[abandoned] MoreBuildings 1.1 for 1.2

Adds a few more buildings to the game. Hopefully they represent interesting choices.

Kingdom: Gladiator Headquarters | Empire: Slave markets
Buidling makes units train 20% faster, but cost 30% more resources to train
One per city, requires city level 3, 2 Gildar upkeep
Tech: Tier 1 Adventure, - kingdoms need "Recruiting" and Empires need "Morrigan's Notes"
Reasoning: I wanted a high-speed training facility that wasn't just beneficial (like barracks). The philosophy behind this building is that "if you throw money at a problem, it will go away".

City hall
Buildings require 40% less upkeep in the city, but new buildings take 100% longer to build
One per city, requires city level 4, no upkeep
Tech: Tier 2 Diplomacy - Kingdoms need "Influencing" and Empires need "Persuasion"
Reasoning: The City Hall is intended to make the current city more efficient, but make it harder to expand the city. It represents the corrupt local politicians, holding the current business owners' hands while preventing competition.

Wizard's Library 1->3
Note: The Wizard's Library is not compatible with the ExpandedFactions sub-mod Expandedfactions_UniqueUnits. If you have both MoreBuildings and ExpandedFactions_UniqueUnits installed, either delete ExpandedFactions_UniqueUnits or delete the following file from the MoreBuildings folder: MoreBuildings_WizardsLibrary.xml.

Building increases intelligence for all defenders by 5->15 (no magic resistance bonus)
One per city, requires city level 3->5, 3 Gildar upkeep
Tech: Tier 2->4 Magic - Kingdoms need "Expert Spellbooks" -> "Master Spellbooks" -> "Book of mastery" and Empires need "Advanced Spellcasting" -> "Master Spellbooks" -> "Book of Mastery"
Reasoning: A building to boost the magic power of defenders. I imagine champion channelers spend time in a Wizard's Library training magic they may not usually have access to. However, as their training is not complete they can lose the ability to cast some spells as they leave the city and the library.

Crystal Exchange 1->3
Building produces 0.25->0.75 crystal per turn
One per faction, requires city level 3, 2->6 Gildar upkeep
Tech: Tier 1-3 Diplomacy - Kingdoms need Treaties -> Influencing -> Outreach and Empires need Negotiation -> Persuasion -> Treaties
Reasoning: I wanted a building that produced Crystal, but not just something that you threw gold at and got crystal out of. The solution is a building that "levels" with your diplomacy tech tree, as you are able to trade with more strange things in the wilderness.

Hospital 1->3
Building increases strategic health regen by an additional 5->15 for all stationed units
One per city, requires city level 3->5, 2->6 Gildar upkeep
Tech: Tier 2 Adventure - Kingdoms need "Ancient Lore" and Empires need "Myth Making"
Reasoning: I wanted a building that would help units recuperate after dreadful battles. The building is set to level up with the city it is built in.

Pristine Kitchens
City uses 25% more food for population buildings. Prestige, Arcane and Tech research are increased by 35%.
One per city, requires city level 4, no upkeep
Tech: Tier 1 Diplomacy - Kingdoms need "Trading" and Empires need "Trading"
Reasoning: I wanted an option to boost the quality of food used in a city, to boost prestige and research. It will only be available in level 4 cities or higher to prevent abusing it in level 1 towns with a hundred production buildings.

Subpar Kitchens
City uses 25% less food for population buildings. Prestige, Arcane and Tech research are reduced by 35%.
One per city, requires city level 3, no upkeep
Tech: Tier 2 Diplomacy - Kingdoms need "Negotiations" and Empires need "Advanced Traderoutes"
Reasoning: I figure if you can boost the food quality of a town to attract better minds to do your research, you should be able to do the same in reverse for your metal/material production towns. I placed it in the Diplomacy trading tree to simulate the increased access to foreign junkfood. Would you like some fries with that?

Artisan's Forge 1->2
Building reduces resource cost of trained units in this city by 5->10%
One per city, requires city level 3->4, 2 Gildar upkeep
Tech: Tier 1->3 Magic - Kingdoms need "Shard Harvesting"->"Shard Mastery" and Empires need "Shard Harvesting"->"Shard Domination"
Reasoning: I think it is important to bring magic into the core economy of the game. In this case, magic is the ability to better understand and manipulate every-day materials during production, resulting in a reduced cost for training units.

 

Download:

https://www.wincustomize.com/explore/elemental_war_of_magic/33/

(if that download gives you a limit message, try relogging on the site with your impulse account - the site checks so you have bought elemental)

Install: Extract all folders to documents\my games\elemental\mods\

Make sure "Use Mods" is turned ON in options

 

8,071 views 9 replies
Reply #1 Top

There are two more I'd like to add. The first one is


Pristine Kitchens
City uses 20% more food for population buildings. Prestige, Arcane and Tech research are increased by 35%.
One per city, requires city level 4, no upkeep
Tech: Tier 1 Diplomacy - Kingdoms need "Trading" and Empires need "Trading"
Reasoning: I wanted an option to boost the quality of food used in a city, to boost prestige and research. It will only be available in level 4 cities or higher to prevent abusing it in level 1 towns with a hundred production buildings.

and the second one is

War Effort Agency (needs 1.19 patch to function)
Building has Faction-wide effects. Gildar production reduced by 33% and prestige by 25%. Material, metal and crystal production is increased by 15%.
One per Faction, requires city level 4, no upkeep
Tech: ****
Reasoning: In times of war, a society can burn through its currency in order to produce materials needed for war. Preparing for war makes the faction less desirable for those on the outside, and thus prestige is reduced. This building is created in 2 turn.

Do those numbers sound reasonable? Keep in mind multipliers don't affect each other, so if you have a city with +50% gildar production and you build the war effort agency, you'll still have a sum of +17%.

Reply #2 Top

Uploaded 1.1

Added Artisan's Forge
Added Subpar Kitchens
Changed Wizard's Library to level up to 3, and removed magic resist bonus from the building. Various other changes as well.
Reduced the tax avoidance from City Hall from 50% to 40%
Changed Pristine Kitchens to increase food usage by 25% from 20%

Reply #3 Top

I know it's sort of a dumb request, but do you have any pictures of the various buildings available?

Reply #4 Top

It has no new designs, just re-used things already in-game.

Reply #6 Top

Artisan's Forge - Kingdom Blacksmith

City Hall - Kingdom Town Hall

Crystal Exchange - old Kingdom Bazaar (not currently used in vanilla game)

Gladiators HQ / Slave Market - Kingdom Hedge wall fort

Hospital - Kingdom Barracks

both Kitchens - Kingdom Farming Guild

Wizard's Library - Empire Zaleths' Treasury

 

Reply #7 Top

Just a heads-up that I've found a compatibility issue between this mod and ExpandedFactions_UniqueUnits sub-mod.

I've added the following text to the main post:


Wizard's Library 1->3
Note: The Wizard's Library is not compatible with the ExpandedFactions sub-mod Expandedfactions_UniqueUnits. If you have both MoreBuildings and ExpandedFactions_UniqueUnits installed, either delete ExpandedFactions_UniqueUnits or delete the following file from the MoreBuildings folder: MoreBuildings_WizardsLibrary.xml.

Reply #8 Top

MoreBuildings 1.1 is up-to-date with E:WoM 1.2

Reply #9 Top

No plans to update this for 1.3, if anyone wants to take over be my guest