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Thread: Urbes et Administratio - Attila Building Overhaul

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  1. #1

    Default Re: Urbes et Administratio - Attila Building Overhaul

    Okay, I think I can make a 12tpy version. That shouldn't be too difficult.

    Q1: I don't know if it works well with Radious. I haven't really tried it. If Radious makes building changes, loading my mod before would probably just overwrite those changes.

    Q2: Yes, this mod increases garrisons. It doesn't actually replace any vanilla garrison units, but adds more units on top of the vanilla ones (uses a table fragment, not a full table). You should probably be able to use another garrison mod together with this one, but it would probably result in really big garrisons.

    S1: I didn't want to increase those main city chain costs further simply because those buildings then become only worth building on your borders - a smart player would demolish the ones in the interior of their empire. I could possibly increase some maintenance costs for other buildings though. But for now, I think the costs are okay, at least for barbarians.

  2. #2

    Default Re: Urbes et Administratio - Attila Building Overhaul

    Thanks for the reply, yes that sounds good.
    Regarding the main city chain becoming useless when its far from the border, I think there should be other traits that offer incentive to build them. I dont know what is possible and what is not, so I will offer some ideas and maybe you know and spot a good one

    Corruption, you already decreased it, by what means I dont know, but what if you increased it again, maybe even make it worse, but give a bonus to corruption reduction for each city level building? So cities with higher level will have less corruption.

    Another idea is immigration, I think best (only?) way to decrease it is by increasing taxes, what if city buildings can decrease its level, or its unhapiness penalty?

    Squalor, if each level of city building represents better infrastructures, then each level should decrease squalor a bit more. As a city gets its other buildings (industries etc) upgraded, and respective buildings higher levels increase squalor, having a granary or whatever should not be enough to keep squalor in check. Also I dont understand why a fountain in a minor city should improve neighbooring cities squalor, it would be more logical to give that ability to the granary chain for instances. So i think its more logical to have fountain chain in minor cities be good for local squalor, some hapiness and growth, while granary chain in main city improves squalor in entire province and food but have the city chain improve squalor in respective city by at least as much as granary.

  3. #3

    Default Re: Urbes et Administratio - Attila Building Overhaul

    Update - I've fixed an error in the normal (no startpos) version of the mod, and added a 12tpy startpos version.

    @Peregrinus - I haven't made any more changes yet, but I'll think about those suggestions. By the way, this mod does add an additional way to reduce immigration for Romans and Sassanids already (the governor/court chain and the Roman garrison chain).

  4. #4

    Default Re: Urbes et Administratio - Attila Building Overhaul

    Thats cool Augustusng! didnt notice that yet as I dont like playing with big empires

    if you do 12tpy version, remember it needs more balancing than just change the number of turns per year Construction time should be increased, research, XP progression, etc. Multiplying unit and building costs by 3 in my opinion is very excessive, but something close to 2 should be good as in Imperiales. And they say the AI cant handle recruiting units that take longer than 2 turns, so maybe try keeping basic units taking 1 turn and the more advanced ones 2. Just some opinions... i've been playing with 4tpy lately.

    I did try yesterday starting a new game with Imperiales 4tpy Bronze on top, followed by Urbes, and then Radious, followed by other minor mods. Playing with the Irish Celts I actually had a very nice experience, and these 3 mods combined gave a very good economic balance in my opinion, I was able to improve my regions and build the armies I needed to complete all the inicial objectives, and had a cool skirmish with WRE in northern spain shortly after I occupied and rebuilt two top left regions, when I was preparing to move on the capital Bracara 2 full stacks move up from Lusitania, no chance to take them on, I had to leave one region undefended and let them sack it while I placed my army in ambush mode in the path to my other region, they were stupid enough to fall for it hehe. Its been a good game for 4tpy balance, WRE being pounded by many factions, territories being occupied, and not using Agressive CAI.

