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  1. #1
    The Mongol's Avatar Primicerius
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    Default Building Prices

    Are there any submods changing building prices (preferably back to vanilla MTW2 values)? They are so damn high as is, making it incredibly slow and unfun to build a proper empire to the point where I literally don't want to play the mod.

  2. #2
    DevrimJan's Avatar Semisalis
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    Default Re: Building Prices

    My rig.

    Gainward GTX 570
    Intel Core i-7 Sandybridge 2600K
    Asus P8Z68-V Pro Z68 Motherboard
    8GB RAM
    2TB Hardrive
    850W Corsair PSU

    Ok, this thread is over.
    My list of most anticipated mods:

  3. #3
    Dago Red's Avatar Primicerius
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    Default Re: Building Prices

    RBBR changes building prices as well as adds lots of attributes for the buildings that were not there before. Most come with increased positive benefits -- which makes sense, otherwise why are you building it? However, many also come with small drawbacks that can add up if you keep building that line.

    Still, it retains the premise of BC that costs should be high enough to be prohibitive to building identical cities all over. You need to make choices, you can't just build the same things over and over in every city. Gameplay is MUCH better that way.

  4. #4
    mAIOR's Avatar Senator
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    Default Re: Building Prices

    Quote Originally Posted by Dago Red View Post
    RBBR changes building prices as well as adds lots of attributes for the buildings that were not there before. Most come with increased positive benefits -- which makes sense, otherwise why are you building it? However, many also come with small drawbacks that can add up if you keep building that line.

    Still, it retains the premise of BC that costs should be high enough to be prohibitive to building identical cities all over. You need to make choices, you can't just build the same things over and over in every city. Gameplay is MUCH better that way.
    True. This actually adds an extra layer in strategy as you have to think about the logistics of recruiting and maintaining a certain unit (I mean if it gets damaged how far do you have to send it to put it back to battle strength).
    In my KoJ campaign the cost of a building was the factor that led me to conquer that large castle up North before going to other rebel settlements in the area. You see, that castle already has an archery range built...
    It's quite amazing this submod. Oh, And you'll ache for roads. Even though the first tier doesn't give you any noticeable benefits.



    Cheers...


  5. #5
    The Mongol's Avatar Primicerius
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    Default Re: Building Prices

    Yeah, I don't really care about the strategy involved in building and my cities differing from each other, the fact is I am not having fun with the current system. I start a campaign as the Seljuks of Rum and I am given 15000 monies to start with, okay cool, I'll just go ahead and get my infrastructure goin---- uhhhhhh why do dirt roads cost 7500, half of my starting cash? Dumb.

    @DevrimJan: Thanks for the link, while it doesn't decrease things to vanilla levels it looks a bit better, I'll give it a shot.

  6. #6

    Default Re: Building Prices

    Quote Originally Posted by The Mongol View Post
    Dumb.
    I like the system, because it forces me to forget building and concentrate more on fighting battles. Later in the game you roll in money anyway.

  7. #7
    DevrimJan's Avatar Semisalis
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    Default Re: Building Prices

    It makes roads much cheaper. Have fun!
    My rig.

    Gainward GTX 570
    Intel Core i-7 Sandybridge 2600K
    Asus P8Z68-V Pro Z68 Motherboard
    8GB RAM
    2TB Hardrive
    850W Corsair PSU

    Ok, this thread is over.
    My list of most anticipated mods:

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