Introducing new buildings, Events and more things!
Screenshots
Now its not only "build marketplace or granary" - now you actually have to ponder your decision what to build next. This is making the game far more interesting.
Thanks to Vawser im allowed to continue Buildings+. (Since i was also working on a building mod)
New buildings:
*The AI is also "building" these buildings. Meaning; they get the same (new) events you do, therefore, have a choice of one of those.
N O T E S
Known bugs
Sometimes there seems to be a display error in the new modification display values once you build one building in the state and want to build a 2nd new building.
Its showing values which are about to change when a 2nd new building is finished but they are not. That is not always happening tho.
Tried to reproduce this for 2 hours now but really dont know why this is happening. Must be due to the new mechanic, but still... .oO
Solution: Dont look at values which are about to change. (like vanilla)
TO DO:
Older changelog
Download

Screenshots
Now its not only "build marketplace or granary" - now you actually have to ponder your decision what to build next. This is making the game far more interesting.
Thanks to Vawser im allowed to continue Buildings+. (Since i was also working on a building mod)
New buildings:
- Marketplace - Commerce Income +7,5%, Local Tax +7,5% and Local Slave Happiness +1% (cost 100->120)
- Training Camp - Local Manpower +5%, Local Start Experience +5% and Experience Decay -10%
- Granary - Local Population Growth +0.2% and Local Pop Output +4% (cost 100->120)
- Town Hall - Local Tax +2.5%, Slaves needed for Local Surplus -0.2, Local Tribesman Happiness -1%, Local Slave Happiness -1% and Local Civilization Value +1% (time 300; cost 140)
- Forum - Local Freemen Happiness -1%, Local Unrest -1 and Barbarian Growth -0.05 (time 270; cost 140)
- Watchtower - Local Unrest -0.5, Local Slave Happiness -1%, Hostile Attrition +0.5 and Barbarian Spawn Chance -2% (time 180; cost 120)
- Barracks - Discipline +2%, Local Manpower -5%, Cohort Recruit Speed +2.5%, Local Citizen Happiness -1%, Local Supply Limit +5% and Local Defensive +5% (time 180; cost 120)
- Library - Local Population Growth -0.05%, Research Points +2.5%, Local Citizen Output +5% and Local Citizen Happiness +2.5% (time 270; cost 120)
- Temple - *Province Import Routes +0.25, Local Tax -2%, Local Freemen Output +5% and Local Freemen Happiness +2.5% (time 270; cost 120; *for effect 4 needs to be build at province capital)
- Brothel - Local Pop Output +2%, Cohort Recruit Speed -2.5%, Local Tribesman Output +5%, Local Tribesman Happiness +2%, Local Freemen Happiness +2% and Local Citizen Happiness +2% (time 270; cost 120)
- Workshop - Local Building Slots +1.25, Local Slave Output -1%, Local Supply Limit -2.5% and Local Slave Happiness -2.5% (time 270; cost 120)
- Theatre - Local Population Growth +0.05%, Local Civilization Value +0.5%, City Provincial Loyalty +0.02 and all Local Pops happyness +2,5% (time 270; cost 140)
- Insula - Local Population Capacity +0.2%, Available Holdings +0.5, Holdings Possible For Characters +0.25, Holdings Income +5% and Local Citizen Happiness +2% (time 300; cost 120)
- *8 new events for the new buildings, so AI can build them, too.
- Multi Language Support (ger, spa; eng -> eng, fre, rus, sch)
*The AI is also "building" these buildings. Meaning; they get the same (new) events you do, therefore, have a choice of one of those.
N O T E S
- The event system is designed so it only can pick a random city for the event to trigger.
- For example; The event gives you the choice to build xy in city xyz but the trigger is that you can build xy in a random city and not in xyz where you actually build xy.
- So sometimes if you hover over the given option it says and does nothing, because in the random city you cant build anymore buildings right now. In this case, i added that you get 1 pop in xyz now instead of nothing.
- You can remove those triggers where it needs to find a city where you can build xy but then the events would almost have no triggers at all and thus they could trigger more often.
- I removed all of those triggers (there are still other triggers tho) so the "error" margin for those event triggers should be less now. But im still not entirely happy with this.
Known bugs
Sometimes there seems to be a display error in the new modification display values once you build one building in the state and want to build a 2nd new building.
Its showing values which are about to change when a 2nd new building is finished but they are not. That is not always happening tho.
