Mailbox's Economic Mod

Uploaded a new version for Fall Further 042L. I've done a total revamp of a lot of things, trying to reduce the bloat and removed many of the things that caused problems or were boring.

- Removed most of the improvement upgrades (except the quarry line)
- Rebalanced techs for improvements and yields
- Updated to use FF code
- Rebalanced the Civics
 
If you are going to be targeting Fall Further, maybe this thread should also move to the new subforum?
 
Hi,

Long time lurker in the forums and just decided to start posting. Great work btw! :goodjob:

Just a minor issue, but if someone has pointed it out already, feel free to ignore it.

Noticed that after I loaded your mod Mailbox, my naval units can now sail through land as well. Something to do with the sea workers, I'm guessing? Might be mistaken though as I'm still fairly new to this.

Thanks in advance and your hard work is much appreciated.
 
Naval Units moving across land is probably a result of Towns/Forts acting as Cities. As for the mod working with patch O, I can't say. I'm guessing it probably will not because of changes Vehem has made to the XML. I'm probably going to wait until after .34 and the FF version of .34 have both calmed down before I make more changes.
 
Updated to vanilla FFH2 - 034g

Changes:

- Removed all upgrades for improvements
- Snow gives + 1 commerce on Riversides
- Everything else should be as planned

Enjoy!

Edit: Fixed a problem with worker promotions not having proper prereqs.
 
User Request:

So I've been looking through and fixing various things and I read something in the main forums that caught my eye. There aren't many late game wonders and some of the ones that are in game don't do anything.

So I'm asking you, the players, to suggest some new wonders for me to add. Preferably, keep them within the limits of XML but if you suggest something that can be done via python and is mindblowingly cool, I might just add it. I definitely want things that reward builders, and don't give warmongers an advantage.

To begin, I'll suggest a wonder:

Core of the Subtle:

- Unlocked by Masonry (Early Game Wonder)
- Adds the "Hidden" promotion to Unitclass Workers, is applied on move through the city.

An old favorite, is a wonder to race for in game (and worth racing to as well ;) ), and gives the building empire a definite economic advantage.

Whoops, just remembered I need to upload the 034h version, will do so in a moment! Also I really need to suck it up and build a full changelog.
 
If want it to be applied on move, you can't choose specifically what unitclasses to give it to. It will go to all units built in or moving into the city that are of a unitcombat that can get the promotion. You could of course create a new promotion similar to the existing one that only applies to unitcombat_worker. I don't see why it should expire from combat though.

You could also use python to apply it, bu why bother.

Since the Invisible promotion doesn't have a unitcombat, why not make it availible to unitcombat_worker while having NEVER as a tech prereq, so workers become permanently invisible.

You could also make a Sirona's touch-like spell for workers letting any worker belonging to the civ with the Core of the Subtle cast a spell giving Hidden or invisible, regardless of where the unit it (or maybe only in your territory). That would be closer to the old effect, just not automatic.








It would require python, but I like that Port Royale suggestion a while back, which was a sea-side wonder that damages nearby enemy/HN ships and cancels their blockades, so no one can cut the city off from its trade routes.



A wonder that eliminates all unhealthiness in the city seems appropriate. That, or a spell.



I tend to think that the Tower of Mastery should be made to give out Channeling III to arcane units on move, making adepts learn faster and mages have the abilities of archmages.


A wonder that makes units in the city immune to magic (and probably provides a normal defensive bonus too) would be nice. How does "The Nullstone Fortress" sound. I believe that the xml tag needed for buildings to provide magic resistance still exists from when there was the Ring of Warding building, although it hasn't been used in a long time.


I was thinking of adding "The Black Forge of Eol" as a late game wonder that provides Galvorn, a black metal that allows weapons promotions that are better than Mithril on the offense, but not defense. (Eol and Galvorn are from the Silmarillion. This dark elf's metal working skill exceeded that of the dwarves who taught him, but he poured his malice into his creations making them desire blood and be excellent weapons of destruction that liked to turn on their wielders.)



What about a wonder that stops your units from joining the Mercurians or Infernals, instead trapping or consuming their souls for some purpose? Probably not mindblowingly cool enough to warrent the python, and too war mongerish too.
 
If want it to be applied on move, you can't choose specifically what unitcombats to give it to. It will go to all units built in or moving into the city that are of a unitcombat that can get the promotion. You could of course create a new promotion similar to the existing one that only applies to unitcombat_worker. I don't see why it should expire from combat though.

Since the Invisible promotion doesn't have a unitcombat, why not make it availible to unitcombat_worker while having NEVER as a tech prereq, so workers become permanently invisible.

Totally glad you posted, I realized I didn't know what I was doing. Glad to know it only applies to the unitcombat if it isn't applied on move. I'll just make a new promotion, perhaps I'll call it "Subtle".

You could also make a Sirona's touch-like spell for workers letting any worker belonging to the civ with the Core of the Subtle cast a spell giving Hidden or invisible, regardless of where the unit it (or maybe only in your territory). That would be closer to the old effect, just not automatic.

This would work as well, and I could give it a high AI weight to make sure the AI casts it.