    So right now im sugesting the increased garrisons in the main city chain buildings along with increased maintnance cost especially for the large factions, to make it more challenging to conquer the province capitals and slow down other faction's expantion, especially for 12tpy option as we dont want to see WRE defeated before 400ad

  5. #5
    miTo82's Avatar Libertus
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    Default Re: Urbes et Administratio - Attila Building Overhaul

    This Mod sounds really interesting and I’ll give it a try. I play with Fall of the Eagles and Imperiales Oeconomiae.

    With Imperiales, you normally start a new campaign with a negative income (as barbarian faction mostly between -1000 and -2000), because of the increased unit upkeep at low imperium levels. Does your mod make the early game “harder” because you have less income from buildings? Is it even possible to play it with Imperiales together?

    And in post #18 you say that together with FotE we will have really big garrisons, because your garrison improvements are additional to the ones from FotE. What tables do I have to delete in your mod to only have the FotE garrisons?
    Or is it may be better to delete the garrison tables in the FotE mod? (Because it’s not updated at the moment and the Celtic Factions are not supported)

  6. #6
    Black9's Avatar Biarchus
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    Default Re: Urbes et Administratio - Attila Building Overhaul

    Quote Originally Posted by miTo82 View Post
    This Mod sounds really interesting and I’ll give it a try. I play with Fall of the Eagles and Imperiales Oeconomiae.

    With Imperiales, you normally start a new campaign with a negative income (as barbarian faction mostly between -1000 and -2000), because of the increased unit upkeep at low imperium levels. Does your mod make the early game “harder” because you have less income from buildings? Is it even possible to play it with Imperiales together?

    And in post #18 you say that together with FotE we will have really big garrisons, because your garrison improvements are additional to the ones from FotE. What tables do I have to delete in your mod to only have the FotE garrisons?
    Or is it may be better to delete the garrison tables in the FotE mod? (Because it’s not updated at the moment and the Celtic Factions are not supported)
    Why are you even using FotE since it hasn't been updated? It's an unfinished battle mod with a few reskins right now.

  7. #7

    Default Re: Urbes et Administratio - Attila Building Overhaul

    Quote Originally Posted by miTo82 View Post
    This Mod sounds really interesting and I’ll give it a try. I play with Fall of the Eagles and Imperiales Oeconomiae.

    With Imperiales, you normally start a new campaign with a negative income (as barbarian faction mostly between -1000 and -2000), because of the increased unit upkeep at low imperium levels. Does your mod make the early game “harder” because you have less income from buildings? Is it even possible to play it with Imperiales together?

    And in post #18 you say that together with FotE we will have really big garrisons, because your garrison improvements are additional to the ones from FotE. What tables do I have to delete in your mod to only have the FotE garrisons?
    Or is it may be better to delete the garrison tables in the FotE mod? (Because it’s not updated at the moment and the Celtic Factions are not supported)
    The early game isn't that much harder with this mod. If you play as a big faction (Rome or the Sassanids) especially, you'll still have a good income - maybe even higher than either mod by itself. I think you'll be fine using those mods together. If you play a horde faction for example, my mod changes only a few buildings (and a few more horde changes coming in the next update).

    To get rid of my garrison changes, you'll have to delete building_level_armed_citizenry_junctions_tables. It should be the same with FotE, if you want to use my garrisons instead. Of course, I don't know exactly what changes they made to garrisons... I think they wanted to implement a system where some low-tier units are only available as garrison troops. That sounds interesting, but I don't know if they have it working yet, and I don't know if it would conflict with my garrison changes. I don't think so, but it's possible.

  8. #8

    Default Re: Urbes et Administratio - Attila Building Overhaul

    Update -
    Fixed nomadic cattle chain not giving the proper bonus to cavalry speed (think this is a vanilla bug, but maybe it was fixed in the last patch).
    Added small public order/horde integrity bonuses to military recruitment buildings.
    Rebalanced 12TPY version construction times.
    Slight increase to resettlement cost (still much less than vanilla).

