Europa Universalis V

Europa Universalis V

33 个评价
Extended Authority - Forts & Bailiffs
2
   
奖励
收藏
已收藏
取消收藏
文件大小
发表于
更新日期
701.404 KB
11 月 11 日 上午 6:29
11 月 13 日 上午 11:57
3 项改动说明 ( 查看 )

订阅以下载
Extended Authority - Forts & Bailiffs

在 Mistah_X 的 1 个合集中
Mistah_x's Mods
2 件物品
描述
Do you want your authority to exist beyond your mere capital? Do you want to achieve this without feeling overpowered?
Extended Authority - Forts & Bailiffs modifies some key buildings to help you project your precious authority, while making sure you pay the price for it.

Features
  • Castles: Forts and their upgrades now provide local proximity and max control.
  • Bailiffs: Bailiffs are now cheaper and provide more broad (but light) bonuses.
  • NEW! Cathedrals: Cathedrals now provide a 5% local control modifier.

However benefits for the castles come at a cost:
  • Castles now affect nobility power even more.
  • Castles now require additional paper for administration.




(Note: The gallery image for bailiffs is no longer accurate as of the last update.)
This is my first ever mod, and I have not tested this extensively for balance. All feedback is welcome!
22 条留言
Mistah_X  [作者] 8 小时以前 
Yes it works fine loading up to saves, but removing it could cause problems
Ngale 8 小时以前 
is it save game compatible?
Mistah_X  [作者] 14 小时以前 
ai doesnt do anything specially different but since especially later eras ai build lots of castles anyway, they also benefit from it quite a lot
Fruchtkompot 15 小时以前 
Does the ai and your own auto construction also take the changes also into consideration?
Raven Frostborn 11 月 13 日 下午 1:25 
Thanks for the update! I was playing with the mod last night and it seems to work perfectly, much appreciated man.
Mistah_X  [作者] 11 月 13 日 上午 11:58 
changes are out! i have implemented the mutual exclusuvity and cheaper and more broad bailiffs that now provide lighter modifiers (plus revolt reduction) and can be constructed overseas aswell
Mistah_X  [作者] 11 月 13 日 上午 3:25 
Perfect, ill look into then all after i am free 👍
Urek 11 月 13 日 上午 2:59 
Yes there is. For example the korean gunnery defense in unique_buildings.txt has a land and a coastal version, it uses NOT = { has_building = building_type:korean_gunnery_land_defense } to stop you from building the coastal type if the location already has the land type.

I think making them cheaper and weaker could be good too, but letting them stack is probably going to make it hard to balance. Having the player choose one or the other is also more fun than just letting you minmax by building everything imo.
Mistah_X  [作者] 11 月 13 日 上午 2:45 
bailiffs could also provide unrest reduction as makes sense they are like rural sheriff for that rural province
Mistah_X  [作者] 11 月 13 日 上午 2:42 
Is there a way for game to check so if there s X building you cannot build Y building because for capitals it was easy since there is that capital specific buildings there is that special check

Also for bailiffs instead of making them incomptabile with castles we could turn them into something light and cheap that provides small modifiers for rural regions you dont want to spam castles on? since now castles are new bailiffs and at rural both combined is actually quite powerfull