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Thread: [Workshop] Collection

  1. #1

    Icon3 [Workshop] Collection

    Athenian Building Tree
    Roman Building Tree

    I thought I'd give a preview for some of the things I've been working on with the building chain. A few notes on what I'm going for here, and what's capable:
    1. More walled settlements on the campaign map. Currently, I've found that over 2/3's of the settlements could potentially have walls.
    2. Minor settlements less 'minor.' As in, building options are expanded to all regions. Player has more customization.
    3. Variation. Whether factions, cultures, or regions. Different regions will have unique building chains, resources, and special regional buildings (in the the extra 4th and 6th slots in non-port settlements) that will make each area different to conquer. Taking Judea will be different than taking Rome.

    4. Strategy. These buildings will not provide simple buffs or a decision as simple as let's go onto the next one. It won't be as simple as food and public order. I'm striving to produce unique and useful chains that will allow for province customization. Every decision you make should have a positive and a negative effect of some kind. Buildings will have more variation in effects than in any mod for RTW2 done to date. For a sample of what I'm talking about, click the link in my sig to the Strategic Governance Edict mod for DeI. It will give you an idea of what's in store for my building chains.
    5. Immersion. We want to provide you with the experience of building an empire, and we want the experience to represent the unique challenges that different factions faced. The campaign and building options when playing as Rome will be different than those of Sparta (drastically). The player will have control over the course of their on a number of major issues. For Rome, land policy, and acculturation are major themes along with citizenship status. The decisions made in these areas will impact what sort of troops you can recruit, income from a region, public order, culture, and much more. This building chain will aim to provide the player with the real historical challenges each faction would have faced if they had expanded and tried to build an empire. They will be unique, and some could end up extremely challenging. As they should be

    I'm not aiming for 100% historical accuracy, per se, but authenticity. The building chains below are all based on historical fact, but the player will decide where and how to build. They have that choice. This is a sandbox game, after all. The Spartans didn't expand in the 3rd century, but if they had, what issues would they have faced? Those are the questions I'm asking with these building chains. What stood in the way of these people growing, and how can we reflect those challenges in game?

    Below I've posted some preview pictures for Rome. You'll notice a few things:
    1. No ridiculous barracks chain. Recruitment in the ancient world wasn't tied to a barracks structure, but class. For the Romans, citizenship in particular.
    2. There are 16 unique chains that can be built in each region.
    3. Certain geographical areas will have unique settlement chains that will allow for region customization. Italy will have a unique settlement chain. As will Rome.

    I look forward to all feedback, ideas, and constructive criticism.

    New UI style:


    roman_settlements

    roads_preview

    misc_preview

    forum preview

    colony_preview
    Last edited by Hetairos; September 12, 2014 at 06:28 PM.


  2. #2

    Default Re: [Workshop] ABH2's Workshop: Roman Buildings

    I've redone all the Roman UI to depict the actual buildings. I've also added some new structures. Above you'll see some of the region unique buildings, cities, and ports.

    The Temple of Jupiter Optimus Maximus is also shown. Rome will have three new unique level 5 temples that can be built once in addition to the Pantheon.

    Example of Syracuse with a unique settlement chain and port:
    Spoiler Alert, click show to read: 


    Last edited by ABH2; June 30, 2014 at 05:37 AM.


  3. #3

    Default Re: [Workshop] ABH2's Workshop: Roman Buildings, new UI added

    Nice, But i think you need to turn up your graphics when making screenshots for icons.
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  4. #4

    Default Re: [Workshop] ABH2's Workshop: Roman Buildings, new UI added

    I haven't been on these forums since Medieval II and I've never really commented on anything. I just started looking into Rome II mods, if you can manage to accomplish what you say you want to accomplish, mainly...
    1.)More walled cities for historical authenticity
    2.)Expanded building options in all minor cities
    3.)Less Linear build chains
    ***.)An extra building in non-port cities

    THEN, I can not support you enough!!! Please keep working your hardest to make this a reality.

  5. #5

    Default Re: [Workshop] ABH2's Workshop: Roman Buildings, new UI added

    I appreciate the feedback. I assure you I've tested what I posted above and it all seems to work great to this point.


  6. #6

    Default Athenian Building Tree

    Outline of a potential Athenian building tree:

    Spoiler Alert, click show to read: 
    Main Settlement
    Athens-Akrópolis Athénaios (Athenian Acropolis)
    1. Akrópolis
    2. Symmachia Hegemon
    3. Koinon Hegemon
    4. Koinon Autokrator
    5. Autokrator

    Athens Conquered

    1. Poleis Symmache
    Direct paths A-A, B-B, C-C
    2. Major
    a. Symmachos Phoros Archontes (Tribute paying)
    b. Symmachos Autonomos Archontes (Autonomous)
    c. Symmachos Aichmalótos Archontes (Subjugated Ally)
    Minor
    a. Symmachos Phoros Episkopoi (Tribute paying)
    b. Symmachos Autonomos Episkopoi (Autonomous)
    c. Symmachos Aichmalótos Episkopoi (Subjugated Allies)
    3. Major
    a. Sympoliteia Archontes (Subject State)
    b. Isopoliteia Archontes (Equal Citizenship Status)
    c. Synoikismos Archontes (Civic Union)
    Minor
    a. Sympoliteia Episkopoi (Subject State)
    b. Isopoliteia Episkopoi (Equal Citizenship Status)
    c. Synoikismos Episkopoi (Civic Union)
    4. Major Hyparkhos B-B, A/C - B
    a. Strategiai (Military Governor)
    b. Eparchos (Provincial Governor)
    Minor
    a. Hyparkhos (Katoikiai) (Vice Regent with military garrison)
    b. Hyparkhos (Vice-Regent)
    5. Major
    a. Epistrategiai (Over-Generalship)
    Minor
    b. Strategiai (Military Governor)

    Government
    1. a. Bouleuterion kia Ekklesia (Citizen council and popular assembly)
    1. b. Synhedrion (Allied Assembly) (Unique), one level.
    2. a. Bouleuterion kia Ekklesia Demokratía (Democracy)
    b. Bouleuterion kia Ekklesia Oligarkhía (Oligarchy)
    3. a. Bouleuterion kia Ekklesiasterion
    b. Bouleuterion (Oligarkhia)
    4. b. Synhedrion (Appointed Council)

    Agora
    1. Agora
    2. a. Archaic Agora
    b. Ionic Agora (to B-C)
    3. a. Megale Agora (Large Archaic Agora)
    b. Polites Agora (Citizen's Agora)
    c. Emporoi Agora (Traders' Agora)
    4. a. Megas Agora (Great Agora)
    5. a. Megiste Agora (Greatest Agora) - Faction Unique

    Colonies/Land
    1. Kleros (Land Allotments)
    2. a. Phrouria (Small military garrison)
    b. Emporion (Trading Colony)
    c. Agros (Tilled Land/Farm)
    d. Nomos (Pasture Land)
    e. Aristokratia Ktémae (Aristocratic Estates)
    3. a. Kleroukhia (Military/Farming Colony)
    b. Megale Emporion (Large Trading Colony)
    c. Ampelon (Vineyard)
    d. Aristokratia Doulos Ktémae (Aristocratic Estates)
    4. a/b. Apoikia (City-State level Colony)

    Roads:
    1. Hodoi (Dirt)
    2. Hodoi II (Gravel)
    3. Diolkos (Paved)

    Gymnasion
    1. Gymnasion
    2. Gymnasion kai Balneum
    3. a. Gymnasion Akademaikon (Academic Gymnasium
    b. Peripatos
    c. Lykeion (Peripatos)(School, Gym, Library, political stability) Unique Aristotle/library
    d. Akademia (School, Gym, Research rate, political instability) Unique, Neoplatonism
    e. Kynosarges (Gym, School, lower class) Unique/Kynikos-Cynic philosophy

    Theatron
    1. Mikron Theatron (Small Theatre)
    2. Theatron
    3. Megale Theatron (Large Theatre)
    4. a. Theatron tou Dionysos (Theatre of Dionysus) Unique
    b. Megas Theatron (Great Theatre)
    Odeon
    1. Oideion
    2. Megale Oideion (Large Odeon)
    3. Megas Oideion (Great Odeon)
    4. Oideion tou Perikles (Odeon of Pericles)

