Again under lazy construction - please be patient Also I´m surely missing a lot of lore facts,ideas etc. I will try to make it into something useful and fun in the end!
[TODO get cool intro picture here ]
This mod is designed for my own playthroughs... Aiming at Lore and Vanilla friendly feeling. My main goal is to improve economic part of game and add some depth to it as well as to settlement development. This is probably first mod offering more building slots across all settlements in province and thus allowing better management, focusing of region or just overall development. Another core aspect will be slight overhaul to how resources and trades work. And of course bigger emphasis on unique resource chains and Landmarks so in finale almost every province and region will feel little unique. I´m building upon my previous work with buildings, a lot of thought has went into the balancing, location, addition, and requirements of resources based on faction. However remember this is a video game, so it has been balanced with that in mind. I didn't want to go overboard and have everything be required at all times.
Tags:
-Warning heavy startpos modification thus not compatible with any major overhaul mod
-Vanilla style
-Lore friendly
-Covering all campaigns
Features:
Building slots
-Featuring my own Rework UI to properly show all my new building slots (75%done)
-More building slots for all settlements.
6 instead of 4 slots for all minor settlements.
8 (10?) isntead of 6 slots for all province capitals.
10 (12?) isntead of 6 slots for unique province capitals (Altdorf, Black Crag, Castle Drakenhof, Couronne, Icedrake Fjord, Karak Eight Peaks, Karaz-a-Karak, Kislev and Miragliano).
14 (12?) instead of 10 slots for Wood Elf capitals in Athel Loren.
Also more building slots for Norscan capitals and Wood Elf outposts built in province capitals.
An Eye for Eye campaign - (Carroburg), Marienburg, Middenheim will be 10 slots with bigger Garrison to provide addition challange, rest will be as well 8/6 slots. Beastmen Horde possibly 12 slots.
The Season of Revalation - Bordeleaux, Castle Carcassonne, Mousillon, (Parravon), King´s Glade and Watterfall Palace will be 10 slots, Oak of Ages 2 getting new unique landmark chain,rest also 8/6
-This alone should help AI with building infrastructure, for AI should be easier to build advanced units which require more particular buildings.
Spoiler Alert, click show to read:
Original UI
New UI
TODO get finally new better pictures with right number of slots...
Economy+Resources
-Improved economy and trade aspect of game, new resources (from WH2 and from other games like R2/Attila/ToB combination of best)
*new resources + list of resrouces
*differenciace races with different priorities
*trade enhancement
[ spoiler]map resources Vanilla + my new[ /spoiler]
Landmarks
-More Landmarks for Old World and minor campaigns
*list of landmarks The Old World campaign
Spoiler Alert, click show to read:
-Altdorf (Reikland) Humans (except Bretonnian Kingdoms)
Altdorf Conclave of Battle Wizards
Altdorf Colleges of Magic
-Talabheim (Talabecland) Humans (except Bretonnian Kingdoms)
Blazing Sun Chapterhouse
[ spoiler]map landmarks+ new ones[ /spoiler]
Buildings overhau More slots means more tiers especially for Minor settlements. This will boost both military and economic power for end game. Full development of provincies takes longer and each province has bigger potential in case you want to roleplay.
-Buildings overhaul
-more tiers of buildings for major/minor settlements, higher tiers of province capitols will unlock 2 slots instead of 1
*new resource chains and more option into current ones eg. boosting war aspect vs economy aspect
*new buildings
*overhaul of all buildings
Wood Elf outposts:
- 1 additional slots in minor settlements (three slots in total)
- 2 additional slot in province capitals (now four slots in total)
- 2(3?) additional slots in unique capitals (now four(five?) slots in total)
Norscan settlements and unique outposts:
- Norscan factions may now utilize up to 10(12?) building slots in occupied unique capitals instead of 6
Spoiler Alert, click show to read:
-Dwarfs
Spoiler Alert, click show to read:
current+new building trees
-Empire
Spoiler Alert, click show to read:
current+new building trees
-Greenskins
Spoiler Alert, click show to read:
current+new building trees
-Vampire Counts
Spoiler Alert, click show to read:
current+new building trees
-Bretonnia
Spoiler Alert, click show to read:
current+new building trees
-Wood Elves
Spoiler Alert, click show to read:
current+new building trees
-Norsca
Spoiler Alert, click show to read:
current+new building trees
-Beastmen
Spoiler Alert, click show to read:
current+new building trees
-Chaos Warriors
Spoiler Alert, click show to read:
current+new building trees
Wall overhaul
-Clan Angrund, Crooked Moon, Empire Secessionists, Mousillon, Red Fangs, Vampire Counts and the Von Carsteins will relocate their capital once the original one is retaken.
