MEM Changes (Alpha):
Works for FFH2 041d
- Removed Palace defense bonuses for now
- Removed Dredge Boats
- Illian Great Prophets can now upgrade to Priests of Winter
- Smokehouse now stores 25% of food
- Cost reduced slightly to 100 hammers
- Aiweight changed to 0
- Granary now stores 25% of food
- Cost reduced slightly to 100 hammers
- Aiweight changed to 0
- Fixed Worker Promos
- Aptitudes 2 & 3 are trainable at a lower level
- Mobility 1 & 2 are now trainable
- Added "Deep Mine"
- Khazad only mine upgrade
- + 2 hammers
- + 1 commerce
- + 1 hammer with Blasting Powder
- + 1 hammer with Arete
- Added "Ziggurats of Anmur"
- World Wonder
- Allows any Labor Civic
- + 4 culture
- + 1 Great Engineer GPP
- Construction
- Added "Gardens of Amathaon"
- World Wonder
- No Unhealthiness from population
- + 6 culture
- + 2 Great Priest GPP
- Commune with Nature
- Farms and Pastures now get + 1 food at Animal Handling
- Farms no longer get + 1 food at Sanitation
- Agrarianism now High upkeep
- Caste System now gives + 2 science instead of + 1 science and + 2 culture
- Added "The Glory of War"
- World Wonder
- Adds Training Yard to all cities
- Requires Training Yard in City
- Bronze Working
- Added "National Archers"
- World Wonder
- Adds Archery Range to all cities
- Requires Archery Range in City
- Archery
- Changed Javelin Throwers
- Now have a first strike chance + first strike
- Now have + 25 % Hill Attack
- Now have + 25 % City Attack
- Galley now has 2 cargo
- Goblin Waste event now gives Fallout (goes away over time)
- Sheaim get + 1 food on all hell terrain
- All Hell Terrain now gives - 1 food
- The Theatre is now priced a bit more reasonably at 180 hammers instead of 250.
- The City of A Thousand Slums is enabled by Taxation instead of Engineering.
- All Palaces grant a 25% defense bonus to the capital.
- Aqueduct Gives + 1 commerce on river tiles
- City ruins are now explorable
- Shaman can build Barrows
- Max trade routes changed to 16
- Added "Core of the Subtle"
- Gives all workers a spell to cast gain invisibility
- Added "Imperial Couriers" World Wonder (Limit: 1)
- Free Imperial Outposts in all cities
- + 1 trade route
- Horseback riding/mysticism required
- Added "Imperial Outpost" Building
- + 1 culture
- + 1 trade route
- Max trade routes changed to 16
- Moved Chopping to Mining
- Added "University" National Wonder (Limit: 1)
- +50% Science
- +25% GPP rate (Global)
- + 1 scientist
- + 1 engineer
- Feudalism required
- Added "Port Royale" National Wonder (Limit: 1)
- + 2 trade routes
- + 50% trade route income
- + 50% foreign trade route income
- + 35% defense
- Astronomy and Currency required
- Added Customs House
- + 100% foreign trade route income
- Optics and Currency required
- Added "Erebusian Trade Company" World Wonder
- + 25% gold
- + 25% foreign trade route income
- + 1 coastal trade route in all cities
- + 2 free merchants
- Can build "Explorers"
- Requires Astronomy and Mercantilism
From MIMM
From Xienwolf's Worker Mod
Works for FFH2 041d
Spoiler :
- Removed Palace defense bonuses for now
- Removed Dredge Boats
- Illian Great Prophets can now upgrade to Priests of Winter
- Smokehouse now stores 25% of food
- Cost reduced slightly to 100 hammers
- Aiweight changed to 0
- Granary now stores 25% of food
- Cost reduced slightly to 100 hammers
- Aiweight changed to 0
- Fixed Worker Promos
- Aptitudes 2 & 3 are trainable at a lower level
- Mobility 1 & 2 are now trainable
- Added "Deep Mine"
- Khazad only mine upgrade
- + 2 hammers
- + 1 commerce
- + 1 hammer with Blasting Powder
- + 1 hammer with Arete
- Added "Ziggurats of Anmur"
- World Wonder
- Allows any Labor Civic
- + 4 culture
- + 1 Great Engineer GPP
- Construction
- Added "Gardens of Amathaon"
- World Wonder
- No Unhealthiness from population
- + 6 culture
- + 2 Great Priest GPP
- Commune with Nature
- Farms and Pastures now get + 1 food at Animal Handling
- Farms no longer get + 1 food at Sanitation
- Agrarianism now High upkeep
- Caste System now gives + 2 science instead of + 1 science and + 2 culture
- Added "The Glory of War"
- World Wonder
- Adds Training Yard to all cities
- Requires Training Yard in City
- Bronze Working
- Added "National Archers"
- World Wonder
- Adds Archery Range to all cities
- Requires Archery Range in City
- Archery
- Changed Javelin Throwers
- Now have a first strike chance + first strike
- Now have + 25 % Hill Attack
- Now have + 25 % City Attack
- Galley now has 2 cargo
- Goblin Waste event now gives Fallout (goes away over time)
- Sheaim get + 1 food on all hell terrain
- All Hell Terrain now gives - 1 food
- The Theatre is now priced a bit more reasonably at 180 hammers instead of 250.