    Urban:
    1. Deme (City Quarter)
    2. a. Tekhne Marmaron Hodoi (The Street of the Marble Workers)
    b. Kibotopoios Hodoi (Street of the Box Makers)
    c. Kerameis Hodoi (Street of the Potters)
    d. Agoraios Hodoi (Market Street)
    3. a. Tekhne Marmaron Demos (Marbel-Workers' Quarters)
    b. Kobtopoios Demos (Box Makers' Quarters)
    c. Kerameikos (Potters' Quarters)
    d. Kolonus Agoraios (Market Hill)
    mármaron - marble
    tekhne-craftsmen
    glyphein-sculpt
    Kerameis -potter

    Stoa
    1. Stoa
    2. a. Paideia Civic (Civic Stoa)
    b. Emporoi Stoa (Traders Stoa)glyphein
    c. Philosophia Stoa
    3. a1. Stoa Attalos (Stoa of Attalos) Megas Stoa
    a2. Basileios Stoa (Royal Stoa)
    a3. Stoa Zeús (Stoa of Zeus)
    a4. Stoa Athénaios (Stoa of the Athenians)
    b. Makra Stoa (Long Stoa)
    c1. Stoa Kynikos (Cynics)
    c2. Stoa Sophistes (Sophists)
    c3. Stoa Platon (Platonists)
    c4. Stoa Stoikos (Stoicism)
    c5. Stoa Stepsis (Skepticism)
    c6. Stoa Epikouros (Epicureanism)
    c7. Stoa Pythagóras
    4. b1. Magas Makra Stoa
    b2. Deigma (Foreign Goods)
    b3. Alphitopolis (Meal Bazar/Grain)
    c1. Stoa Poikile
    c6. Parádeisos (The Garden, Epicureanism)

    Sanitation
    1. Deksamen (reservoirs/cisterns)
    2. Hydrogogion (Aqueduct)
    3. Hydrogogion pedá Hypege (Aqueduct with Fountain)
    4. Hydrogogion peda Balneum (Baths) Aqueduct with Baths)

    Buff
    1. Heroon
    2. Demósion Sema (Public Cemetary)
    3. Polemos Mnematon (War Memorial)

    Quarry
    1. Latomie
    2. Megale Latomie (Large Quarry)
    3. Megas Latomie (Great Quarry)

    Metal Working:
    1. Metallourgós/Chalkourgeion
    2. Metallourgós/Chalkourgeion II
    3. Metallourgós/Chalkourgeion III


    If anyone can help with Greek grammar, it would be appreciated. I've done a good deal of research for the nomenclature, but I'm sure there are some mistakes.
    Last edited by ABH2; July 08, 2014 at 08:08 PM.


  7. #7

    Default Roman Building Chain *Updated*

    Updated Roman building chain. You can see that the main settlement lines will reflect both progression through era (reforms) and in some cases the relationship with conquered territories. There will also be an effort to demonstrate changes in relationship between conquered territories. The Roman imperial era will open up new lines in the settlement chains.
    Spoiler Alert, click show to read: 

    Settlement
    Rome

    1. Res Publica/Cives Romani-Full citizens (reserved for Rome?) Early
    2. Res Publica/Middle
    3. Res Publica/Late
    4. Res Publica/Marian
    5. Imperium Romana/Imperial

    Socii
    1. Municipium Foederati
    2. Municipium Socii
    3. Municipium Socii Latini
    4. Municipium Cives Romani

    Conquered
    1. Peregrini (Walled/nonwalled)
    2. Major
    a. Caput Provincia (Civitas Dediticii, Province Capital)
    b. Caput Provincia cum Castra Stativa
    c. Citivas Liberae (free cities)
    d. Citivas Liberae et Foederatae (free cities with treaties)
    Minor
    a. Provinciales Civitates Dediticii (tribute-paying cities)-
    b. Provinciales cum Castra Stativa
    c. Civitates Liberae (free cities)-
    d. Civitates Liberae et Foederatae (free cities with treaties)
    3. Major
    a. Caput Provincia (Prorogatio)
    b. Caput Provincia cum Castra Stativa (Prorogatio)
    c. Civitates Liberae (Late)
    d. Civitates Liberae et Foederatae (Late)
    Minor
    a. Provinciales (Late)
    b. Provinciales cum Castra Stativa (Late)
    c. Civitates Liberae (Late
    d. Civitas Liberae et Foederatae (Late)
    4. Major
    a. Caput Provincia Publicus (Public Province Capital)
    b. Imperium Caput Provincia Praefectus
    c. Imperium Caput Provincia Legatus
    d. Provincia Publicus Municipium
    e. Imperium Provincia Praefectus Municipium
    f. Imperium Provincia Legatus Municipium
    Minor
    a. Provinciales (Imperial)
    b. Provinciales cum Stativa (Imperial)
    c. Municipium
    d. Municipium cum Stativa
    5. Major
    a. Provincia Publicus Colonia (Civium Romanorum)
    b. Imperium Provincia Praefectus Colonia
    c. Imperium Caput Provincia Legatus Colonia
    Minor
    a. Colonia Civium Romanorum
    b. Colonia Civium Romanorum cum Stativa

    Roads-Viae Militares (military roads)

    1. Viae
    2. a. Viae Publicae (Public Roads)
    b. Viae Privatae (private roads)
    3. a. Viae Praetoriae
    b. Viae Privatee II
    4. a. Viae Consulares
    b. Viae Privatae III
    5. Cursus Publicus

    Farms/Colonies
    1. Ager Publicus (Public land)
    2. a. Coloniae Latinorum Fundus ("colonies of Latins")
    b. Coloniae Latinorum Maritimae (maritime colony, tied to port in settlement?
    c. Marian Coloniae
    Latifunda

    3. a. Coloniae Civium Romanorum Fundus("colonies of Roman citizens")
    Latifunda 2 (slave estates)
    b. Coloniae Civium Romanorum Maritimae

    4. a. Coloniae Fundus
    b. Latifunda 3
    c. Coloniae Maritamae

    Sanitation
    1. Puteus/Wells
    2. Acqueducts
    3. Acqueducts cum Fons (w/fountains)
    a. Acqueduct (agricultura)
    b. Acqueduct (industria)
    4. Acqueducts cum Balneae


    Garrison
    1. Castellum
    2. Castra Stativa
    3. Castra Stativa cum Vicus

    Canabae
    Armamentarium (Gladius Hispaniesis, Pila, Lorica hamata, artillery)
    Armamentarium 2 (Mainz Gladius/gladii)
    Armamentarium 3 (lorica laminata)

    Curia
    Curia cum Decuriones
    Imperium Curia

    Slums
    Vicus-haphazard towns settlements that developed without planning.
    Vicus 2
    Vicus 3

    Forums
    1. Forum
    2. a. Forum Magnum
    b. Forum Civilium
    c. Forum Venalium
    3. a. Forum Magnum cum Basilica
    b. Forum Imperium
    c. Forum Boarium, Forum Holitorium, Forum Piscarium, Forum Suarium, Forum Vinarium, Forum Cuppedinis, Pistorium Forum, Forum Holitorium
    4. b. Forum Imperium cum Basilica


    Culture/Entertainment
    1. Circenses
    2. a. Stadia b. Circus
    3. a. Amphiteatre b. Circus Magnum
    4. a. Amphiteatre Magnum b. Hippodromes
    5. Colosseum

    Library
    1. Bibliotheca 1
    2. Bibliotheca 2
    3. Bibliotheca Magnum 3

    Banking/Basilica
    1. Basilica Civilium
    2. Basilica Civilium 2/Banking
    3. Imperial Basilica

    Granaries/Supply Depots
    Horreum
    Horreum Magnum
    Horrea
    Horrea cum Tabernae

    Kilns/Metal Working
    1. Culina I (Kilns, pottery)
    2. Culina II (kilns, bricks)
    3. Culina III (cupellation and granulation)

    Quary:

    1. Quarry I
    2. Quarry cum Vicus
    3. Quarry cum Castra

    Pottery:
    1. Figlina I (coarse wares)
    2. Figlina II (fine wares)
    3. Figlina III (Industrial scale)


    Same as above. Some of the nomenclature still needs work. A lot of research went behind it, but it's tough to peg down specific terms for some things. I'm not expert in ancient Greek/Latin. If anyone can help out, I'd appreciate it.
    Last edited by ABH2; July 08, 2014 at 08:17 PM.


