is a good idea to have adjacency for warehouse buildings, but the Exploration and Modern Ages are already gold-rich as it is.
I don't feel gold is the play here. I think a more logical and gameplay-related choice would be to add adjacency according to the base yield provided by the warehouse building.
Could you please make a version where that concept is implemented?
P
Phlegmagicus
Yeah good idea, I will probably upload a new version with type based yields
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