-Wall and garisson overhaul
I think more slots could be interesting. I see in SWO-RD, with extra buildings, it's hard to get everything you may need. On one hand, it forces the player to make some strategic chocies, but on the other hands, it can be frustrating.
In SWO-RD, I plan to have 5 levels for each landmarks, so you could start having them sooner. With fewer benefits of course, but I think it helps with the flavour. Maybe you can consider it.
The big question I think is that with heavy startpos modification, you are losing a lot of compatibility, especially for the unlocker which is quite popular.
Also, why WH1 only and not directly Mortal Empire?
I want to keep the strategic aspect of choice. That´s why Minor settlements will be 6 slots, which is still +50%. Adding on top of it more tiers, 4-5 for minor settlements. That should make them viable to roleplay. Usually if I own just one minor settlement in province it feels almost like some backyard. No real space to feel at least like small keep in enemy territory. But I will think about limit for Major settlements, if 12/10 is too much or if 10/8 is not better etc.
Definitely I would like to have in almost every region some kind of resource + landmark if possible. And exactly from lower levels so player can use the uniqueness but with limited effect at lower levels of course.
WH1 because it is complete in terms of DLC,content. And it is easier for me to test everything. This is like testing version later I will hopefully move to WH2/WH3 and ME of course And about compatibility, first I have to finish my mod then I will think about other mods. There is probably not better solution right now.
Last edited by Daruwind; July 29, 2018 at 10:01 AM.
I quickly checked WH2 UI files and while they are similar, they are not completely same, still it is less change than from R2>Attila>WH1/2.
Second i found a need to change a few more UI parts to have everything alligned. Namely Building browser panel is also 4 slot locked for minor settlements and garrison panel is also little off but looks like the files are quite similar.
because this
Any idea/note about which cities should be *special* ...with more building slots?
For main campaign I would go with 10 instead of 6 slots for unique province capitals (Altdorf, Black Crag, Castle Drakenhof, Couronne, Icedrake Fjord, Karak Eight Peaks, Karaz-a-Karak, Kislev and Miragliano), 14 instead of 10 slots for Wood Elf capitals in Athel Loren. Basically every playable faction should get one plus some special :-)
An Eye for Eye campaign - Marienburg, Middenheim will be 10 slots with bigger Garrison to provide addition challange, rest will be as well 8/6 slots. (Beastmen Horde possibly 12 slots)
The Season of Revalation - Bordeleaux, Castle Carcassonne, Mousillon, (Parravon?), King´s Glade will be 10 slots, Oak of Ages 2 getting new unique landmark chain,rest also 8/6
Last edited by Daruwind; August 14, 2018 at 10:31 PM.
Just spending some time in Wh2. Looks like Wh2 UI is not direct copy of Wh1 UI. But it is similar. And Pirate Coves are set up in similar way to Minor Settlements, which means I can add more slots. However more deeper question is, can i duplicate whole pirate_cove structure of UI? Examining startpos and savegame startpos files seems to indicate the game engine is treating both in very similar dynamic way. Especially calling pirate coves with numbered slots but limited just to one. Putting all those hints together means possible ability to add Foreign building slots for different factions...like Skaven and their undercities or maybe Elven Ambassy? Well sad thing is, researching this part of code would require half year and we will probably get skaven Undercity building slot with next DLC. Well probably nobody here understand my lecture, so going to sleep. :-)
When do you think we can see something released? Possible to do something in steps? Like release first some "modder resource" with UI option to have more than 4 slots in secondary settlement, and in a second time the full mod with your extra resources and building?