Millennia

Millennia

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Unity
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6.999 MB
4 月 28 日 下午 8:49
5 月 4 日 下午 9:17
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Unity

描述
Unity is an expansion that combines all current and future mods of my own creation together. For now this includes the rich steppe-focused gameplay of "Call of the Steppes" with the complex industrial and environmental systems of "Salts and Soaps." Together, they create a deep and interconnected world that spans ancient nomadic traditions and early industrial development.

Steppe regions are brought to life with new buildings and upgrades that add both thematic depth and mechanical variety. You can enhance your hunting operations with meat-jerky preservation techniques and Hunting Lodges or transition into nomadic life with upgraded camps that reflect the open plains. Forest hunters now have a dedicated Trapper Camp, allowing for specialized game and beaver harvesting. As your civilization progresses, your resources gain new roles. Leather can now be processed into parchment in a Lunarium and into practical workwear in a leather workshop. Quicklime from Limeburners supports sanitation and acts as an essential material in construction. Horsebreeders help settle open grasslands by breeding both warhorses for military and workhorses to support production, gaining bonuses from nearby leatherworkers and weaponsmiths. At higher ages buildings like the Mechanized Quarry amplify output to meet the demands of growth for the Limeburner.

On the other end, "Salts and Soaps" introduces entirely new resources, production chains and terrain mechanics. Salt becomes an essential resource for food, sanitation and leatherworking, found in deserts and hills, while rare finds like whales, or more common goods like seals, ironwood, and swamp beavers expand your strategic options. Pitch, wax, ash, honey and tallow add depth to industrial outputs, letting players tailor production for trade, luxury, or public utility. Tallow and wax may becomes candles or ash and tallow may become soap, each with uses in lighting, unrest suppression, and sanitation. The Bee Farm offers an endgame solution that transforms sugar and farmland into scalable production of wax and honey, effectively turning rural infrastructure into a late-game boon.

Rivers are revamped to be fertile for early starts and meaningful settlement choices as they have been throughout history, particularly during Ice Age runs and down into industrialization with river bonuses for paper, flour and vellum production. With the introduction of ash farming, even barren terrain can be revitalized, providing opportunities for early food diversity or to feed your horsebreeders while keeping grasslands free.

With both the ironwood and charcoal expansion finally united with quicklime, nearly all start scenarios have a way to reliably produce improvement points midgame without relying on IP conversion projects or extensive claypits and brickworks. God kings can play to their strength in stone for quicklime while naturalists and colonials can rely on ironwood while industrialists churn raw logs into powerful pitch and charcoal.

Unity ties together the practical realities of nomadic survival, resource extraction, urban development, and industrial transformation, all while building on systems that interact meaningfully with the map itself. It’s a vision where steppe hunters and industrialization both have a future in the same world, and every terrain tells a different part of your story.

Innovations like save-compatible improvement scripts ensure features like pollution, sanitation, and beekeeping behave dynamically and persist between sessions. This replaces older systems that often failed to work after reloading a game session.
25 条留言
Thamalandis  [作者] 10 月 14 日 上午 7:31 
It would be toxic water not irradiated water for one and that doesn't exist. It further has destrimental effects on the improvement as that water type deletes the ocean dump. Which is not helpful. It's mostly done so the improvement doesn't suicide honestly.

Nature recovery can be done in theory, with a filter to not accidentally recover the Age of Wasteland I guess, but that isn't planned right now.

In our world, fixing massive pollution and toxic earth is a massive expensive undertaking. You need to replace the entire soil, stored it somewhere as toxic waste and put fresh clean soil there. This is a lot of effort.

Plants near old metal mines often do bloom (so a green forest can indeed restore itself) but those plants are full of heavy metals and toxic to the core. Eating them is really unhealthy.

Can nature realistically recover visually? Yes. Would the player be able to farm there or eat it? No. Which is why I just kept it as Wasteland.

For now the plan is not to change that.
Slurp 10 月 14 日 上午 12:14 
Also since you turn forest into dead forest, why don't you turn water into irradiated water ?
Slurp 10 月 14 日 上午 12:11 
The mod is great, just a question and a suggestion (that i think goes a bit together) :

- is pollution reversible ? Like, let's say, me or the AI built ocean dumps, and now me or the AI are having a 2 tiles radius wasteland forest (that i may or may not have just disovered by exploring a new continent) , is it possible for it to reverse back to normal land in any way ?

- If you have time for that, is it possible to change the AI so they think a bit about having ocean dumps everywhere (at least in advanced ages) ?
Thamalandis  [作者] 10 月 11 日 上午 8:18 
There is nothing in here the update even touched. So yes, it does.
gzu 10 月 11 日 上午 5:23 
Does this work with the latest (final) update?
Thamalandis  [作者] 10 月 9 日 下午 2:25 
If the Beast mod only uses "AddEffectToCard" and doesn't replace them, it should. Otherwise no.
Dissenswurst 10 月 9 日 下午 2:05 
I'm going now to give this a try. Hopefully, it works together with the Age of Beasts mod.
Thamalandis  [作者] 7 月 30 日 下午 1:39 
The recent fix to action cards would allow to retransition the game loop system back to the entities themselves and to reintroduce local custom tooltips to give players direct feedback.

However, doing so while the fix is only on the Beta Branch would undoubtedly lead to some people "missing" this fact and then complaining about a broken mod playing on the live branch. Until this patch goes live, I will likely not retransition this mod away from the game loop system.
Thamalandis  [作者] 6 月 16 日 上午 5:26 
I know German myself, but I am indeed not interested in writing translations for all types of languages.

If you want to create submods with translations for the strings, go ahead. Since other language files are in other subfolders to detect the need to load them, there should be no "mod load priority" issue between them.
Annihilat0r 6 月 16 日 上午 5:05 
This mod is great! I can offer to translate it to German for you. There is a decent 4x community over here. Let me know if you are interested.