[Extension] Marsh Lodge

jarcast2

King
Joined
Jan 10, 2018
Messages
797
Location
Terra Incognita
MARSH LODGE

title_marsh_camp.png


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Finally you don't have to remove Marshes to make them compelling❗

At :c5science: Construction, Workers can build a Lodge (+1 :c5production: Production) on Marshes without removing the feature.
Technology yield changes: +1 :c5gold: Gold (Guilds), +1 :c5food: Food (Chemistry), +1 :c5culture: Culture (Railroads), +1 :c5science: Science (Scientific Theory).
Any bonus yields from buildings, beliefs, and policies given to Lumbermills apply also to Lodges.

Credits:
  • JFD: original 3d model buried and unused in one of his old mods;
  • Orangechrisy: appreciated help explaining how to do some simple model edits on Blender;
  • Jarcast: pillaged effect model, icons.
 
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Update 1.1 online. Not save-game compatible.
Changed name from Marsh Camp to Lodge following this suggestion on discord:

Screenshot_4.png


If you have other ideas for the improvement name, they're welcome.
 
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Marsh is probably too good now, actually. I think you should lower its base yields (remove the food?) for balance. It already gets a lot of building yields.
 
Marsh is probably too good now, actually. I think you should lower its base yields (remove the food?) for balance. It already gets a lot of building yields.
I'd rather remove the Grocer yield bonuses. Beside Herbalist, there are other buildings boosting marshes?
 
The Windmill also gives +2 prod / gold to marshes.
Goddess of Purity (pantheon) gives +1 food / faith / prod.
 

Finally you don't have to remove Marshes to make them compelling❗

At :c5science: Construction, Workers can build a Lodge (+1 :c5production: Production) on Marshes without removing the feature.
Technology yield changes: +1 :c5gold: Gold (Guilds), +1 :c5food: Food (Chemistry), +1 :c5culture: Culture (Railroads), +1 :c5science: Science (Biology).
Any bonus yields from buildings, beliefs, and policies given to Lumbermills apply also to Lodges.
Like the Lumbermill, the Lodge gain +1 :c5gold: Gold, +1 :c5production: Production for every 2 adjacent Lodges or Manufactories.
In addition, from Hokath's Enlightenment Era I ported Grocers giving +1 :c5faith: Faith, +1 :c5science: Science to Marsh tiles.

Credits:
  • JFD: original 3d model buried and unused in one of his old mods;
  • Orangechrisy: appreciated help explaining how to do some simple model edits on Blender;
  • Jarcast: pillaged effect model, icons.
Were marsh lodges based on a thing, historically, or are some liberties being taken, out of curiosity?
 
Update 1.2 online. Not save-game compatible. Better delete cache before starting game.

Changelog:
  • removed marsh boost from Grocer;
  • removed adjacency yield bonuses;
  • +1 Science moved from Biology to Scientific Theory.

Were marsh lodges based on a thing, historically, or are some liberties being taken, out of curiosity?
Half, half.
 
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