Tried to reproduce this for 2 hours now but really dont know why this is happening. Must be due to the new mechanic, but still... .oO
Solution: Dont look at values which are about to change. (like vanilla)
TO DO:
- Translations needed for rus/fre/sch
28 June
26 June
fixed a script effect for event city.30
fixed event city.30 was not triggering
Granary:
-removed Local Pop Output +4%
-added Local Population Capacity +4
fixed event city.30 was not triggering
Granary:
-removed Local Pop Output +4%
-added Local Population Capacity +4
added new building - Insula
fixed a typo in city.24.desc
fixed some script errors
added new modification_display values for "more buildings"
added one new event for Insula
reduced trigger chance of all newly added events by 25% (they spawn too often in my opinion)
Marketplace:
-removed Pirate Spawn Chance since the value is removed from 1.1 update
-changed Local Slave Happiness to +1,5% (was +1%)
Theatre:
-changed Local Civilization Value to +0.25% (was +0.1%)
Forum:
-changed Barbarian Growth to -0.05 (was -0.01)
Watchtower:
-changed Local Unrest to -0.5 (was -0.1)
updated to 1.1
added spanish translation (thanks to Athiest1979)
fixed a typo in city.24.desc
fixed some script errors
added new modification_display values for "more buildings"
added one new event for Insula
reduced trigger chance of all newly added events by 25% (they spawn too often in my opinion)
Marketplace:
-removed Pirate Spawn Chance since the value is removed from 1.1 update
-changed Local Slave Happiness to +1,5% (was +1%)
Theatre:
-changed Local Civilization Value to +0.25% (was +0.1%)
Forum:
-changed Barbarian Growth to -0.05 (was -0.01)
Watchtower:
-changed Local Unrest to -0.5 (was -0.1)
updated to 1.1
added spanish translation (thanks to Athiest1979)
Older changelog
2 June
21 May
18 May
16 May
14 May
13 May
11 May
10 May
9 May
8 May
7 May
fixed picture for event city.29 is only appearing when owning DLC
Tweaked events (for instance ai chance & trigger chance and some minor changes)
-Reduced possibility of brothel event by 10% (testing)
Added one new event (to move the AI into a more "civilised" direction)
Fixed missing title for event city.28 in french/russian/simp_chinese/spanish translations
Added and updated all translations for new event
Tweaked events (for instance ai chance & trigger chance and some minor changes)
-Reduced possibility of brothel event by 10% (testing)
Added one new event (to move the AI into a more "civilised" direction)
Fixed missing title for event city.28 in french/russian/simp_chinese/spanish translations
Added and updated all translations for new event
Townhall: Local Tax +2.5% (was +2%)
Brothel : Morale of Armies suppose to be +2.5% but has no effect ingame then i wanted to change to Army Weight Modifier but then i found out, the modifier issnt even working at all! Test force march any army, weight is always the same! Nice bug..
So i revomed the morale buff and added freemen & citizen happyness +2% (also changed tribesmen happyness from +2,5 to +2%)
Also removed local unrest +0.1 and added Local Pop Output +2%
Theatre:
Build time: 270 (was 360)
Forum:
Build time: 270 (was 360)
Tweaked all events so the ai favors are more equal towards the new buildings
So i revomed the morale buff and added freemen & citizen happyness +2% (also changed tribesmen happyness from +2,5 to +2%)
Also removed local unrest +0.1 and added Local Pop Output +2%
Theatre:
Build time: 270 (was 360)
Forum:
Build time: 270 (was 360)
Tweaked all events so the ai favors are more equal towards the new buildings
changed event city.28 description
fixed event city.23 description
event city.23 modified
event city.25 modified
event city.28 modified
tweaked and fixed all event triggers
fixed event city.23 description
event city.23 modified
event city.25 modified
event city.28 modified
tweaked and fixed all event triggers
Added one new event for the new buildings
Updated all translations
fixed event city.25 (#nation# was taking the gold value from the wrong province)
fixed event city.27 (#nation# was taking the gold value from the wrong province)
Updated all translations
fixed event city.25 (#nation# was taking the gold value from the wrong province)
fixed event city.27 (#nation# was taking the gold value from the wrong province)
workshop:
Local Building Slots +1.25 (was +0.2)
Local Slave Output -1% (was -2%)
Local Building Slots +1.25 (was +0.2)
Local Slave Output -1% (was -2%)
workshop:
fixed "spirit of optimism" city modifier (for city.23 event) - Morale of Armies +0.5 (was +0.05)
changed "spirit of optimism" city modifier (for city.23 event) - Local Unrest -0.1 (was 0.05)
renamed "Spirit of optimism" city modifier to "Training the militia"