  8. #8

    Default Re: [Workshop] ABH2's Building Trees and Icons

    Awesome work :-)

  9. #9
    Daruwind's Avatar Citizen
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    Default [Workshop] Daruwind's Building Trees and Resources

    [WIP]

    Daruwind´s Meaningful Resources 3.0 and Buildings Overhaul Compilation

    **Warning**
    Heavy Startpos editing so it will requires a NEW CAMPAIGN and won´t be probably compatible with any major overhaul (DeI...)
    However I will try to produce AAW compatible version if possible (cheers Alec!
    )

    Under lazy construction - please be patient This is somehow first draft. A lot of borrowed ideas. Notes... Also I´m surely missing a lot of historical facts etc. I will try to slowly change it into an useful thing.

    Please I would like to hear suggestion for resources, locations, additions. This is meant to by historical BUT in game-wise way. The aim is not to cripple AI or make resources too common or rare. So if you think you have a good suggestion, feel free and tell me. It would be much appreciated!

    I cannot imagine campaign without wonderful XiL0´s work so I decided to add another level. I cannot explain it better than XiL0 did so: "I designed this for my own playthroughs... however now I am sharing it. Its been extensively play tested, a lot of thought has went into the balancing, location, addition, and requirements of resources based on culture and history. 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. Obviously there is more wood than just the timber we find right? I feel that the resources included are the best of the best if it were. I just couldn't stand in vanilla that I never even cared what resources a faction had. Never bothered too look. In Shogun 2 it mattered... and now here, it matters even more. Another side goal was to make the faction unique buildings more desirable... now they are, and they are harder to acquire." I share that vision.

    Features:
    -Resources for all campaigns (Grand, Hannibal and Ceasar)
    -4 TPY, after many long campaigns I prefer blend of 4TPY with 2x longer build times, (technologies and other hardcored ideas,but that´s not in this mod)...so I will probably produce version with 2x and 4x build times and 2TPY.
    -Like original XiL0´s work this will include Campaign map edit depicting all of the Wonders of the World currently in the game. This occurs when you hit tab or in the diplomacy screen. Similar to how Shogun 2 showed you region specialties.
    -Unique region/province traits overhaul. So every province offer different bonuses and negatives..
    -Every playable faction should have about 5 - level 5th buildings (unique if possible but barbars are hard)
    -Resources model overhaul. So they provide much bigger profit and are more valuable. Offset would be lower overal taxes. (Or at least that´s the plan)

    -At the moment I will try to finish these ideas for Vanilla factions. After that maybe I will add some content for the rest of minor factions.

    Future ideas:
    -Faction eddicts redone. I like ABH2 idea behind his Strategic Edict Governance mod http://www.twcenter.net/forums/showt...-Slaves-added)
    -Victory conditions/Chapter objectives/Missions objectives changes to include new level 5. buildings for every faction. And some other changes as these must be done in startpos. My +/- visionhttp://steamcommunity.com/sharedfile.../?id=271329625

    Complete List of Resources:
    -Majority will be available through Primary buildings in Minor/Major Settlements as in Vanilla and MR. (Iron,Timber,Copper)
    -Some ports will also bear resources in similar ways. (Fish) Also a few of resources will be limited only to small number of ports (Textiles)
    -The last part of resources should be produced through buildable chains. (Livestock,Bricks..)
    -All resources are still produced via campaign resource nodes. As in Vanilla. I will try to balance out the campaing map layout so every resource is in reasonable amount -allowing complex building system while not Hindering AI!

    Some more info about resources in spoiler
    Spoiler Alert, click show to read: 

    This design intent is to create a SANDBOX supply chain. It's quite interesting to see how these form throughout a campaign. The main reason for this is because Warhorse and Salt Resource are rare. Only 2 locations each throughout the whole Campaign map, placed based on historical data. Grain has been tied into the Storage Chain as well. (1 Example of Salt location, is off the coast of the Adriatic on Italian Peninsula) You might just see that famous salt supply column from the Adriatic heading north. However it might head south. Its a sandbox after all... and the AI does random stuff.

    At the same time I would like to run complex building system for players. Forcing them to obtain certain resources but in meaningful way. Not to hamper them. So some examples are here to provide my vision

    City Centre Building Chains added(Yellow Icons, can only be built in capitols) . Warhorse chain, Storage Chain. The warhorse/Storage chain, each tier, requires that you ALREADY have the Warhorse/Salt/Grain resource in order for it to be constructed. However, once constructed it will produce 1-8 Warhorse/Salt/Grain itself. Enough to then OFFER it for trade. (since you can't offer things for trade that you import only) Not enough to get a big profit.

    Slaves work in the same way as above. However the existing Slave City Centre chains have been edited to function like the above centres.
    2 Slave Cities are currently present in the game.

    The New Slave, Warhorse, and Salt minor cities now specialize in what you would think they do. These are GREAT assets to hold.
    The New Storage, Warhorse City Centres specialize in what you would think they do. Examples Pics listed below.

    Every resource should have a point. Resources bellow are my idea. Some will be removed, some added. System will undergo large testing before releasing. Anyway I would like to hear ideas, notes...feel free to tell me.

    Old/non-used at the moment
    Spoiler Alert, click show to read: 



    Some screenshots
    Spoiler Alert, click show to read: 



    Building Changes:
    -All tier 5(faction unique) special buildings. Cost Increased. The effects of these buildings have been buffed.. some significantly. Every factions should have +/- 5 of these to provide more unique gameplay.

    -Many new (super)chains, check down particular culture variants.

    -Building Resource Requirements. Many buildings, equipment, and training have been gated via resources. The design intent is to gate off units or excessive income. You may find that some chains don't have a resource requirement until Tier 4, where some might have a requirement at Tier 2. It all depends on the units available. This was also implemented in a way to NOT hinder the AI. Check lower particular cultures,buildings for preview.

    I would like to find out way how to allow AI to build whatever it wants without having the actual source. So AI could build but not trade it. Any suggestion for this would be much appreciated!!

    Infos about buildings in rome 1 + mods
    Spoiler Alert, click show to read: 

    Rome 1
    building/factions infos (plus datadiscs):
    http://rtw.heavengames.com/rtw/info/...ngs/Architect/

    Europa Barbarorum
    Infos about Europa Barbarorum unique buildings/regions/wonders:
    http://forums.totalwar.org/vb/showth...nders-Project&
    or
    http://www.twcenter.net/forums/showt...onders-Project

    and something about regions/provincies
    http://forums.totalwar.org/vb/showth...-the-EBII-Team

    complete buildings previews for every faction:
    http://www.europabarbarorum.com/downloads_guides.html

    Roma Resurecta
    (http://www.twcenter.net/forums/showt...nd-Discussions


    Unique cities and ports:
    Some settlements/capitols and ports will recieve a unique building chains only for that particular building slot. What does it mean? For example Athen´s port of Piraeus will have a unique statistics and abilities and cannot be erected in any other port locations. These unique slots will be for all factions so no matter who controls it, it will grant some bonuses. However the most bonuses would be granted only to the original owners faction.
    (So Athen´s port will grant a quite unique bonuses for Athens faction, for others the bonuses will be still unique but not so much in comparison with regular ports.)

