[Extension] Monopoly Buildings!

Perfumery costs 1000 while while the others buildings at same era cost 500
Farmers' Market costs 1000 while while the others buildings at same era cost 600
Ornament Workshop costs 150 while while the others buildings at same era cost 200
Jeweler costs 150 while while the others buildings at same era cost 200

Costs should be balanced here I believe

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EDIT
Something is wrong in jewelerBuilding.sql FarmersMarket.sql :
Code:
-- Building_UnhappinessNeedsFlatReduction
INSERT INTO Building_UnhappinessNeedsFlatReduction
            (BuildingType,                            YieldType,        Yield)
VALUES        ('BUILDING_IA_ORNAMENT_WORKSHOP',       'YIELD_GOLD',    1);
Shoud be BUILDING_IA_FARMERS_MARKET

---

:clap:for the icons
 
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Perfumery costs 1000 while while the others buildings at same era cost 500
Farmers' Market costs 1000 while while the others buildings at same era cost 600
Ornament Workshop costs 150 while while the others buildings at same era cost 200
Jeweler costs 150 while while the others buildings at same era cost 200

Costs should be balanced here I believe

---

Something is wrong in jewelerBuilding.sql :
Code:
-- Building_UnhappinessNeedsFlatReduction
INSERT INTO Building_UnhappinessNeedsFlatReduction
            (BuildingType,                            YieldType,        Yield)
VALUES        ('BUILDING_IA_ORNAMENT_WORKSHOP',       'YIELD_GOLD',    1);
Shoud be BUILDING_IA_FARMERS_MARKET

---

:clap:for the icons
Thank you, it should be fixed now. It seems with the last update I forgot to update the costs when I changed the tech.
 
I've got a question about Coinage Mint "+1 gold for every international TR" seems not working, I don't see that gold anywhere. I made 3 TR to Brazil and my city's income doesn't change.
 
Hey
just read about this mod and like the idea very much.
I love the Feature of realism invictus where you can convert one Ressource to another one.
This get even close to the realism invictus Feature.

But it is well balanced now?

I even like the even more Ressources vor VP mod.
Are these two mods compatible?
 
Mod still works seamlessly in 4.22 (Last 2UC Gold version before integrating 3 and 4 unique components)
It still works with Even More Resources, More Wonders for VP, 34 Unique Components, Unique City-States, Additional Luxury Resources
It is finally broken with new mod jarcast's cities of marble, it doesn't crash but enabling jarcast's with monopoly buildings is erasing all monopoly buildings from tech tree and civilopedia. It works
 
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Mod still works seamlessly in 4.22 (Last 2UC Gold version before integrating 3 and 4 unique components)
It still works with Even More Resources, More Wonders for VP, 34 Unique Components, Unique City-States, Additional Luxury Resources
It is finally broken with new mod jarcast's cities of marble, it doesn't crash but enabling jarcast's with monopoly buildings is erasing all monopoly buildings from tech tree and civilopedia.
I use both mods but there's no problem and every Monopoly building is showing up
 
I use both mods but there's no problem and every Monopoly building is showing up
Oh, I see. I use it in conjunction with all those above mentioned mods. And it is the only one I singled out for "disabling" monopoly buildings.
Or could it be I hit some limit on how many IDK, new buildings/dummies entries are for a game to load, or just a modmod limit, so there's not enough numerical values/cache avialable to enable all at once?
 
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