Conquest of Elysium 5

Conquest of Elysium 5

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Dynamic Elysium - Upgrade/Downgrade Setlements
   
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27 mar, 2022 @ 5:50
14 jun, 2024 @ 6:40
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Dynamic Elysium - Upgrade/Downgrade Setlements

Beskrivning
Initial release (0.21) of the upgrades/downgrades only version.

This module contains most of the upgrade/downgrade settlement mechanics seen on COE4's version.

Over time farms upgrade to hamlets, hamlets to villages, etc. Some special events/creatures might lead to downgrades or ruins.

Most events have a minimum turn requirement to actually trigger.

This is designed to be used with the Events only version, although it is not mandatory:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2578365703

Link to CoE4's version: https://psteamcommunity.yuanyoumao.com/app/403950/discussions/1/152393186500948385/

Balanced the upgrade/downgrade mechanics around new terrain types and fixed a couple bugs stemming from them and my own oversights.
Populära diskussioner Visa alla (2)
5
25 jun, 2024 @ 10:09
General Discussion
Azorico
5
25 jun, 2024 @ 10:10
Bug Reports
Azorico
17 kommentarer
gouchy 30 jun, 2024 @ 10:23 
Can you make it so destroyed settlements regrow? I'm not sure you understood me or me you. I totally understand settlement upgrade and thank you for making this mod! I also understand that's how they get elite units and what not, but after a while I seem to be the only one who still has cities, towns, etc. The AI would rather gimp themselves, especially the ones reliant on settlement resources. I do play with the mod that gives free defenders on settlements.
Azorico  [skapare] 25 jun, 2024 @ 10:12 
They do, garrisoned (at least one unit) settlements have a marginally increased chance of upgrading though and human players tend to plan this part better. Aside from that everyone benefits/suffers from the same events.
Dopefisher 23 jun, 2024 @ 16:25 
Yeah that's how they get their elite units, by sacrificing settlements etc
gouchy 17 jun, 2024 @ 18:20 
Do settlement remains ever regrow? The AI always seem to destroy settlements instead of keeping them, thereby reducing their own resources.
Azorico  [skapare] 14 jun, 2024 @ 8:02 
I've been itching to try my hand at this but I still haven't found a way to balance forest regrowth. My attempts tend towards the extremes, either it virtually never happens or it happens too frequently. A limitation on per square based events in conjunction with the lack of slightly more complex operations like computing the percentage of tiles that are forests.
Alpharius 1 sep, 2023 @ 12:58 
Is it possible to turn Dead Forest into a Forest after a long time has passed.. like 10 years? 120 turns? Is that a good idea? To account for natural regeneration?
Dopefisher 12 aug, 2022 @ 9:37 
I just like making jokes here. There was no cloud fortress!
Azorico  [skapare] 12 aug, 2022 @ 2:48 
A cloud fortress? That is a bug alright
Dopefisher 11 aug, 2022 @ 14:21 
My city upgraded to a cloud fortress. It still works, yay!
Azorico  [skapare] 11 aug, 2022 @ 6:35 
I haven't looked into the updates on message prompts modding but maybe it can be done