    Current ideas (under testing,many more will be added) + Map of empty building slots in form of 4th/6th building slot
    Spoiler Alert, click show to read: 



    Blank Map


    Resource location and wonders map:
    Base on original XiL0´s work with a lot of additions.
    -Some resources will be produced even in province capitols and in ports
    Spoiler Alert, click show to read: 







    StartPos Changes:
    Resource nodes added throughout the campaign map in strategic locations.
    4 Turns per year
    StartPos Change Notes (for modders):
    Spoiler Alert, click show to read: 

    -4 tpy

    (at the moment original MR, my changes will be added slowly)
    -Lilybaeum Region# 67 Added Iron rom_magna_graecia_lilybaion rom_carthage
    -Cenabum Region# 150 Added Lead rom_celtica_lutetia rom_carnutes
    -Aktau Region# 26 Added Grain rom_scythia_usturt rom_massagetae
    -Segestica Region# 79 Added Timber rom_pannonia_pannonia_superior rom_breuci
    -Gazaca Region# 137 Added Lead rom_media_magna_atropatene rom_media_atropatene
    -Mons Regius Region# 163 Added Fish rom_sarmatia_aestia rom_aestii
    -Alabu Region# 4 Added Fish rom_suebia_cimbria rom_cimbri
    -Flevum Region# 70 Added Copper rom_magna_germania_frisia rom_frisii
    -Iska Region# 34 Added Fish rom_britannia_dumnonia rom_dumnonii
    -Brigantium Region# 32 Added Fish rom_tarraconensis_callaecia rom_galleaci
    -Numantia Region# 87 Added Copper rom_cartaginensis_celtiberia rom_arevaci
    -Epidamnos Region# 119 Added Copper rom_illyria_illyria rom_ardiaei
    -Thapsus Region# 128 Added Fish rom_africa_byzacium rom_libya
    -Tanais Region# 78 Added Copper rom_bosporus_maeotia rom_cimmeria
    -Phrada Region# 45 Added Copper rom_aria_drangiana rom_sagartia
    -Charmuthas Region# 144 Added Fish rom_nabataea_havilah rom_nabatea
    -Hierapythna Region# 125 Added Fish rom_hellas_creta rom_knossos
    -Trapezos Region# 122 Added Fish rom_bithynia_et_pontus_riza rom_trapezos
    -Ariminum Region# 165 Added Salt rom_italia_picenum rom_etruscan
    -Myos Hormos Region# 129 Added Salt rom_aegyptos_ta_abt rom_ptolemaics
    -Lemonum Region# 33 Added Warhorse rom_aquitania_pictavis rom_pictones
    -Amul Region# 57 Added Warhorse rom_chorasmia_transcaspia rom_dahae
    -Odessos Region# 53 Added Slaves rom_thracia_moesia rom_odryssia
    -Gor Region# 44 Added Slaves rom_persis_Ilyan rom_persia

    Ceasar in Gaul
    Province
    Region/Settlement Name - Faction (Rebel) - Major/Minor - Port - Res (Fiction) - My new - My Port

    1) Liguria
    3) liguria_pollentia (Pollentia) Rome Minor x (Grain) Grain
    50) liguria_genua (Genua) Rome Major Port

    2) Lugdunensis
    25) lugdunensis_bibracte (Bibracte) Aedui Major x Slaves
    40) lugdunensis_vienna (Vienna) Allobroges Minor x

    3) Transalpina
    17) transalpina_massalia (Massalia) Massilia Major Port Purple Dye Silk
    33) transalpina_vasio (Vasio) Vocontii Minor x Marble (Limestone) Marble

    4) Silva Nigra
    15) silva_nigra_noviiomagos (Noviiomagos) Nemetes Minor x Wine
    32) silva_nigra_uburzis (Uburzis) Suebi Major x
    48) silva_nigra_argentorate (Argentorate) Vangiones Minor x Timber Timber

    5) Insubria
    12) insubria_vercelum (Vercelum) Rome Minor x Olive Oil
    24) insubria_medhlan (Medhlan) Rome Major x

    6) Aremorica
    20) aremorica_condate (Condate) Redones Minor x
    34) aremorica_vorgion (Vorgion) Osismii Minor x Timber Timber
    36) aremorica_darioritum (Darioritum) Veneti Minor Port Iron Iron
    38) aremorica_namnetum (Namnetum) Namnetes Major Port

    7) Arduenna Silva
    10) arduenna_silva_treverorum (Treverorum) Treverii Major x Glassware
    23) arduenna_silva_noviodunon (Noviodunon) Suessiones Minor x
    39) arduenna_silva_divoduron (Divoduron) Mediomatrici Minor x Copper
    43) arduenna_silva_durocorteron (Durocorteron) Remi Minor x Timber Timber

    8) Helvetia
    2) helvetia_octoduron (Octoduron) Helvetii Major x
    21) helvetia_turicum (Turicum) Tulingi Minor x Iron Iron

    9) Britannia
    11) britannia_iska (Iska) Dumnonii Major Port Silver Fish
    18) britannia_venta_belgarum (Venta Belgarum) Belgae Minor x Lead (Silver) Lead
    44) britannia_durovernon (Durovernon) Cantiaci Minor x Copper

    10) Aquitania
    1) aquitania_burdigala (Burdigala) Vivisci Major Port
    5) aquitania_elimberris (Elimberris) Ausci Minor x Marble (Limestone) Marble
    35) aquitania_aquae_tarbellicae (Aquae Tarbelliacae) Tarbelli Minor x Iron Iron
    51) aquitania_sotium (Sotium) Sotiates Minor x

    11) Narbonensis
    4) narbonensis_segodunum (Segodunum) Ruteni Minor x Lead (Silver) Lead
    13) narbonensis_divona (Divona) Cadurci Minor x
    28) narbonensis_narbo_martius (Narbo Martius) Rome Minor Port (Fish) Olive Oil Fish
    37) narbonensis_tolosa (Tolosa) Volcae Major x Wine

    12) Silva Carbonaria
    8) silva_carbonaria_gesoriacum (Gesoriacum) Morini Minor Port Tar
    31) silva_carbonaria_bratuspantion (Bratuspantion) Bellovaci Minor x Hides Hides
    47) silva_carbonaria_nemetocenna (Nemetocenna) Atrebates Major x

    13) Lutetia
    14) lutetia_crociatonum (Crociatonum) Unelli Minor Port (Fish) Fish
    22) lutetia_suindinum (Suindinum) Cenomani Minor x (Grain) Grain
    46) lutetia_lexovion (Lexovion) Lexovii Minor x
    52) lutetia_cenabum (Cenabum) Carnutes Major x

    14) Maxima Sequanorum
    6) maxima_sequanorum_rauricon (Rauricon) Suebi (Raurici) Minor x (Grain) Grain
    41) maxima_sequanorum_vesontio (Vesontio) Sequani Major x

    15) Gergovia
    16) gergovia_durotincon (Durotincon) Lemovices Minor x (Gold) Gold
    26) gergovia_nemossos (Nemossos) Arverni Major x
    27) gergovia_avaricon (Avaricon) Bituriges Minor x Warhorse

    16) Germania Inferior
    19) germania_inferior_atuatuca (Atuatuca) Eburones Minor x Salt
    45) germania_inferior_bagacum (Bagacum) Nervii Major x

    17) Senonia
    30) senonia_agedineum (Agedineum) Senones Minor x Hides Hides
    42) senonia_alesia (Alesia) Mandubii Major x
    49) senonia_lutetia (Lutetia) Parisii Minor x Gold

    18) Pictavis
    7) pictavis_ambatia (Ambatia) Turones Minor x Copper
    9) pictavis_lemonum (Lemonum) Pictones Major x
    29) pictavis_mediolanum_santonum (Mediolanum Santonum) Santones Minor x Hides Hides

    Copper 1,2,3
    Fish 1,2,3
    Glassware 1
    Grain 1,2
    Gold 1,2
    Iron 1,2,3
    Lead 1,2
    Leather 1,2,3
    Marble 1,2
    Olive Oil 1
    Purple Dye 1
    Salt 1
    Silk 1
    Silver 1
    Slaves 1
    Tar 1
    Timber 1,2,3
    Warhorse 1
    Wine 1,2

