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Improved Industrial Density
   
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2024 年 11 月 15 日 上午 3:09
2024 年 11 月 16 日 下午 10:49
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Improved Industrial Density

描述
Increases the amount of production given by the Industrial Density research upgrade for the Construction Yard from 1-> 3 while still costing the same amount of additional energy upkeep.

This makes this research an actual upgrade you would want instead of an energy trap. This also has the added benefit of allowing you to start games with the first tier of research already unlocked without the added penalty of a 'bad' upgrade being included in it.

Warning: Be sure to only enable one Industrial Density mod at a time. Otherwise, only the mod with the highest load priority will take effect.
8 条留言
ChuckDM 10 月 17 日 上午 5:37 
It should be noted that you can get +0.5 production from building 2 Automated Factories on the same square (with the relevant research.)

So actually yes, there is at least one more source of production increase and it doesn't cost any energy. Since every faction can research all tech, this is available to everyone, though it may be a waste if you're not building human armored units. (Though given how good Crusaders are with upgrades, why wouldn't you???)

Anyhow just figured I'd mention it. I'm still going to use this mod because it'll save me building the second conyard I start every city with.
Priest 2 月 12 日 上午 12:52 
Hello. will you update your mod when further publisher updates/dlcs are available?
nacochip  [作者] 2024 年 11 月 15 日 下午 11:35 
People have argued that there's no way to establish a power : production exchange rate, since there's nothing else in the game that allows you to get production other than just building a new construction yard. But no matter how you slice it, I still feel that the costs are overblown. That's not to mention that this is only 1 of 2 techs in the game where there is some sort of downside/ongoing cost to getting it, which is inconsistent with the rest of the research tree.

Also, having a situationally useful tech means that if I wanted to have a game where I started with research tiers unlocked (I like having the first tier unlocked on my games. helps me get to the fun part faster) it means I'm locked into this niche tech every time I start a new game regardless of whether I want it or not.

I think both sides of the argument have valid reasons, but that's the nice thing about mods, you get to apply a mod only if you think it's a good idea.
nacochip  [作者] 2024 年 11 月 15 日 下午 11:34 
If I'm understanding you correctly, what you're saying is that this acts as a buffer that allows you to maintain your full 'original' output of 6 as long as you have a loyalty of -7 or higher, which means that you can use this tech as a means to put off getting loyalty buildings?

If that's the case, then that means that this is not only a niche tech, it's also a tech that's hurting you for the rest of the game when this problem has been overcome since you're still being billed that extra power upkeep. You're essentially paying 100% more power for 16% more production. Does that sound right to you?
Miko 2024 年 11 月 15 日 下午 8:14 
I want to bring this up here, but I think you're misinterpreting the tech. I also thought that +3 would make more sense, but since the I realized the actual purpose of the tech is a buffer.
7 production means that as long as your disloyalty is -7 or above, you get at least 6 output, thus constructing building as full speed, letting you get your first 2 cities up 1 turn faster, and protecting you from both disloyalty and insufficient worker slowdowns
Tchey 2024 年 11 月 15 日 上午 4:50 
Yes !
Zkivzo 2024 年 11 月 15 日 上午 4:37 
shoulda in the base game but as always modder came to the rescue
Ben 2024 年 11 月 15 日 上午 4:07 
Aaaaaaand subbed.