It would require python, but I like that Port Royale suggestion a while back, which was a sea-side wonder that damages nearby enemy/HN ships and cancels their blockades, so no one can cut the city off from its trade routes.

I have Port Royale in as a wonder now, I might go ahead and add the inability to be unblockaded in as a python function. I hate to start using Python because then I'll be tempted to add more and more to this mod. :lol:

A wonder that eliminates all unhealthiness in the city seems appropriate. That, or a spell.

Easy enough to do, and worth it. How about "Gardens of Amathaon" and give it the added function of storing population growth (20%?). Commune with Nature is empty on useful buildings (well, the grove but it doesn't do much) so I'll add it there. Gives +60% stored food on growth or +80% for the Calabim, so it also empowers them and Slavery.

I tend to think that the Tower of Mastery should be made to give out Channeling III to arcane units on move, making adepts learn faster and mages have the abilities of archmages.

The Tower definitely needs some improvements, I might just let it add Channeling III to all units that pass through the city. Or have it provide a free building that gives channeling III to all units in every city.


A wonder that makes units in the city immune to magic (and probably provides a normal defensive bonus too) would be nice. How does "The Nullstone Fortress" sound. I believe that the xml tag needed for buildings to provide magic resistance still exists from when there was the Ring of Warding building, although it hasn't been used in a long time.

Bone Palace already gives +50% so I'm not so sure about this. However, a very useful and powerful wonder that gave the "Ring of Warding" and 100% resistance to magic in every city in the empire would work. Nice for multiplayer and if the AI gets it, slows a player down.


I was thinking of adding "The Black Forge of Eol" as a late game wonder that provides Galvorn, a black metal that allows weapons promotions that are better than Mithril on the offense, but not defense. (Eol and Galvorn are from the Silmarillion. This dark elf's metal working skill exceeded that of the dwarves who taught him, but he poured his malice into his creations making them desire blood and be excellent weapons of destruction that liked to turn on their wielders.)

A bit too offensive for my tastes, but could be reversed to provide a hefty defensive promotion. Perhaps a legendary armorsmith and his magic armor (+3-4 defensive strength and 30-50% magic resistance)



What about a wonder that stops your units from joining the Mercurians or Infernals, instead trapping or consuming their souls for some purpose? Probably not mindblowingly cool enough to warrent the python, and too war mongerish too.

Soul Forge has a similar purpose and is already one of the coolest wonders in the game.
 
Totally glad you posted, I realized I didn't know what I was doing. Glad to know it only applies to the unitcombat if it isn't applied on move. I'll just make a new promotion, perhaps I'll call it "Subtle".

Oops, I wrote that wrong. I meant unitclass when I first wrote unitcombat, since that is what you wrote in the previous post.

There isn't a distinction between if it is applied on move or when the unit is built. You just can't control which units get a building's free promotion except by limiting the promotion to specific unitcombats (without python, or much bigger SDK changes). It will give the promotion to all units of all unitcombats that can get it.
 
Yeah, I just did the Sirona's Touch way. Elegant and works for both the player and the AI.
 
Uploaded a new version for Fall from Heaven 034h


- 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

Plus some other goodies like Stone as a resource and marble giving happiness.

Also, MEM works perfectly fine with FiRe so you can use both. (At least it does now :p ).
 
Been playing this mod for the last couple of days and would like to thank you Mailbox for your efforts. It is interesting and has a nice balance of features, will keep looking for updates

cheers :)
 
Small update with a few changes and balance things. Two new wonders (I'm still adding them but late game wonders are hard to test when ffh2 keeps crashing on me :\ )

- Added "The Glory of War"
- World Wonder
- Adds Training Yard to all cities
- Bronze Working

- Added "National Archers"
- World Wonder
- Adds Archery Range to all cities

- 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
 
I can't really release a new version right now since I'm on dial up but here's a preview of some of the next stuff I'm adding.

- Added "Towers of Anmur"
- World Wonder
- Allows any Labor Civic
- + 4 culture
- + 1 Great Engineer GPP
- Construction
This is meant to be an version of the Pyramids, another early wonder with a ton of use. Beeline Ironworking after this and you can spam workshops with Serfdom and not have the food penalty. Or perhaps you want to run a specialist economy with Caste System's + 2 :science:.

- Added "Gardens of Amathaon"
- World Wonder
- No Unhealthiness from population
- + 6 culture
- + 2 Great Priest GPP
- Commune with Nature

Another change to make Commune with Nature a nicer tech with more benefits for Good and Evil civilizations. I'm not so sure about adding the food storage but I might consider it.

- Farms and Pastures now get + 1 food at Animal Handling

- Farms no longer get + 1 food at Sanitation

Gives the recon line an economy boost and depowers the importance of beelining Sanitation for the extra health.

- Agrarianism now High upkeep

It's a strong civic and still has synergy with the right conditions but now is more of an early game civic.

- Caste System now gives + 2 science instead of + 1 science and + 2 culture

A specialist empowerment, used in combination with the Towers of Anmur for a even earlier bonus.

- 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

Fixed these to require the proper prereq building instead of just being able to beeline them for the benefit without building any of the actual buildings. Also I like these wonders as they're great for the AI as well as the player.
 
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