UncivilizedGuy
The Village Idiot
World of Industry (under construction)
(Updated description February 20, 2018)
The purpose of this mod is to create a more direct and realistic connection between resources and the construction of Units and Buildings. In the real world resources are everything. This will be dependent upon Resourceful and Sukritact’s Resources.
Changes to Production:
Mods included:
More details to come!....
(Updated description February 20, 2018)
The purpose of this mod is to create a more direct and realistic connection between resources and the construction of Units and Buildings. In the real world resources are everything. This will be dependent upon Resourceful and Sukritact’s Resources.
Changes to Production:
- All military units will have one resource prerequisite.
- Multiple resources will speed up production for each unit.
- Example: Ironclad requires Coal. Production will be accelerated by a predetermined percentage per resource if the player possesses Oak, Iron, and Niter.
- Unique units will get a production bonus INSTEAD of requiring the strategic resource of the equivalent generic unit.
- All units except Stone Age units will require a District or Building for construction. I find it more realistic when infrastructure is required for production.
- Buildings and Wonders will get a production bonus from Stone, Marble, Gypsum, Iron, etc.
- Strategic resources will speed up production by 50% in most cases
- Luxury resources will speed up production by 25% in most cases
- Bonus resources will speed up production by 10% in most cases
- Production from terrain will be nerfed to compensate for the production bonuses from resources. Unit construction still should be faster than vanilla if multiple resources are obtained. I’m trying to look at this from a realistic perspective. Terrain without resources shouldn’t add production especially to units after the Ancient Era.
- Mines can only be built on resources. Not only to nerf production but to add realism. In the real world mines are constructed to extract a resource.
- All Lumber Mills will generate a bonus Charcoal resource. Charcoal was a major part of production historically and will add a production bonus to pre-modern units.
- Generic Farms can only be placed if you possess Wheat or Rice. This is in the theoretical stage. The goal is to make the spread of agriculture more realistic.
- There will be two types of builders. First builder can only build farms on Wheat and Rice.
- Second builder will have a Wheat or Rice prerequisite and have the ability to place generic farms.
- Builders start with 2 charges
- Builders acquire more charges when certain resources are obtained. Example: possessing Iron will give all builders one additional charge. This has already been tested and works.
- This makes a connection between builder productivity and resources to add realism.
- Buildings and Districts yields will be nerfed in many cases and get additional yields from resources. Similar to how the Water Mill works.
Mods included:
- Strategic Industry
- Strategic Timber
- Defense Contractors
- Slave Trade
More details to come!....
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