    Hannibal at the Gates
    Province
    Region/Settlement Name - Faction (Rebel) - Major/Minor - Port - Res (Fiction) - My new - My Port
    1) Gallia Transalpina
    12) gallia_transalpina_lugdunum (Lugdunum) Allobroges Minor x Iron Iron
    15) gallia_transalpina_nemausus (Nemausus) Volcae Minor x Lead (Silver) Lead
    27) gallia_transalpina_tolosa (Tolosa) Volcae Minor x Iron Iron
    33) gallia_transalpina_massilia (Massilia) Massilia Major Port Olive Oil

    2) Turdetania
    23) turdetania_gades (Gades) Carthage Minor Port (Grain) Grain
    26) turdetania_kartuba (Kartuba) Turdetani Major x Wine

    3) Mauretania
    19) mauretania_rutubis (Rutubis) Gaetuli Minor Port (Purple Dye) Purple Dye
    20) mauretania_volubilis (Volubilis) Mauri Minor x Copper
    31) mauretania_siga (Siga) Masaesyli Minor Port Timber Timber
    46) mauretania_tingis (Tingis) Carthage Major Port

    4) Gallia Cisalpina
    30) gallia_cisalpina_placentia (Placentia) Boii Minor x Timber
    39) gallia_cisalpina_genua (Genua) Liguria Minor Port Marble Marble
    41) gallia_cisalpina_patavium (Patavium) Veneti Major Port
    50) gallia_cisalpina_vercellae (Vercellae) Insubres Minor x Iron Copper

    5) Umbria et Picenum
    62) umbria_et_picenum_ancona (Ancona) Rome Minor Port (Wine) Wine
    66) umbria_et_picenum_corfinium (Corfinium) Rome Major x
    67) umbria_et_picenum_pisaurum (Pisaurum) Rome Minor x (Fish) Fish
    68) umbria_et_picenum_spoletium (Spoletium) Etruscan Minor x Salt

    6) Lusitania
    45) lusitania_olisipo (Olisipo) Luisitani Major Port
    53) lusitania_helmantica (Helmantica) Vettones Minor x
    54) lusitania_ebora (Ebora) Celtici Minor x Olive Oil Olive Oil

    7) Hispania Ulterior
    10) hispania_ulterior_carthago_nova (Carthago Nova) Carthage Major Port Silver
    16) hispania_ulterior_ilici (Ilici) Carthage Minor x Glassware Glassware
    17) hispania_ulterior_saguntum (Saguntum) Carthage Minor Port
    59) hispania_ulterior_ibossim (Ibossim) Carthage Minor Port (Wine) Wine Fish

    8) Sicilia
    9) sicilia_lilybaeum (Lilybaeum) Rome Minor Port
    25) sicilia_messana (Messana) Rome Minor Port (Grain) Grain
    58) sicilia_syracuse (Syracuse) Syracuse Major Port Iron Silk

    9) Africa
    1) africa_carthago (Carthago) Carthage Major Port
    3) africa_capsa (Capsa) Massyli Minor x (Grain) Grain
    14) africa_hadrumentum (Hadrumentum) Carthage Minor Port (Grain) Grain

    10) Celtiberia
    2) celtiberia_libisosa (Libisosa) Oretani Minor x Lead (Silver) Lead
    28) celtiberia_toletum (Toletum) Carpetani Minor x Warhorse
    43) celtiberia_numantia (Numantia) Arevaci Major x

    11) Samnium
    34) samnium_barium (Barium) Samnites Minor Port Olive Oil Olive Oil
    55) samnium_beneventum (Beneventum) Samnites Major x
    57) samnium_sipontum (Sipontum) Samnites Minor Port

    12) Numidia
    8) numidia_iol (Iol) Carthage Minor Port (Purple Dye) Purple Dye
    40) numidia_hippo_regius (Hippo Regius) Carthage Minor Port Fish
    47) numidia_cirta (Cirta) Massyli Major x Tar
    48) numidia_sitifi (Sitifi) Masaesyli Minor x Marble Marble

    13) Aquitania
    51) aquitania_burdigala (Burdigala) Tarbelli Minor x (Wine) Wine
    63) aquitania_iruna (Iruna) Vascones (missing) Major x

    14) Magna Graecia
    24) magna_graecia_croton (Croton) Rome Minor Port
    44) magna_graecia_thurii (Thurii) Rome Minor Port (Fish) Fish
    56) magna_graecia_tarentum (Tarentum) Rome Major Port
    65) magna_graecia_buxentum (Buxentum) Samnites Minor Port (Fish) Fish

    15) Hispania Citerior
    5) hispania_citerior_cissis (Cissis) Cessatani Minor Port (Wine) Wine
    11) hispania_citerior_emporiae (Emporiae) Emporion Major Port
    29) hispania_citerior_salduba (Salduba) Illercavones Minor x Iron Iron
    42) hispania_citerior_ilerda (Ilerda) Illergetes Minor x Marble Marble

    16) Tripolitana
    21) tripolitana_tacapae (Tacapae) Lybia Major Port Fish
    22) tripolitana_turris_tamalleni (Turris Tamalleni) Garamantia Minor x Slaves
    35) tripolitana_thenteos (Thenteos) Garamantia Minor x Hides Hides
    36) tripolitana_leptis_magna (Leptis Magna) Lybia Minor Port (Grain) Grain

    17) Gallaecia
    13) gallaecia_portus_amanum (Portus Amanum) Cantrabri Minor Port Fish
    32) gallaecia_asturica (Asturica) Astures Major x
    37) gallaecia_pallantia (Pallantia) Vaccaei Minor x Iron Copper
    49) gallaecia_lugos (Lugos) Galleaci Minor x (Gold) Gold Fish

    18) Latium et Campania
    6) latium_et_campania_capua (Capua) Rome Minor x
    7) latium_et_campania_tarracina (Tarracina) Rome Minor Port (Fish) Fish
    18) latium_et_campania_roma (Roma) Rome Major x

    19) Corsica et Sardinia
    38) corsica_et_sardinia_karalis (Karakis) Rome Major Port
    52) corsica_et_sardinia_olbia (Olbia) Rome Minor Port (Grain) Grain
    60) corsica_et_sardinia_alalia (Alalia) Rome Minor Port Fish

    20) Etruria
    4) etruria_tarquinii (Targuinii) Etruscan Major x
    61) etruria_pisae (Pisae) Rome Minor x
    64) etruria_arretium (Arrentium) Etruscan Minor x Glassware Glassware

    Copper 1,2,3
    Fish 1,2,3,4,5,6,7,8,9,10
    Glassware 1,2
    Grain 1,2,3,4,5,6
    Gold 1
    Iron 1,2,3,4
    Lead 1,2
    Leather 1
    Marble 1,2,3
    Olive Oil 1,2,3
    Purple Dye 1,2
    Salt 1
    Silk 1
    Silver 1
    Slaves 1
    Tar 1
    Timber 1,2
    Warhorse 1
    Wine 1,2,3,4,5


    Credits: To many and many more

    XiL0 for original Meaningful Resources 2.0 http://www.twcenter.net/forums/showt...gful-Resources
    Dresden for keeping XiL0´s work alive and many great mods!

    Icons/Buildings and Idea contributors:
    DeI team (for Public land chain and primary buildings variants and some resource icons) http://www.twcenter.net/forums/forum...t-Impera-(DeI)

    Meneros (
    Meneros’ Overhaul Mod - Greeks, Thracians & Illyrians) http://www.twcenter.net/forums/showt...ns)-08-11-2013
    Aelexander (Melius Imperi - A Better Empire) http://www.twcenter.net/forums/showt...-v-1-0-release
    McShooterz (Rome Bonus pack and Resource Pack) http://steamcommunity.com/sharedfile.../?id=195701433 and http://steamcommunity.com/sharedfile.../?id=195701433
    GMoon777 (GCM Rome II Overhaul v2.0) http://steamcommunity.com/sharedfile.../?id=209347861
    Wallet (buildings from original Revival, Rebirth, Resurrection) http://steamcommunity.com/sharedfile.../?id=253981917

    Great thanks to ABH2 for ideas,discussions and much more. Check his work on AAW building overhaul mod http://www.twcenter.net/forums/showt...)-new-UI-added

    Thank you CanOmer for original Resource map
    Thank you Dainu for PFM
    Last edited by Daruwind; August 06, 2014 at 12:54 PM.