- The City of A Thousand Slums is enabled by Taxation instead of Engineering.
- All Palaces grant a 25% defense bonus to the capital.
- Aqueduct Gives + 1 commerce on river tiles
- City ruins are now explorable
- Shaman can build Barrows
- Max trade routes changed to 16
- Added "Core of the Subtle"
- Gives all workers a spell to cast gain invisibility
- Added "Imperial Couriers" World Wonder (Limit: 1)
- Free Imperial Outposts in all cities
- + 1 trade route
- Horseback riding/mysticism required
- Added "Imperial Outpost" Building
- + 1 culture
- + 1 trade route
- Max trade routes changed to 16
- Moved Chopping to Mining
- Added "University" National Wonder (Limit: 1)
- +50% Science
- +25% GPP rate (Global)
- + 1 scientist
- + 1 engineer
- Feudalism required
- Added "Port Royale" National Wonder (Limit: 1)
- + 2 trade routes
- + 50% trade route income
- + 50% foreign trade route income
- + 35% defense
- Astronomy and Currency required
- Added Customs House
- + 100% foreign trade route income
- Optics and Currency required
- Added "Erebusian Trade Company" World Wonder
- + 25% gold
- + 25% foreign trade route income
- + 1 coastal trade route in all cities
- + 2 free merchants
- Can build "Explorers"
- Requires Astronomy and Mercantilism
From MIMM
Spoiler :
v 2.0
- Hunting grounds only take -1 hammers
- Strip Mines only take - 1 food
- Cottages now give + 0 commerce
- + 1 commerce with Education
- Hamlets now give + 1 commerce
- + 1 commerce with Education
- Villages now give + 2 commerce
- + 1 commerce with Education
- Towns now give + 3 commerce
- + 1 commerce with Education
- + 1 commerce with Taxation
- + 1 hammers with Guilds
- Strip Mine
- - 1 food
- + 2 hammers
- + 2 commerce
- Permanent
- Hunting Grounds
- + 2 food
- - 1 hammers
- + 1 commerce on riverside
- + 1 commerce with Commune with nature
v 1.9
- Added Levee (+ 1 hammers on river tiles)
- Required Tech: Construction
- Added Altar to the Sea (+ 1 hammers on Coastal/Ocean tiles)
- National Wonder
- Required Tech: Sailing
- Defensive Trait has 0 unkeep on Government Civics
v 1.8
- Fishing boats are back to + 1 commerce
- Fishing boats get + 1 commerce at Optics
- Fishing boats get + 1 food at Astronomy
- Workboats no longer buildable
- New unit: Sea Worker
- Starts with Water Walking
- Builds all sea improvements
- Can build them on any body of water
- AI knows how to use them (Important part)
- Unable to travel ocean until optics
- Cannot reveal territory
v1.7
- Fixed to work with v.32a
- Fixed slaves
- New Improvement: Dredge Boats (Coast)
- Available at Mind Stapling
- 1 food
+ 2 hammers
+ 1 commerce
+ 1 food
+ 1 commerce at Astronomy
- Fishing boats now give + 1 food instead of + 1 commerce
- Slavery gives + 1 food to Quarries, Open Pits, and Strip Mines
- Changed Workboat AI
- Removed Ritual Nodes/Upgrades (for now, debating whether or not they are needed with metamagic)
- Removed Watch Tower (too many LoS bugs)
- Farm Complexes are back! + 1 food than a farm when irrigated (Thanks Kasdar for fixing the graphic issue!)
