This post includes three mods. The first one (zw_no_food_rq_rice-n-up_v1.1.7z) just removes all requirements for Rice Exchanges, Merchant Guilds and Kanabukama, as people have requested. So by popular demand only. (Updated 17.12.11 to work with latest patch)
The second one (zw_food_req_gdp_hap-rep_mod_v1.08.7z) is more interesting as it balances out the advantages of no food requirement for the above. (Updated 17.12.11 to work with latest patch)
First it too removes the food requirement from Rice Exchanges, Merchant Guilds and Kanabukama but lowers their GDP growth rate and industry growth rate to balance that you now will have an easier time with income and Kanabukama now only gives 1 XP to Metsuke.. Secondly, it lowers GDP from all farms for the very same reason.
Thirdly, and here it gets interesting, changes how your fortification is handled economically. Forts now have no food requirement as they have no replenishment rate either. All fortifications from Stronghold and up have had their food requirements increased by 1. They have also had their replenishment rate reduced and repression rate adjusted.
Fourth, and lastly, it adjusts some buildings happiness and repression values. Ever noticed how the AI just forgets about rebellious provinces and moves on to the next. Then a few turns later rebels take over said province and it just goes in to a loop. It does not remove these completely, especially in undeveloped provinces, but it reduces it to a what I personally perceive as more realistic level. Even in a campaign where Christianity is rampant.
Higher level roads gives repression bonus, higher level farms gives happiness bonus, higher level ports give repression bonus or adds to Christian population happiness if that is the province religion. Speciality province Holy sites adds to happiness for Buddhist population, speciality province Academy adds to happiness as does Legendary buildings. We are not talking massive amounts, just to balance it out and I've tested it through one full campaign and felt it was ready to be considered an update.
With this mod you can not build Citadels or even Castles everywhere, as it should be, even you have had the food requirements removed from the other buildings.
The third one (zw_building_food_req_farms_mod_v1.1.7z), which was the initial release and will not be updated further, balances things a bit but may cause issues for the AI in a campaign with lots of Christian provinces that causes lots of rebellions. I will keep it here still if people want to use it. (Updated 17.12.11 to work with latest patch, only)
Installation: Download the one you like to use, unpack with 7zip and put in your data folder. If you update to a newer version remember to delete/move the old one first as the file-name may have changed.
No one may upload or distribute this mod on other sites without asking for permission first.
This mod is not compatible with mods that alter these parameters in building_effects_junction_tables:
For zw_no_food_rq_rice-n-up:
and for zw_building_food_req_farms_modCode:"SHO_Crafts_2_Rice_Exchange" "agent_availability_quality_metsuke" "SHO_Crafts_2_Rice_Exchange" "food_consumption" "SHO_Crafts_2_Rice_Exchange" "gdp_industry" "SHO_Crafts_2_Rice_Exchange" "tw_growth_industry" "SHO_Crafts_3_Merchant_Guild" "agent_availability_quality_metsuke" "SHO_Crafts_3_Merchant_Guild" "food_consumption" "SHO_Crafts_3_Merchant_Guild" "gdp_industry" "SHO_Crafts_3_Merchant_Guild" "tw_growth_industry" "SHO_Crafts_4_Kanabukama" "agent_XP_mod_metsuke" "SHO_Crafts_4_Kanabukama" "agent_availability_quality_metsuke" "SHO_Crafts_4_Kanabukama" "food_consumption" "SHO_Crafts_4_Kanabukama" "gdp_industry" "SHO_Crafts_4_Kanabukama" "tw_growth_industry"
For zw_food_req_gdp_hap-rep_mod_v1.08 it should not be used with any mod that alters the file in its entirety.Code:"SHO_Castle_1_Fort" "food_consumption" "SHO_Castle_1_Fort" "recruitment_points" "SHO_Castle_1_Fort" "repression_building" "SHO_Castle_2_Stronghold" "castle_slot_addition" "SHO_Castle_2_Stronghold" "food_consumption" "SHO_Castle_2_Stronghold" "recruitment_points" "SHO_Castle_2_Stronghold" "replenishment_percentage_bonus" "SHO_Castle_2_Stronghold" "repression_building" "SHO_Castle_3_Fortress" "castle_slot_addition" "SHO_Castle_3_Fortress" "food_consumption" "SHO_Castle_3_Fortress" "recruitment_points" "SHO_Castle_3_Fortress" "replenishment_percentage_bonus" "SHO_Castle_3_Fortress" "repression_building" "SHO_Castle_4_Castle" "castle_slot_addition" "SHO_Castle_4_Castle" "food_consumption" "SHO_Castle_4_Castle" "recruitment_points" "SHO_Castle_4_Castle" "replenishment_percentage_bonus" "SHO_Castle_4_Castle" "repression_building" "SHO_Castle_5_Citadel" "castle_slot_addition" "SHO_Castle_5_Citadel" "diplomatic_bonus" "SHO_Castle_5_Citadel" "food_consumption" "SHO_Castle_5_Citadel" "recruitment_points" "SHO_Castle_5_Citadel" "replenishment_percentage_bonus" "SHO_Castle_5_Citadel" "repression_building" "SHO_Crafts_1_Market" "agent_availability_quality_metsuke" "SHO_Crafts_1_Market" "gdp_industry" "SHO_Crafts_1_Market" "tw_growth_industry" "SHO_Crafts_2_Rice_Exchange" "agent_availability_quality_metsuke" "SHO_Crafts_2_Rice_Exchange" "food_consumption" "SHO_Crafts_2_Rice_Exchange" "gdp_industry" "SHO_Crafts_2_Rice_Exchange" "tw_growth_industry" "SHO_Crafts_3_Merchant_Guild" "agent_availability_quality_metsuke" "SHO_Crafts_3_Merchant_Guild" "food_consumption" "SHO_Crafts_3_Merchant_Guild" "gdp_industry" "SHO_Crafts_3_Merchant_Guild" "tw_growth_industry" "SHO_Crafts_4_Kanabukama" "agent_XP_mod_metsuke" "SHO_Crafts_4_Kanabukama" "agent_availability_quality_metsuke" "SHO_Crafts_4_Kanabukama" "food_consumption" "SHO_Crafts_4_Kanabukama" "gdp_industry" "SHO_Crafts_4_Kanabukama" "tw_growth_industry" "SHO_Farming_1_Rice_Paddies" "food_provision" "SHO_Farming_1_Rice_Paddies" "gdp_farm" "SHO_Farming_2_Irrigation" "food_provision" "SHO_Farming_2_Irrigation" "gdp_farm" "SHO_Farming_3_Terraces" "food_provision" "SHO_Farming_3_Terraces" "gdp_farm" "SHO_Farming_4_Consolidation" "food_provision" "SHO_Farming_4_Consolidation" "gdp_farm"




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