  10. #10
    Daruwind's Avatar Citizen
    Join Date
    Oct 2013
    Location
    Prague
    Posts
    2,898

    Default Re: Daruwind´s Meaningful Resources 3.0

    Roman Culture

    *
    *

    *
    *
    *

    Icon previews below are in lower resolution than my actual work is ingame so they look not sogood.
    * - means my additions
    * - means additions from XiL0´s Meaningful Resources 2.0


    Primary buildings

    Major settlement:
    -Every settlement with(out) resource production will offer three different versions at level 3. and 4.
    --Market version is +/- Vanilla. (def tower level 3. =2xarrow,2xscorpion // level4. = 3x,3x,2xcatapult)
    --Trade version offers much higher income, resource production at cost of high food demand and public order (def tower level 3. =2xarrow,2xscorpion // level4. = 3x,3x,2xcatapult)
    --Fort version will offer bigger garrison, higher public order at cost of little higher food demand and lower income and resource production (def tower level 3. =4xarrow,4xscorpion // level4. = 5x,5x,4xcatapult)
    (May be bricks will be required for level3.)
    Spoiler Alert, click show to read: 



    Minor settlement:
    -Every settlement with(out) resource production will offer three different versions at level 4.
    --Market version is +/- Vanilla.
    --Trade version offers much higher income, resource production at cost of high food demand and public order
    --Fort version will offer bigger garrison, higher public order at cost of little higher food demand and lower income and resource production
    (May be bricks will be required for level3.)
    Spoiler Alert, click show to read: 



    Ports
    Major changes here
    -From now on every port can be upgraded up to level 4. even in Minor settlements (this should help AI to produce more ships in better quality.)
    -Also I´m playing with idea of having the same unit rooster in both large and small docks. (further allowing AI to recruit nice sellection of ships ), difference would be in bonuses and ranks of recruited ships.
    -To balance that out, limit of one instance per privince might be good idea. For military and Trade dock maybe. Fishing provides no significant problems....
    -Also from now on,some docks will hold resources. It´s very similar to settlements primary buildings. Reason is to free space in some settlements to add additional resource as needed. (Like Knossos could hold historical Wine and Fish to boost trade...etc.)
    Spoiler Alert, click show to read: 



    Military:

    Recruitment:
    So some tweaks here
    -Barracks and Auxilia chains should provide bigger bonuses to recruited units (higher ranks)
    -New Garrison chain will be buildable in (Major?) settlements, offers recruitment of both Barracks and Auxilia units, not so high ranks upon recruitment and increased negative effects in comparison with specific chains.
    Spoiler Alert, click show to read: 



    Buff:
    -Like Vanilla but all buildings are now buildable even in Minor settlement (It makes no sense, we can have armory equipment made in one region but cannot send soldiers there to train?
    )
    Spoiler Alert, click show to read: 



    Equipment:
    -Everything works like in Vanilla. But with addition of level 4. building. It will provide combined bonuses of Armorer and Fabrica (level III Armor & Weapons & Shields) with increased negative effects as well.
    Spoiler Alert, click show to read: 



    City Center
    -Adding level 4. Slaves trade
    -Warhorse Pens, little buff to cavalry unit recruited in province, like MR
    -Granary chain provides
    -new Goverment chain,which provides culture influence and some order bonus
    Spoiler Alert, click show to read: 



    Industrial
    -Like vanilla, just some adjustment.
    -Mostly there will be additions so Industry buildings have a purpose. Mines,Quarry will boost resource productions etc. in logic way.
    -New Warehouse chain, (trade/agriculture aspect boost)
    Spoiler Alert, click show to read: 



    Slums:
    -Slums are no longer only negative. Player has option to pursue their development. Provide small u
    nit replenishment, subsistence GDP,increase trade,but at cost of corruption,food requirement,and some squalor
    Spoiler Alert, click show to read: 



    Roads:
    (I like idea behing Vanilla that road web in area is driven by general level of some buildings. However I want to be able to influece things a little more. So... Primary buildings and some others are still influencing development of roads in area but player has chance to build specific Road-building to further influence that)
    -One superchain, with three sub-chains. One instance per province, (Major settlement only?)
    --Industry/Trade roads offer higher income, at cost of public order
    --Military roads provide higher replenishment, public order, at cost of some upkeep
    --Culture/trade variety provides small trade income, minor culture influence, (negative??)
    Spoiler Alert, click show to read: 



    Agriculture:

    -Farms no major changes
    -Cattle, Livestock resource production at level 4. like MR
    -Horse range like MR, requirement of Horse resource/Horse production for all levels.
    -new Bee Keepers chain, Honey resource production, major boost to food production from all farms in that province.
    Spoiler Alert, click show to read: 



    Public Land (DeI):
    (will be completly re-done before releasing but I like the idea)
    -new superchain for minor settlements, offering new options for province development
    --Garrison chain -
    --Medicus chain -
    --Trader chain -
    Spoiler Alert, click show to read: 



    Sannitation:
    Like vanilla, just some adjustment.
    Spoiler Alert, click show to read: 



    Religion:
    Like vanilla, just some adjustment.
    -Probably some requirements of Honey,Pottery,Textiles..gold,silver,wine..will be added
    Spoiler Alert, click show to read: 




    Level 5. faction specific buildings:
    Factions:
    -Rome: Cloaca Maxima (Sannitation), Pantheon (Religion), Circus Maximus (Culture), Colosseum (Culture)


    Last edited by Daruwind; July 27, 2014 at 05:30 PM.

  11. #11
    Daruwind's Avatar Citizen
    Join Date
    Oct 2013
    Location
    Prague
    Posts
    2,898

    Default Re: Daruwind´s Meaningful Resources 3.0

    Hellenistic Culture

    *
    *
    *
    *
    *

    Icon previews below are in lower resolution than my actual work is ingame so they look not sogood.
    * - means my additions
    * - means additions from XiL0´s Meaningful Resources 2.0


    Primary buildings

    Major settlement:
    -Every settlement with(out) resource production will offer three different versions at level 3. and 4.
    --Market version is +/- Vanilla. (def tower level 3. =2xarrow,2xscorpion // level4. = 3x,3x,2xcatapult)
    --Trade version offers much higher income, resource production at cost of high food demand and public order (def tower level 3. =2xarrow,2xscorpion // level4. = 3x,3x,2xcatapult)
    --Fort version will offer bigger garrison, higher public order at cost of little higher food demand and lower income and resource production (def tower level 3. =4xarrow,4xscorpion // level4. = 5x,5x,4xcatapult)
    (May be bricks will be required for level3.)
    Spoiler Alert, click show to read: 



    Minor settlement:
    -Every settlement with(out) resource production will offer three different versions at level 4.
    --Market version is +/- Vanilla.
    --Trade version offers much higher income, resource production at cost of high food demand and public order
    --Fort version will offer bigger garrison, higher public order at cost of little higher food demand and lower income and resource production
    (May be bricks will be required for level3.)
    Spoiler Alert, click show to read: 



    Ports
    Major changes here
    -From now on every port can be upgraded up to level 4. even in Minor settlements (this should help AI to produce more ships in better quality.)
    -Also I´m playing with idea of having the same unit rooster in both large and small docks. (further allowing AI to recruit nice sellection of ships ), difference would be in bonuses and ranks of recruited ships.
    -To balance that out, limit of one instance per privince might be good idea. For military and Trade dock maybe. Fishing provides no significant problems....
    -Also from now on,some docks will hold resources. It´s very similar to settlements primary buildings. Reason is to free space in some settlements to add additional resource as needed. (Like Knossos could hold historical Wine and Fish to boost trade...etc.)
    Spoiler Alert, click show to read: 



    Military:

    Recruitment:
    So some major tweaks here
    -Mercenary Camp and Royal Barracks (and Royal Stable) chains will offer recruitment of units with higher ranks
    -New Garrison chain will be buildable in (Major?) settlements, offers recruitment of both Mercenary Camp and Royal Barracks units, not
    so high ranks upon recruitment and increased negative effects in comparison with specific chains.
    (Baktria and Selucids are using lower tree, all other factions share the top one)
    Spoiler Alert, click show to read: 



