Airships: Conquer the Skies

Airships: Conquer the Skies

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Cornelius Backgammon's Exceptional Selection of Architectural Improvements
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Type: Mods
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5.706 MB
2023 年 2 月 26 日 上午 4:42
2024 年 7 月 28 日 上午 7:05
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Cornelius Backgammon's Exceptional Selection of Architectural Improvements

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描述
This is a mod that adds various city and town improvements for a variety of tech levels. The mod aims to make cities and towns feel more lived in, and to greater immerse you the player in the world of airships, we have created a great variety of new buildings and have many more planned, based around the idea of making charges feel more unique other than only a bonus. We currently have 50+ city and town improvements, with unique techs and balance tweaks, and more content on the way.

What this mod includes:

Major city improvements:


Masonic Hall: Improves stone wall durability, unlocked by researching City Planning and Beauracracy.

Forestry Agency: slightly increases wooden armour protection while slightly reducing it's cost, unlocked by researching City Planning and Beauracracy.

Great Forge: Increases steel armour durability, unlocked by researching Metallurgy and Beauracracy.

Suspendium Smeltery: Increases suspendium chamber lift and reduces suspendium dust tank cost, unlocked by researching High Pressure Suspendium and Beauracracy.

Grand Post Office: slightly increases spy defence and spy action success rate, unlocked by researching City Planning and Beauracracy.

Emergency Shelters: Decreases the time it takes to recover from raids and the amount of unrest generated by them.


These major improvements are unique like the base game university, and you may only build one of each, also their bonuses do not stack, so owning two forestry agencies only gives you the same bonus as owning one.

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Minor city improvements:


Grand Library: An early way to significantly boost your research, with a high maintainance cost. Unlocked at tech 0.

Chapel: A small place of worship, increases your reputation by a tiny amount and reduces unrest by a little. Unlocked by researching "Relics Of The Past" and "Conformism".

Cathedral: A huge monument to your empire's beliefs, whatever they are. +10 reputation and -30 unrest for 10 maintainance. Unlocked by researching City Planning and "Conformism".

Monastic Library: Monks gather a lot of knowledge in their libraries, and while most of it may not be pertinent to imperial matters, some of it will be useful. +5 research, +5 reputation and -5 unrest for 10 maintainance. Unlocked by researching City Planning and "Conformism".

Train Station: We can build coal powered landships so why not trains? +5 income and +2 supply speed, there is also a smaller town version with lessened benefits. Unlocked by researching Machinery.

Public House: A city pub. +2 income and -2 unrest, Unlocked at tech 0.

Portside Tavern: A tavern at the dockside encourages trade and gives rowdy sailors somewhere to go. +2 income and -3 unrest, can only be built on the coast. There is a smaller town version of this. Unlocked by researching Mercantilism.

Smuggler's Den: A place where smugglers illegally import goods. +10 income +10 unrest, can only be built on the coast, there is also a smaller version for towns, and the income (and unrest) can be increased for pirate charges. Unlocked by researching Mercantilism.

Gallows: -2 unrest and -1 reputation. Unlocked at tech 0.

Customs and Excise building: +10 income and -5 unrest, can only be built on the coast. Unlocked by researching City Planning and Security Services, high initial cost to build, can only be built on the coast.


These upgrades can be built by almost anyone, though some factions such as the cultists do not have access to the religious buildings.

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Town Buildings:

Church: -5 unrest and +3 reputation for 1 maintainance cost, unlocked by researching "Relics of the Past" and "Conformism".

Shrine: -2 unrest, unlocked by researching "Conformism".

Hermitage: A wise man who knows many things, some of which may be useful even to you. +1 research and -1 unrest, unlocked by researching "Relics of the Past" and "Conformism".

Clifftop Monastery: A monastery like that seen in the dark age, but buildable at any time, though only on the coast. Gains a bonus to it's stats during a dark age. Unlocked by researching "Conformism".

Customs Office: A small customs office to ensure tax is paid on goods, buildable only on the coast. +3 income -5 unrest. Unlocked by researching Security Services.

Fish Market: +3 income and +2 supply, buildable only on the coast. Buildable when Autarky is active.

Wine Cellar: +5 income, +1 supply and +5 unrest, buildable only on the coast and while Free Trade is active.

Stocks: The kind criminals are locked up in, not the other kind. -2 unrest, unlocked at tech 0.

Chain Gangs: Criminals put to work to repay their debt to society, -10 unrest and -1 reputation. Unlocked by researching Officer Training.


These upgrades can be built by almost anyone, though some factions such as the cultists do not have access to the religious buildings.

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Faction Charges:

With this mod, we want to make the choice of what charge you wish to use much more than simply what bonus you will be getting to cannons, or armour, or income. We want to make various charges define how your empire will grow and function, such as the worm eye charge already does. To this end, we have started to work on various "Factions" that will be available to those who wish to use them. Note: we are not going to make a faction for every charge, and some of these are less factions than simply alternative methods of growth for particular nations.