- More tweaks to resources (mostly pastures/ranches and wineries/vineyards)
v1.6
Improvements:
- Clams now give:
+ 1 food
+ 1 hammer
+ 2 commerce
- New Improvement: Watch Tower
- 3 line of sight
- Buildable outside borders
- Optics Enables
- Fishing Boats now give + 1 food at Astronomy instead of Optics
- Whaling Boats give + 1 hammers at Astronomy instead of Optics
- Ritual Node and upgrades fixed (thanks Xienwolf)
- Farm Complexes removed
- Farms now have an increased chance to find resources (1 in 4500)
- Farms now give:
+ 1 food with Corn
+ 1 hammers with Wheat
+ 1 food with Rice
Civics:
- Public Healers now gives +25% GPP
- City States
- Culture penalty increased to -50%
- Town penalty increased to - 2 commerce
Techs (Not working at the moment):
- Archery changed to Carpentry (in name only)
- Bowyers changed to Advanced Woodworking (in name only)
- Lumbermills moved to Carpentry
- Windmills and Watermills moved to Advanced Woodworking
v1.5
NOTICE: I know upgraded improvements sometimes don't display properly, this is an Art Defines / Art thing and I'm not quite sure how to fix it.
- Adjusted Rice/Wheat Farm Complex values.
- Changed Advanced Start values to -1 for all improvements (so AI does better [builds more cities] on No settler Advance starts)
- Graveyards not restricted to flatlands
- Ancient Towers now able to be razed
- Adjusted Farm Complex values to no longer give penalties
- Removed ability to build Graveyards
- Removed metropolises
- Towns gain + 1 hammers at Guilds (tech)
- Fishing Boats give + 1 food at Optics
- Whaling Boats give + 1 hammers at Optics
- Greater Ritual Node discovery chances increased
v1.4 for .31d
New Improvements:
- Farm Complex: Farm Upgrade
+ 2 food
- 1 hammers
- 1 commerce
+ 1 with Irrigation
+ 1 with Sanitation
- Manufactory: Workshop upgrade
- 1 food
+ 2 hammers
+ 1 commerce
+ 1 hammers with Guilds
+ 1 commerce with Construction
- Metropolis: Town upgrade
+ 1 hammers
+ 4 commerce
+ 10% Tile Defense
Acts as a city
+ 1 commerce with Taxation
- Waterworks: Upgrades from Watermill
+ 2 hammers
+ 2 commerce
+ 1 hammers with Machinery
+ 1 commerce with Machinery
- Windmill Farm: Upgrades from Windmill
+ 1 food
+ 1 hammers
+ 2 commerce
+ 1 hammers
+ 1 commerce with Machinery
Civic Changes-
City States:
- Town
* -1 commerce
- Metropolis
* -2 commerce
Aristocracy:
- Farm Complex
* -1 food
* +3 commerce
- Pasture
* -1 hammers
* +2 commerce
- Ranch
* -1 hammers
* +2 commerce
- Winery
* -1 food
* +2 commerce
- Vineyard
* -1 food
* +2 commerce
Nationhood:
- Fort
* +1 commerce
- Castle
* +1 commerce
- Citadel
* +1 commerce
Arete:
- Deep Mine
* +1 hammers
* +1 commerce
- Strip Mine
* -1 food
* +1 hammers
Slavery:
- Plantation
* +1 hammers
* -1 commerce
- Estate
* +1 hammers
* -1 commerce
- Open Pit
* +1 hammers
* -1 commerce
- Strip Mine
* +1 hammers
* -1 commerce
Military State:
- Fort
* +1 hammers
- Castle
* +1 hammers
* +1 commerce
- Citadel
* +1 food
* +1 hammers
* +1 commerce
Serfdom:
- Workshop
* +1 food
- Manufactory
* +1 food
Agriculture:
- Farm Complex
* +1 food
* -1 hammers
- Pasture
* +1 food
* -1 hammers
- Ranch
* +1 food
* -1 hammers
- Camp
* -1 food
- Hunting Ground
* -1 food
v1.3 for .31d
- Tested for .31d
- Fixed text errors (Thanks xienwolf)
v1.2 for .31c
NEW IMPROVEMENTS
Engineered Ritual Nodes
- Able to discover raw mana (1/9000)
- Gives + 1 unhappy
- Buildable at Sorcery (with workers)
- Upgrades to Greater Ritual Node
Greater Ritual Nodes
- Able to discover raw mana (1/4500)
- Gives + 3 unhappy
- Upgrades to Unstable Ritual Node
Unstable Ritual Nodes
- Able to discover mana (1/1500)
- Gives + 5 unhappy
Note, new nodes must be pillaged before they can be turned into usable nodes.
Unhappy keeps them from being spammed but yet allows players to discover more mana if they are patient.
These abilities are given to workers as an abstraction and for simplification reasons. I'm assuming a society with the knowledge of Sorcery wouldn't need a whole unit of adepts to build a ritual node and the adepts are still needed to build the actual node.
v1.1 for .31c
NEW IMPROVEMENTS---
Hunting Grounds: Camp Upgrade
+ 2 food
- 2 hammers
+ 1 commerce with riverside
+ 1 commerce with Commune with Nature
Bonuses:
Deer:
+ 2 food
Fur:
+ 3 commerce
Ivory:
- 1 food
+ 3 hammers
+ 1 commerce
Sawmill: Lumbermill Upgrade
+ 2 hammers
+ 1 commerce
+ 1 commerce on riverside
Deep Mine: Mine Upgrade
+ 2 hammers
+ 1 commerce
+ 1 hammmers with Blasting Powder
Bonuses:
Copper:
+ 1 hammers
Gems:
+ 5 commerce
Gold:
- 1 hammers
+ 6 commerce
Iron:
+ 2 hammers
Mithril:
+ 5 hammers
Gunpowder:
+ 3 hammers
Open Pit: Quarry Upgrade
- 1 food
+ 1 hammers
+ 2 commerce
Bonuses:
Marble:
+ 1 hammers
+ 1 commerce
Sheut Stone:
+ 2 hammers
Copper:
+ 1 hammers
Gems:
+ 5 commerce
Gold:
- 1 hammers
+ 6 commerce
Iron:
+ 2 hammers
Mithril:
+ 5 hammers
Gunpowder:
+ 3 hammers
Strip Mine: Open Pit Upgrade
- 2 food
+ 2 hammers
+ 2 commerce
Bonuses:
Marble:
+ 1 hammers
+ 1 commerce
Sheut Stone:
+ 2 hammers
Copper:
+ 1 hammers
Gems:
+ 5 commerce
Gold:
- 1 hammers
+ 6 commerce
Iron:
+ 2 hammers
Mithril:
+ 5 hammers
Gunpowder:
+ 3 hammers
Estate: Plantation Upgrade
+ 2 commerce
+ 1 hammers
Bonuses:
Bananas:
+ 2 food
Dye:
+ 4 commerce
Incense:
+ 4 commerce
Silk:
+ 4 commerce
Reagents:
+ 1 food
+ 3 commerce
Sugar:
+ 2 food
+ 2 commerce
Cotton:
+ 1 hammers
+ 3 commerce
Gulagarm:
+ 2 food
+ 1 commerce
Razorweed:
+ 2 commerce
Ranch: Pasture Upgrade
+ 1 food
+ 1 hammers
+ 1 hammers on riverside
Bonuses:
Cows:
+ 2 food
+ 1 hammers
Horses:
+ 2 hammers
+ 1 commerce
Pigs:
+ 2 food
+ 1 commerce
Sheep:
+ 1 food
+ 2 commerce
Nightmares:
+ 2 hammers
+ 1 commerce
Toad:
+ 1 food
+ 2 commerce
Vineyard: Winery Upgrade
+ 1 food
+ 1 commerce
+ 1 food with Feudalism
Bonuses:
Wine:
+ 3 commerce
v1.0 for .31c
*YIELD CHANGES:
Camp: Forest, Ancient Forest, New Forest, Scrub
+ 1 food
- 1 hammers
+ 1 commerce with riverside
+ 1 commerce with Commune with Nature
Bonuses:
Deer:
+ 2 food
Fur:
+ 3 commerce
Ivory:
- 1 food
+ 2 hammers
+ 1 commerce
Cottage:
+ 1 commerce
Hamlet:
+ 2 commerce
Village:
+ 3 commerce
Town:
+ 1 hammers
+ 3 commerce
Acts as City for Combat
Farm: Grassland, Plains
+ 1 food
+ 1 with Irrigation
+ 1 with Sanitation
Bonuses:
Corn:
+ 2 food
Rice:
+ 1 food
+ 1 commerce
Wheat:
+ 1 food
+ 1 hammers
Fishing Boats: Coast
+ 1 commerce
Bonuses:
Clams:
+ 2 food
+ 1 commerce
Crabs:
+ 2 food
+ 1 commerce
Fish:
+ 3 food
Pearls:
+ 2 commerce
Lumbermill: Forest
+ 1 hammers
+ 1 commerce
+ 1 commerce on riverside
Mine: Hills
+ 2 hammers
+ 1 hammmers with Blasting Powder
Bonuses:
Copper:
+ 1 hammers
Gems:
+ 5 commerce
Gold:
- 1 hammers
+ 6 commerce
Iron:
+ 2 hammers
Mithril:
+ 5 hammers
Gunpowder:
+ 3 hammers
Pasture: Plains, Scrub
+ 1 hammers
+ 1 hammers on riverside
Bonuses:
Cows:
+ 2 food
+ 1 hammers
Horses:
+ 2 hammers
+ 1 commerce
Pigs:
+ 2 food
+ 1 commerce
Sheep:
+ 1 food
+ 2 commerce
Nightmares:
+ 2 hammers
+ 1 commerce
Toad:
+ 1 food
+ 2 commerce
Plantation: Grasslands
+ 2 commerce
Bonuses:
Bananas:
+ 2 food
Dye:
+ 4 commerce
Incense:
+ 4 commerce
Silk:
+ 4 commerce
Reagents:
+ 1 food
+ 3 commerce
Sugar:
+ 2 food
+ 2 commerce
Cotton:
+ 1 hammers
+ 3 commerce
Gulagarm:
+ 2 food
+ 1 commerce
Razorweed:
+ 2 commerce
Quarry: All Land
- 1 food
+ 1 hammers
+ 1 commerce
Bonuses:
Marble:
+ 1 hammers
+ 1 commerce
Sheut Stone:
+ 2 hammers
Watermill: On Riverside
+ 2 hammers
+ 1 commerce
+ 1 hammers with Machinery
+ 1 commerce with Machinery
Whaling Boats: Ocean
+ 1 hammers
+ 1 commerce
Bonuses:
Whales:
+ 1 hammers
+ 2 commerce
Windmill: On Hills
+ 1 food
+ 1 hammers
+ 1 commerce
+ 1 hammers
+ 1 commerce with Machinery
Winery: Grasslands, Plains, Tundra, Hills
+ 1 commerce
+ 1 food with Feudalism
Bonuses:
Wine:
+ 2 commerce
Workshop: Flatlands
- 1 food
+ 2 hammers
+ 1 hammers with Guilds
+ 1 commerce with Construction
Graveyard: Flatlands
+ 2 hammers with Necromancy
Barrow: Anywhere
- 1 food
*Workers and Slaves can now build barrows and graveyards at Necromancy.
*Tundra gives +15% defense.
*Snow gives +35% defense, costs 2 movement.
*City Ruins are generated on map generation, upgrade to Citadels.
*Scrub now gives:
+ 1 food
+ 1 hammers
+ 1 commerce
+ 1 commerce with riverside
+ 15% defense
*Scrub should both grow and fade away as games go on. (UNTESTED FULLY)
*All forts act as cities.
- Hunting grounds only take -1 hammers
- Strip Mines only take - 1 food
- Cottages now give + 0 commerce
- + 1 commerce with Education
- Hamlets now give + 1 commerce
- + 1 commerce with Education
- Villages now give + 2 commerce
- + 1 commerce with Education
- Towns now give + 3 commerce
- + 1 commerce with Education
- + 1 commerce with Taxation
- + 1 hammers with Guilds
- Strip Mine
- - 1 food
- + 2 hammers
- + 2 commerce
- Permanent
- Hunting Grounds
- + 2 food
- - 1 hammers
- + 1 commerce on riverside
- + 1 commerce with Commune with nature
v 1.9
- Added Levee (+ 1 hammers on river tiles)
- Required Tech: Construction
- Added Altar to the Sea (+ 1 hammers on Coastal/Ocean tiles)
- National Wonder
- Required Tech: Sailing
- Defensive Trait has 0 unkeep on Government Civics
v 1.8
- Fishing boats are back to + 1 commerce
- Fishing boats get + 1 commerce at Optics
- Fishing boats get + 1 food at Astronomy
- Workboats no longer buildable
- New unit: Sea Worker
- Starts with Water Walking
- Builds all sea improvements
- Can build them on any body of water
- AI knows how to use them (Important part)
- Unable to travel ocean until optics
- Cannot reveal territory
v1.7
- Fixed to work with v.32a
- Fixed slaves
- New Improvement: Dredge Boats (Coast)
- Available at Mind Stapling
- 1 food
+ 2 hammers
+ 1 commerce
+ 1 food
+ 1 commerce at Astronomy
- Fishing boats now give + 1 food instead of + 1 commerce
- Slavery gives + 1 food to Quarries, Open Pits, and Strip Mines
- Changed Workboat AI
- Removed Ritual Nodes/Upgrades (for now, debating whether or not they are needed with metamagic)
- Removed Watch Tower (too many LoS bugs)
- Farm Complexes are back! + 1 food than a farm when irrigated (Thanks Kasdar for fixing the graphic issue!)