    Buff:
    -Like Vanilla but all buildings are now buildable even in Minor settlement (It makes no sense, we can have armory equipment made in one region but cannot send soldiers there to train?
    )
    Spoiler Alert, click show to read: 



    Equipment:
    -Everything works like in Vanilla. But with addition of level 4. building. It will provide combined bonuses of Armourer and Foundry (level III Armor & Weapons & Shields) with increased negative effects as well.
    Spoiler Alert, click show to read: 



    City Center
    -Adding level 4. Slaves trade
    -Warhorse Pens, little buff to cavalry unit recruited in province, like MR
    -Granary chain, Salt production like MR
    -new Goverment chain,which provides culture influence and some order bonus
    (Selucids and Baktria share the lower one tree)
    Spoiler Alert, click show to read: 



    Industrial
    -Like vanilla, just some adjustment.
    -Mostly there will be additions so Industry buildings have a purpose. Mines,Quarry will boost resource productions etc. in logic way.
    Spoiler Alert, click show to read: 



    Slums:
    -Slums are no longer only negative. Player has option to pursue their development. Provide small unit replenishment, subsistence GDP,increase trade,but at cost of corruption,food requirement,and some squalor
    Spoiler Alert, click show to read: 



    Roads:
    (I like idea behing Vanilla that road web in area is driven by general level of some buildings. However I want to be able to influece things a little more. So... Primary buildings and some others are still influencing development of roads in area but player has chance to build specific Road-building to further influence that)
    -Only one chain. Better movement, better replenishment, small bost to income. Negative traits will be added as well.
    Spoiler Alert, click show to read: 



    Trade Post:
    -New superchain for Major settlements. Providing resource production for some not so rare materials. (Grain,Olive Oil,Wine,Timber...) Possible every factions will hold a little different set of possible resources
    Spoiler Alert, click show to read: 



    Agriculture:

    -Farms no major changes
    -Cattle, Livestock resource production at level 4. like MR
    -Horse range like MR, requirement of Horse resource/Horse production for all levels.
    -new Pig chain, providing more food than cattle but lower income
    -new Bee Keepers chain, Honey resource production, major boost to food production from all farms in that province.
    -new Fruit chain
    -new Goat chain
    (Macedon tree is second from the top, Egypt+Selucids+Carthage are using third one, the lowest one belongs to Baktria)
    Spoiler Alert, click show to read: 



    Public Land (DeI):
    (will be completly re-done before releasing but I like the idea)
    -new superchain for minor settlements, offering new options for province development
    --Garrison chain -
    --Medicus chain -
    --Trader chain -
    Spoiler Alert, click show to read: 



    Sannitation:
    -New Water Physician chain (possibly with culture influence and small replenishment bonus or order bonus)
    Spoiler Alert, click show to read: 



    Religion:
    Like vanilla, just some adjustment.
    -Probably some requirements of Honey,Pottery,Textiles...Wine,Gold,Silver....will be added
    -A new chain of Artemis with boost to spear (and maybe arrow) units is added
    (The middle tree is for Carthage and the bottom one for Egypt)
    Spoiler Alert, click show to read: 




    Level 5. faction specific buildings:
    -Athens:
    -Epirus
    -Sparta:
    -Syracuse
    -Macedon:
    -Pontus:

    -Bactria:
    -Selucids:

    -Egypt:

    -Carthage:
    Last edited by Daruwind; July 15, 2014 at 10:32 PM.

  12. #12
    Daruwind's Avatar Citizen
    Join Date
    Oct 2013
    Location
    Prague
    Posts
    2,898

    Default Re: Daruwind´s Meaningful Resources 3.0

    Eastern Culture

    *
    *

    *
    *
    *

    Icon previews below are in lower resolution than my actual work is ingame so they look not sogood.
    * - means my additions
    * - means additions from XiL0´s Meaningful Resources 2.0


    Primary buildings

    Major settlement:
    -Every settlement with(out) resource production will offer three different versions at level 3. and 4.
    --Market version is +/- Vanilla. (def tower level 3. =2xarrow,2xscorpion // level4. = 3x,3x,2xcatapult)
    --Trade version offers much higher income, resource production at cost of high food demand and public order (def tower level 3. =2xarrow,2xscorpion // level4. = 3x,3x,2xcatapult)
    --Fort version will offer bigger garrison, higher public order at cost of little higher food demand and lower income and resource production (def tower level 3. =4xarrow,4xscorpion // level4. = 5x,5x,4xcatapult)
    (May be bricks will be required for level3.)
    Spoiler Alert, click show to read: 



    Minor settlement:
    -Every settlement with(out) resource production will offer three different versions at level 4.
    --Market version is +/- Vanilla.
    --Trade version offers much higher income, resource production at cost of high food demand and public order
    --Fort version will offer bigger garrison, higher public order at cost of little higher food demand and lower income and resource production
    (May be bricks will be required for level3.)
    Spoiler Alert, click show to read: 



    Ports
    Major changes here
    -From now on every port can be upgraded up to level 4. even in Minor settlements (this should help AI to produce more ships in better quality.)
    -To balance that out, limit of one instance per privince might be good idea. For military and Trade dock maybe. Fishing provides no significant problems....
    -Also from now on,some docks will hold resources. It´s very similar to settlements primary buildings. Reason is to free space in some settlements to add additional resource as needed. (Like Knossos could hold historical Wine and Fish to boost trade...etc.)
    Spoiler Alert, click show to read: 



    Military:

    Recruitment:
    Some major tweaks here
    -
    -
    -
    -
    Spoiler Alert, click show to read: 



    Equipment:
    -Everything works like in Vanilla. But with addition of level 4. building. It will provide combined bonuses of Weaponsmith and Markmen´s Range (level III Armor & Weapons & Ammunition and level II Shields) with increased negative effects as well.
    Spoiler Alert, click show to read: 



    City Center
    -Adding level 4. Slaves trade
    -Warhorse Pens, little buff to cavalry unit recruited in province, like MR
    -Granary chain from MR
    -new Public Garden chain, for higher public order and culture spread
    (textiles,silver and some other requirements are needed)
    Spoiler Alert, click show to read: 



    Industrial
    -Like vanilla, just some adjustment.
    -Mostly there will be additions so Industry buildings have a purpose. Mines,Quarry will boost resource productions etc. in logic way.
    -New Furnace chain
    Spoiler Alert, click show to read: 



    Slums:
    -Slums are no longer only negative. Player has option to pursue their development. Provide small unit replenishment, subsistence GDP,increase trade,but at cost of corruption,food requirement,and some squalor
    Spoiler Alert, click show to read: 



    Roads:
    (I like idea behing Vanilla that road web in area is driven by general level of some buildings. However I want to be able to influece things a little more. So... Primary buildings and some others are still influencing development of roads in area but player has chance to build specific Road-building to further influence that)
    -One superchain, one instance per province, (Major settlement only?)
    Spoiler Alert, click show to read: 



    Agriculture:

    -Farms no major changes
    -Horse range like MR, requirement of Horse resource/Horse production for all levels.
    -new Bee Keepers chain, Honey resource production, major boost to food production from all farms in that province.
    -new Goat chain with Livestock resource production
    Spoiler Alert, click show to read: 



    Public Land (DeI):
    (will be completly re-done before releasing but I like the idea)
    -new superchain for minor settlements, offering new options for province development
    --Garrison chain -
    --Medicus chain -
    --Trader chain -
    Spoiler Alert, click show to read: 



    Religion:
    Some new chains
    -Anahita
    -Shamas
    -Probably some requirements of Honey,Pottery,Textiles..gold,silver,wine..will be added
    Spoiler Alert, click show to read: 




    Level 5. faction specific buildings:
    Factions:
    -Parthia
    Last edited by Daruwind; July 15, 2014 at 11:10 AM.