tweaked city.25 event
fixed "spirit of optimism" city modifier (for city.23 event) - Morale of Armies +0.5 (was +0.05)
changed "spirit of optimism" city modifier (for city.23 event) - Local Unrest -0.1 (was 0.05)
renamed "Spirit of optimism" city modifier to "Training the militia"
tweaked city.25 event
reworked all building icons
fixed a "simple past" mistake in eng city.24 event desc
made building icons clearer visible
made building icons clearer visible
Changed icon for Forum
Tavern renamed to Brothel
Added icon for Brothel
adjusted translations
Court renamed to Forum
Tweakded Buildings:
Marketplace: added Local Slave Happiness +1%
Training Camp: added Experience Decay -10%
Granary: Barbarian Spawn Chance +1%
Town Hall: added Local Tax +2%
Watchtower: added local unrest -0.1
Barracks: added Discipline +2%
Barracks: removed local unrest -0.1
Brothel: Local Tribesman Happiness +2.5% (was +3)
Temple: Local Freemen Happiness +2.5% (was +3%)
Library: Local Citizen Happiness +2.5% (was +3%)
Workshop: revmoed Local Slave Output +5%
Workshop: added Local Supply Limit -2.5%
Theatre: all Local Pops happyness +2,5% (was +2%)
Theatre: removed Local Tax +2%
Theatre: removed local unrest -0.1
Theatre: added Local Civilization Value +0.1%
Theatre: added Local Population Growth +0.05%
tweaked code
tweaked events
added missing translations for an event modifier
standardised every building icon with its proper frame
renamed Inn -> Tavern
changed icon for "Tavern"
changed icon for Town Hall
changed icon for Court
changed icon for Barracks
changed icon for Workshop
changed icon for Temple
changed icon for Library slightly
added missing " in a string in loc
translated everything to english
french, russian, spanish & simpl. chinese have english translation
fixed a few typos in german translation
nerfed city event.23 option 3
changed some better fitting event pictures
changed buildings:
Marketplace - *Pirate Spawn Chance +0.5% (was +0.1%) (only at ports)
Inn - Cohort Recruit Speed -2.5% (was +7.5%), Morale of Armies +2.5% (added)
Barracks - Cohort Recruit Speed +2.5% (added)
Tavern renamed to Brothel
Added icon for Brothel
adjusted translations
Court renamed to Forum
Tweakded Buildings:
Marketplace: added Local Slave Happiness +1%
Training Camp: added Experience Decay -10%
Granary: Barbarian Spawn Chance +1%
Town Hall: added Local Tax +2%
Watchtower: added local unrest -0.1
Barracks: added Discipline +2%
Barracks: removed local unrest -0.1
Brothel: Local Tribesman Happiness +2.5% (was +3)
Temple: Local Freemen Happiness +2.5% (was +3%)
Library: Local Citizen Happiness +2.5% (was +3%)
Workshop: revmoed Local Slave Output +5%
Workshop: added Local Supply Limit -2.5%
Theatre: all Local Pops happyness +2,5% (was +2%)
Theatre: removed Local Tax +2%
Theatre: removed local unrest -0.1
Theatre: added Local Civilization Value +0.1%
Theatre: added Local Population Growth +0.05%
tweaked code
tweaked events
added missing translations for an event modifier
standardised every building icon with its proper frame
renamed Inn -> Tavern
changed icon for "Tavern"
changed icon for Town Hall
changed icon for Court
changed icon for Barracks
changed icon for Workshop
changed icon for Temple
changed icon for Library slightly
added missing " in a string in loc
translated everything to english
french, russian, spanish & simpl. chinese have english translation
fixed a few typos in german translation
nerfed city event.23 option 3
changed some better fitting event pictures
changed buildings:
Marketplace - *Pirate Spawn Chance +0.5% (was +0.1%) (only at ports)
Inn - Cohort Recruit Speed -2.5% (was +7.5%), Morale of Armies +2.5% (added)
Barracks - Cohort Recruit Speed +2.5% (added)
minor event nerf fixed
*removed happiness_for_same_culture_modifier from theater cos it has no effect from a building
hopefully fixed spamming of new events
tweaked event days
changed buildings:
Court - Local Unrest -1 (was -0.5)
Temple - Local Tax -2% (was -2,5%)
Theatre - added; Local Tax +2%, Local Unrest -0.02 and all Local Pops happyness +2% (*)
fixed province effects granted by quests not working properly
lowered the time how long the nerf is lasting for 2 events
tweaked some event buffs/nerfs
*removed happiness_for_same_culture_modifier from theater cos it has no effect from a building
hopefully fixed spamming of new events
tweaked event days
changed buildings:
Court - Local Unrest -1 (was -0.5)
Temple - Local Tax -2% (was -2,5%)
Theatre - added; Local Tax +2%, Local Unrest -0.02 and all Local Pops happyness +2% (*)
fixed province effects granted by quests not working properly
lowered the time how long the nerf is lasting for 2 events
tweaked some event buffs/nerfs
Download
Last edited: