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Mailbox's Improvement Mod-Mod (FfH2) 2016-10-05

This is my addition to Fall from Heaven 2 (all work done by the Fall from Heaven team of course).

MIMM has taken several different modmod author's (Sureshot and Xienwolf) ideas for building improvements anywhere and tries to balance them for varied gameplay. Since most endgame scenarios end up with just farms and mines, this mod is here to provide a little spice and try to make the improvements be more exciting. Future improvements inculde adding upgrades and balancing for civics/techs.

NOTE: To use this module, unzip to the directory in which you installed FfH2.

Please give feedback here.

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


v1.8

- 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


v1.5 for .31e

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


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.

v 1.1

-Addition of several improvement upgrades
Camp -> Hunting Grounds
Mine -> Deep Mine
Pasture -> Ranch
Lumbermill -> Sawmill
Quarry -> Open Pit -> Strip Mine (Latter two can discover metals)
Plantation -> Estate
Winery -> Vineyard


v 1.0

-Basic addition of all improvements.
-Can now build Barrows/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)
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Mailbox
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