  13. #13
    Daruwind's Avatar Citizen
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    Default Re: Daruwind´s Meaningful Resources 3.0

    Barbarian Culture

    *Religion+industry not ready
    *
    *
    *
    *
    Icon previews below are in lower resolution than my actual work is ingame so they look not sogood.
    * - means my additions
    * - means additions from XiL0´s Meaningful Resources 2.0


    Primary buildings

    Major settlement:
    -Every settlement with(out) resource production will offer three different versions at level 3. and 4.
    --Market version is +/- Vanilla. (def towers **)
    --Trade version offers much higher income, resource production at cost of high food demand and public order (def towers **)
    --Fort version will offer bigger garrison, higher public order at cost of little higher food demand and lower income and resource production (def towers **)
    Spoiler Alert, click show to read: 



    Minor settlement:
    -Every settlement with(out) resource production will offer three different versions at level 4.
    --Market version is +/- Vanilla.
    --Trade version offers much higher income, resource production at cost of high food demand and public order
    --Fort version will offer bigger garrison, higher public order at cost of little higher food demand and lower income and resource production
    Spoiler Alert, click show to read: 



    Ports
    Major changes here
    -From now on every port can be upgraded up to level 4. even in Minor settlements (this should help AI to produce more ships in better quality.)
    -Also from now on,some docks will hold resources. It´s very similar to settlements primary buildings. Reason is to free space in some settlements to add additional resource as needed. (Like Knossos could hold historical Wine and Fish to boost trade...etc.)
    Spoiler Alert, click show to read: 



    City Center
    -Adding level 4. Slaves trade
    -Warhorse Pens, little buff to cavalry unit recruited in province, like MR
    -new chain *
    Spoiler Alert, click show to read: 



    Industrial
    A lot of changes here
    -Units will be produced only in Blacksmith/Bronze Workshop chains, (these will also grant equipment as well)
    -Woodworker chain will be producing all siege units (and grants Ammunition enhancement)
    -Salt/Goldsmith chains are strictly for boosting Industry...yet I like idea of them somehow interact with units (maybe buffs?)
    -New Garrison chain for much bigger garrison, line of sight,replenishment etc..
    Spoiler Alert, click show to read: 



    Slums:
    -Slums are no longer only negative. Player has option to pursue their development. Provide small unit replenishment, subsistence GDP,increase trade,but at cost of corruption,food requirement,and some squalor
    Spoiler Alert, click show to read: 


    Agriculture:
    -Horse range like MR, requirement of Horse resource/Horse production for all levels.
    -Pig
    -Goat
    -Enclosure
    -new Bee Keepers chain, Honey resource production, major boost to food production from all farms in that province.
    (the first one is for Arverni, Suebi, Boii, Luisitan, Geteai - ala Cow)
    (the second from top is for Nervii, Iceni, Galatia, Odrysian Kingdom - ala Pig)
    (the third one for Averaci, Ardiaei ,Tylis -ala Sheep
    (the lowest one for Massagetae, Roxolani, Royal Scythia - ala sheep steppe)
    Spoiler Alert, click show to read: 



    Public Land (DeI):
    (will be completly re-done before releasing but I like the idea)
    -new superchain for minor settlements, offering new options for province development
    --Garrison chain -
    --Medicus chain -
    --Trader chain -
    Spoiler Alert, click show to read: 



    Religion:
    Like vanilla, just some adjustment.
    -Probably some requirements of Honey,Pottery,Textiles..gold,silver,wine..will be added
    (from top:
    -Iceni
    -Arverni
    -Boii,Nervii,Galatia,Tylis
    -Getea
    -Suebi
    -Averaci,Luisitani
    -Ardiaei
    -Massagetea,Royal Scythia,Roxolani
    -Odrysian Kingdom)
    Spoiler Alert, click show to read: 




    Level 5. faction specific buildings:
    Factions:
    -Ardiaei
    -Averaci
    -Arverni
    -Boii
    -Galatia
    -Getae
    -Iceni
    -Lusitani
    -Massagetae
    -Nervii
    -Odrysian Kingdom
    -Roxolani
    -Royal Scythia
    -Suebi
    -Tylis
    Last edited by Daruwind; July 15, 2014 at 10:41 PM.

  14. #14
    Daruwind's Avatar Citizen
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    Default Re: Daruwind´s Meaningful Resources 3.0

    Pile of ideas:

    Some non-used Icons
    Spoiler Alert, click show to read: 




    Future note: All recruitment buildings could have the very same rooster. Difference will be in bonuses/ranks for original rooster units. Limit of 1 building per province. That should allow AI ti recruit whatever it wants just with one building. On other hands there will be 2-3 versions of recruitment buildings for a faction so player could decide how to specialized the province.

    For potencial building oriented modders. If you have any decent idea or are preparing decent mod about buildings definitely write me.
    Last edited by Daruwind; July 18, 2014 at 07:17 PM.

  15. #15
    Hetairos's Avatar Roma Surrectum II
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    Default Re: Daruwind´s Meaningful Resources 3.0

    Hi there,

    I still have to answer your PM, I will do in a more quiet moment. Just wanted to ask if you have discovered a way of NOT unlocking a certain building for the entire campaign map if you gain its resource (since if you conquer a region with iron, it will automatically unlock ALL buildings with iron requirements no matter how far away on the map the settlements are (thats so much nonsense, CA?? ).

  16. #16
    Daruwind's Avatar Citizen
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    Default Re: Daruwind´s Meaningful Resources 3.0

    Hi Alec,

    I still have some PMs to answer too, so no hurry is needed. Short answer is no. I was describing a possible way (30% max,havent´ try it) but it ended with so many IFs and narrowing of current building system so it outshined any positive effect. :/

  17. #17

    Default Re: Daruwind´s Meaningful Resources 3.0

    It's nice to see a preview thread for this after talking to you about it for a little while now. It should be the successor to Xilo's work, and hopefully a must-have for most of the overhaul projects. Some of the ideas posted made me slap my head because I hadn't thought of them. Great work, and thanks for the plugs.

    I still have to answer your PM, I will do in a more quiet moment. Just wanted to ask if you have discovered a way of NOT unlocking a certain building for the entire campaign map if you gain its resource (since if you conquer a region with iron, it will automatically unlock ALL buildings with iron requirements no matter how far away on the map the settlements are (thats so much nonsense, CA??
    What sucks is there are a few references in the DB that seem like they could have helped, but they don't currently work. The 'condition' table in building_levels. There's even the 'only in capital' box which just causes a crash. There are some tech tables unused which would have allowed us to set tech and building conditions, as well.


  18. #18
    Daruwind's Avatar Citizen
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    Default Re: Daruwind´s Meaningful Resources 3.0

    Hi ABH2,

    thanks for kind words. I decided for little different approach than you to start not from one factions as you but rather try to balance game down from top. Getting general ideas and work down with them. May be that was one of reason why I was usually somehow pesimistic in our conversations. And of course it postponed my preview as by now I have almost all cultures in almost ready state. Well Barbars are still ...you know

    Quote Originally Posted by ABH2
    'only in capital' box which just causes a crash.
    That one is not working? I thought that it was as I had done some tests long ago... have too recheck it.

  19. #19
    Hetairos's Avatar Roma Surrectum II
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    Default Re: Daruwind´s Meaningful Resources 3.0

    However I will try to produce AAW compatible version if possible (cheers Alec! )

    Ha I wasn't expecting this, thanks for the awesome support. And yes, I feel you guys, this Rome II database is a ...

    btw guys, ill be diving into my music mod 100% these last 3-4 upcoming days to finalize everything. I'll be back soon for mails and further discussions. You two guys to invaluable and great work for the Rome II community. Dealing with this kind of modding you guys do is far from easy.

  20. #20
    Daruwind's Avatar Citizen
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    Default Re: Daruwind´s Meaningful Resources 3.0

    Quote Originally Posted by alecwermuth View Post
    However I will try to produce AAW compatible version if possible (cheers Alec! )
    DB changes are somehow easy to deal with. Only real problem will be startpos file. Regions/Provincies/Factions differencies but with your open source approach it should be good. If you manage to keep starpost changes well documented I will be able to make compatible version. And vica versa. We have a lot of similar goals with ABH2, it amkes things easier.

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