- More tweaks to resources (mostly pastures/ranches and wineries/vineyards)
v1.6
Improvements:
- Clams now give:
+ 1 food
+ 1 hammer
+ 2 commerce
- New Improvement: Watch Tower
- 3 line of sight
- Buildable outside borders
- Optics Enables
- Fishing Boats now give + 1 food at Astronomy instead of Optics
- Whaling Boats give + 1 hammers at Astronomy instead of Optics
- Ritual Node and upgrades fixed (thanks Xienwolf)
- Farm Complexes removed
- Farms now have an increased chance to find resources (1 in 4500)
- Farms now give:
+ 1 food with Corn
+ 1 hammers with Wheat
+ 1 food with Rice
Civics:
- Public Healers now gives +25% GPP
- City States
- Culture penalty increased to -50%
- Town penalty increased to - 2 commerce
Techs (Not working at the moment):
- Archery changed to Carpentry (in name only)
- Bowyers changed to Advanced Woodworking (in name only)
- Lumbermills moved to Carpentry
- Windmills and Watermills moved to Advanced Woodworking
v1.5
NOTICE: I know upgraded improvements sometimes don't display properly, this is an Art Defines / Art thing and I'm not quite sure how to fix it.
- Adjusted Rice/Wheat Farm Complex values.
- Changed Advanced Start values to -1 for all improvements (so AI does better [builds more cities] on No settler Advance starts)
- Graveyards not restricted to flatlands
- Ancient Towers now able to be razed
- Adjusted Farm Complex values to no longer give penalties
- Removed ability to build Graveyards
- Removed metropolises
- Towns gain + 1 hammers at Guilds (tech)
- Fishing Boats give + 1 food at Optics
- Whaling Boats give + 1 hammers at Optics
- Greater Ritual Node discovery chances increased
v1.4 for .31d
New Improvements:
- Farm Complex: Farm Upgrade
+ 2 food
- 1 hammers
- 1 commerce
+ 1 with Irrigation
+ 1 with Sanitation
- Manufactory: Workshop upgrade
- 1 food
+ 2 hammers
+ 1 commerce
+ 1 hammers with Guilds
+ 1 commerce with Construction
- Metropolis: Town upgrade
+ 1 hammers
+ 4 commerce
+ 10% Tile Defense
Acts as a city
+ 1 commerce with Taxation
- Waterworks: Upgrades from Watermill
+ 2 hammers
+ 2 commerce
+ 1 hammers with Machinery
+ 1 commerce with Machinery
- Windmill Farm: Upgrades from Windmill
+ 1 food
+ 1 hammers
+ 2 commerce
+ 1 hammers
+ 1 commerce with Machinery
Civic Changes-
City States:
- Town
* -1 commerce
- Metropolis
* -2 commerce
Aristocracy:
- Farm Complex
* -1 food
* +3 commerce
- Pasture
* -1 hammers
* +2 commerce
- Ranch
* -1 hammers
* +2 commerce
- Winery
* -1 food
* +2 commerce
- Vineyard
* -1 food
* +2 commerce
Nationhood:
- Fort
* +1 commerce
- Castle
* +1 commerce
- Citadel
* +1 commerce
Arete:
- Deep Mine
* +1 hammers
* +1 commerce
- Strip Mine
* -1 food
* +1 hammers
Slavery:
- Plantation
* +1 hammers
* -1 commerce
- Estate
* +1 hammers
* -1 commerce
- Open Pit
* +1 hammers
* -1 commerce
- Strip Mine
* +1 hammers
* -1 commerce
Military State:
- Fort
* +1 hammers
- Castle
* +1 hammers
* +1 commerce
- Citadel
* +1 food
* +1 hammers
* +1 commerce
Serfdom:
- Workshop
* +1 food
- Manufactory
* +1 food
Agriculture:
- Farm Complex
* +1 food
* -1 hammers
- Pasture
* +1 food
* -1 hammers
- Ranch
* +1 food
* -1 hammers
- Camp
* -1 food
- Hunting Ground
* -1 food
v1.3 for .31d
- Tested for .31d
- Fixed text errors (Thanks xienwolf)
v1.2 for .31c
NEW IMPROVEMENTS
Engineered Ritual Nodes
- Able to discover raw mana (1/9000)
- Gives + 1 unhappy
- Buildable at Sorcery (with workers)
- Upgrades to Greater Ritual Node
Greater Ritual Nodes
- Able to discover raw mana (1/4500)
- Gives + 3 unhappy
- Upgrades to Unstable Ritual Node
Unstable Ritual Nodes
- Able to discover mana (1/1500)
- Gives + 5 unhappy
Note, new nodes must be pillaged before they can be turned into usable nodes.
Unhappy keeps them from being spammed but yet allows players to discover more mana if they are patient.
These abilities are given to workers as an abstraction and for simplification reasons. I'm assuming a society with the knowledge of Sorcery wouldn't need a whole unit of adepts to build a ritual node and the adepts are still needed to build the actual node.
v1.1 for .31c
NEW IMPROVEMENTS---
Hunting Grounds: Camp Upgrade
+ 2 food
- 2 hammers
+ 1 commerce with riverside
+ 1 commerce with Commune with Nature
Bonuses:
Deer:
+ 2 food
Fur:
+ 3 commerce
Ivory:
- 1 food
+ 3 hammers
+ 1 commerce
Sawmill: Lumbermill Upgrade
+ 2 hammers
+ 1 commerce
+ 1 commerce on riverside
Deep Mine: Mine Upgrade
+ 2 hammers
+ 1 commerce
+ 1 hammmers with Blasting Powder
Bonuses:
Copper:
+ 1 hammers
Gems:
+ 5 commerce
Gold:
- 1 hammers
+ 6 commerce
Iron:
+ 2 hammers
Mithril:
+ 5 hammers
Gunpowder:
+ 3 hammers
Open Pit: Quarry Upgrade
- 1 food
+ 1 hammers
+ 2 commerce
Bonuses:
Marble:
+ 1 hammers
+ 1 commerce
Sheut Stone:
+ 2 hammers
Copper:
+ 1 hammers
Gems:
+ 5 commerce
Gold:
- 1 hammers
+ 6 commerce
Iron:
+ 2 hammers
Mithril:
+ 5 hammers
Gunpowder:
+ 3 hammers
Strip Mine: Open Pit Upgrade
- 2 food
+ 2 hammers
+ 2 commerce
Bonuses:
Marble:
+ 1 hammers
+ 1 commerce
Sheut Stone:
+ 2 hammers
Copper:
+ 1 hammers
Gems:
+ 5 commerce
Gold:
- 1 hammers
+ 6 commerce
Iron:
+ 2 hammers
Mithril:
+ 5 hammers
Gunpowder:
+ 3 hammers
Estate: Plantation Upgrade
+ 2 commerce
+ 1 hammers
Bonuses:
Bananas:
+ 2 food
Dye:
+ 4 commerce
Incense:
+ 4 commerce
Silk:
+ 4 commerce
Reagents:
+ 1 food
+ 3 commerce
Sugar:
+ 2 food
+ 2 commerce
Cotton:
+ 1 hammers
+ 3 commerce
Gulagarm:
+ 2 food
+ 1 commerce
Razorweed:
+ 2 commerce
Ranch: Pasture Upgrade
+ 1 food
+ 1 hammers
+ 1 hammers on riverside
Bonuses:
Cows:
+ 2 food
+ 1 hammers
Horses:
+ 2 hammers
+ 1 commerce
Pigs:
+ 2 food
+ 1 commerce
Sheep:
+ 1 food
+ 2 commerce
Nightmares:
+ 2 hammers
+ 1 commerce
Toad:
+ 1 food
+ 2 commerce
Vineyard: Winery Upgrade
+ 1 food
+ 1 commerce
+ 1 food with Feudalism
Bonuses:
Wine:
+ 3 commerce
v1.0 for .31c
*YIELD CHANGES:
Camp: Forest, Ancient Forest, New Forest, Scrub
+ 1 food
- 1 hammers
+ 1 commerce with riverside
+ 1 commerce with Commune with Nature
Bonuses:
Deer:
+ 2 food
Fur:
+ 3 commerce
Ivory:
- 1 food
+ 2 hammers
+ 1 commerce
Cottage:
+ 1 commerce
Hamlet:
+ 2 commerce
Village:
+ 3 commerce
Town:
+ 1 hammers
+ 3 commerce
Acts as City for Combat
Farm: Grassland, Plains
+ 1 food
+ 1 with Irrigation
+ 1 with Sanitation
Bonuses:
Corn:
+ 2 food
Rice:
+ 1 food
+ 1 commerce
Wheat:
+ 1 food
+ 1 hammers
Fishing Boats: Coast
+ 1 commerce
Bonuses:
Clams:
+ 2 food
+ 1 commerce
Crabs:
+ 2 food
+ 1 commerce
Fish:
+ 3 food
Pearls:
+ 2 commerce
Lumbermill: Forest
+ 1 hammers
+ 1 commerce
+ 1 commerce on riverside
Mine: Hills
+ 2 hammers
+ 1 hammmers with Blasting Powder
Bonuses:
Copper:
+ 1 hammers
Gems:
+ 5 commerce
Gold:
- 1 hammers
+ 6 commerce
Iron:
+ 2 hammers
Mithril:
+ 5 hammers
Gunpowder:
+ 3 hammers
Pasture: Plains, Scrub
+ 1 hammers
+ 1 hammers on riverside
Bonuses:
Cows:
+ 2 food
+ 1 hammers
Horses:
+ 2 hammers
+ 1 commerce
Pigs:
+ 2 food
+ 1 commerce
Sheep:
+ 1 food
+ 2 commerce
Nightmares:
+ 2 hammers
+ 1 commerce
Toad:
+ 1 food
+ 2 commerce
Plantation: Grasslands
+ 2 commerce
Bonuses:
Bananas:
+ 2 food
Dye:
+ 4 commerce
Incense:
+ 4 commerce
Silk:
+ 4 commerce
Reagents:
+ 1 food
+ 3 commerce
Sugar:
+ 2 food
+ 2 commerce
Cotton:
+ 1 hammers
+ 3 commerce
Gulagarm:
+ 2 food
+ 1 commerce
Razorweed:
+ 2 commerce
Quarry: All Land
- 1 food
+ 1 hammers
+ 1 commerce
Bonuses:
Marble:
+ 1 hammers
+ 1 commerce
Sheut Stone:
+ 2 hammers
Watermill: On Riverside
+ 2 hammers
+ 1 commerce
+ 1 hammers with Machinery
+ 1 commerce with Machinery
Whaling Boats: Ocean
+ 1 hammers
+ 1 commerce
Bonuses:
Whales:
+ 1 hammers
+ 2 commerce
Windmill: On Hills
+ 1 food
+ 1 hammers
+ 1 commerce
+ 1 hammers
+ 1 commerce with Machinery
Winery: Grasslands, Plains, Tundra, Hills
+ 1 commerce
+ 1 food with Feudalism
Bonuses:
Wine:
+ 2 commerce
Workshop: Flatlands
- 1 food
+ 2 hammers
+ 1 hammers with Guilds
+ 1 commerce with Construction
Graveyard: Flatlands
+ 2 hammers with Necromancy
Barrow: Anywhere
- 1 food
*Workers and Slaves can now build barrows and graveyards at Necromancy.
*Tundra gives +15% defense.
*Snow gives +35% defense, costs 2 movement.
*City Ruins are generated on map generation, upgrade to Citadels.
*Scrub now gives:
+ 1 food
+ 1 hammers
+ 1 commerce
+ 1 commerce with riverside
+ 15% defense
*Scrub should both grow and fade away as games go on. (UNTESTED FULLY)
*All forts act as cities.
From Xienwolf's Worker Mod
Spoiler :
Worker Mod Additions:
Promotions:
- Added the Skilled 1 Promotion: + 20% Workrate
- Added the Skilled 2 Promotion: + 20% Workrate
- Added the Skilled 3 Promotion: + 20% Workrate
- Added the Skilled 4 Promotion: + 20% Workrate
- Added the Skilled 5 Promotion: + 20% Workrate
- Added the Hardy 1 Promotion: + 1 Defensive Strength
- Added the Hardy 2 Promotion: + 1 Defensive Strength
- Added the Hardy 3 Promotion: + 1 Defensive Strength
- Added the Aptitude 1-3 Promotions: Increases chance of gaining XP
Promotions:
- Added the Skilled 1 Promotion: + 20% Workrate
- Added the Skilled 2 Promotion: + 20% Workrate
- Added the Skilled 3 Promotion: + 20% Workrate
- Added the Skilled 4 Promotion: + 20% Workrate
- Added the Skilled 5 Promotion: + 20% Workrate
- Added the Hardy 1 Promotion: + 1 Defensive Strength
- Added the Hardy 2 Promotion: + 1 Defensive Strength
- Added the Hardy 3 Promotion: + 1 Defensive Strength
- Added the Aptitude 1-3 Promotions: Increases chance of gaining XP