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Skullduggery:

The "Skullduggery" charges gain access to state sanctioned pirates and criminals, powerful ways to boost your income but also massively increase your unrest. Pirates are a rowdy lot and easily bribed, increase your income, increase your unrest, watch as your empire rebels and all your money is stolen by spies, such fun!

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Cultist Overhaul:

Ah yes, the worm eye cult, the obscene doomsday prophets we all know and love. But have you ever found the cult lacking in... City improvements? Well we did, which is why we made a completely new cult tech tree and lots of buildings to go with it!
New cult buildings are unlocked with these techs, that can give powerful bonuses, but you'll have to play them (Or against them) to find out!

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The Gargoyle Charge:

Tyrants, oppressors, and ruthless industrialists, the Gargoyles carve out a galvanic empire wherever they set foot, polluting and pillaging nature and their neighbours. The gargoyle charge is based around high income and production, high unrest, low reputation buildings such as the Brimstone Factory, a factory that actively scalds the workers as they man it. If the Gargoyles are present in a game, you'd better work together to put an end to them before they can build their apex buildings...

The gargoyles are made to fill the role of the antagonist, a common enemy that players can work against... or with.

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The Druids:

Mysterious and wise, the Druids worship gods as old, if not older than the worm, but gods of nature and light rather than despair and death. The druids are the bane of the cultists, and utilise their talents to attempt to foil the worm's plans once and for all. To play as the druids, pick either the flower or tree charges.

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There are many more buildings and factions planned, but this is all we have at the moment, please enjoy, give feedback, get trampled by gargoyles, we have much more in the works, including Druids, Bees, and all sorts of other shenanigans!
95 条留言
Cornelius Backgammon  [作者] 11 月 1 日 下午 4:33 
huh... i'll have to look into it. I doubt i'll be able to fix it soon as my modding laptop is broken, but i'll try and fix it at some point. Thanks for the detailed report!
VerifiedBeano 11 月 1 日 下午 4:19 
I think it may actually be a problem with this mod, or a recent update to the base game. I went back and checked so I could help anyone else who had this problem, made sure to disable every single other mod, and started a fresh save. I did use the game's built in cheats to get the requisite techs, but I made sure to unlock them organically instead of pressing the "All Techs" button. All of the needed buildings were completed as well when the Doomed Tower was made.

So, the barracks for Landships works as intended, as does the small crew berths. In both of those cases, the crew have been replaced by Tankmen or Sailor-Bots. (Which has led to a rather funny few ship designs with organic crew working alongside their replacements).

The Crew Quarters however, which houses twelve, still does not receive the change. Perhaps the crew quarters was changed in a recent update in some minor way?
Cornelius Backgammon  [作者] 11 月 1 日 上午 11:57 
No worries, also feel free to ask any questions about the mod you may have in future, I can assure you it's no bother.
VerifiedBeano 11 月 1 日 上午 10:19 
I'm thinking that might be the case yeah, because I finally got around to building landships, and the crew have been properly replaced by TANKMEN (Splendid). Ah well, woe onto me, thank you for the insight!
Cornelius Backgammon  [作者] 11 月 1 日 上午 10:16 
It's most likely a mod conflict,doesn't happen often but if another mod alters the airsailor/other crew files then it probably removes the change.
VerifiedBeano 11 月 1 日 上午 8:50 
Hello once again, apologies for the bother (this comment thread is unfortunately my only source of information on the mod). I'm playing around with the Gargoyles again, and have progressed all the way to their Doomed Tower. As far as I remember from the last time I used them, the doomed tower converts your regular Air Sailors into Sailor-Bots. Yet, after building all the mechanical brains and the doomed tower, nothing seems to have changed. (Even after reloading the save)

Is there another tech I'm forgetting to pick up, has something changed with that feature, or (most likely) is it some mod conflict I'll have to dredge up in the murky depths of my modlist?

Thank you in advance, your prompt responses to mine and other's questions even years after the mod's release have been very much appreciated!
joe02184X2  [作者] 9 月 21 日 下午 6:10 
Another interesting one, during ages like the age of piracy pirate buildings such as smugglers dens produce more income and more unrest
VerifiedBeano 9 月 21 日 上午 7:59 
Interesting, I didn't know that! Thank you for the information, that's really interesting
Cornelius Backgammon  [作者] 9 月 20 日 下午 2:55 
Yeah, what joe said is probably what you are seeing. I'm really glad you enjoy the mod!
joe02184X2  [作者] 9 月 19 日 上午 9:24 
so something interesting about the mod is a lot of building effects change based on era, chain gangs and gallows work most of the time but during ages of unrest they tend to just make people angrier with you