    Also, Urbes et Administratio is now available on the Steam Workshop. I'm working on uploading most of my other mods as well. I should note that only the basic version of UeA is on the Workshop for now, not the startpos versions. I'm planning something more interesting with those...

  9. #9
    Civis
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    Default Re: Urbes et Administratio - Attila Building Overhaul

    Cool mod and I have big hopes for it.

    I have some question.
    What about adding or expanding more building variety for every culture, and balance for every building is really needed those extreme bonuses sometimes are headache

    BTW are you planing to merge with radious by any chance ?

  10. #10

    Default Re: Urbes et Administratio - Attila Building Overhaul

    Yes, I'm interested in making more building variety for different cultures, and rebalancing some bonuses. I'm currently working on an overhaul of sanitation bonuses which should be interesting if I can get it working, but what specific extreme bonuses do you mean?

    And no, currently I have no plans for a Radious version. They've made a lot of building changes already. Of course, you might try loading this mod (would have to be the basic version) above Radious in the mod manager, but I'm not sure how the economic balance would be affected.

  11. #11
    Crappy's Avatar Civis
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    Default Re: Urbes et Administratio - Attila Building Overhaul

    There is a bug regarding squalor for Eastern Roman (and possibly Western Roman) third tier minor towns. Level 1 and 2 give no squalor, while level 3 gives +10 squalor, and level 4 gives +2 squalor. It looks like a typo that should be +1 squalor, but I'm not sure.

  12. #12

    Default Re: Urbes et Administratio - Attila Building Overhaul

    Quote Originally Posted by Crappy View Post
    There is a bug regarding squalor for Eastern Roman (and possibly Western Roman) third tier minor towns. Level 1 and 2 give no squalor, while level 3 gives +10 squalor, and level 4 gives +2 squalor. It looks like a typo that should be +1 squalor, but I'm not sure.
    Ah, yeah. I noticed that earlier. Thought I fixed it. Guess it doesn't help that I've got 3 versions of the mod, not counting the version in Europa Perdita.

    I'll have an update soon with that fixed. Thanks for reporting it!

  13. #13

    Default Re: Urbes et Administratio - Attila Building Overhaul

    And updated. I've also changed the downloads to Mediafire links, for ease of updating. I had actually fixed this issue earlier, but I guess the download links weren't updated. Hopefully this won't happen so often now.

  14. #14
    The Iron Chancellor's Avatar Civis
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    Default Re: Urbes et Administratio - Attila Building Overhaul

    Augustusng, this mod is taking great shape: combined with Imperiales Economiae, it greatly improves the campaign experience and makes it more reasonable.
    "Diversity in counsel, unity in command."
    - Cyrus the Great

  15. #15

    Default Re: Urbes et Administratio - Attila Building Overhaul

    Quote Originally Posted by The Iron Chancellor View Post
    Augustusng, this mod is taking great shape: combined with Imperiales Economiae, it greatly improves the campaign experience and makes it more reasonable.
    Thanks! At the risk of shameless self-promotion... everyone should check out my larger overhaul, Europa Perdita. Currently, it includes the basic version of Urbes, but we're planning to add startpos changes later (because we're making many startpos changes, it makes sense to do them all at once in the Assembly Kit when they're ready instead of adding changes piecemeal).

    Also as a side note, I imagine that the Last Roman DLC and patch will require a bit of work, so this mod will probably not be immediately compatible with the new campaign when it comes out. I will of course make a post once it's updated.

  16. #16
    Dath1's Avatar Civis
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    Default Re: Urbes et Administratio - Attila Building Overhaul

    This isn't compatible with the patch released today :/ Any chance for a quick update?

    "I Came, I Saw, I Conquered." - Gaius Julius Caesar.

  17. #17

    Default Re: Urbes et Administratio - Attila Building Overhaul

    Quote Originally Posted by Dath1 View Post
    This isn't compatible with the patch released today :/ Any chance for a quick update?
    I'm still downloading the patch actually. Also, not much chance of a quick update anyway. Expect an update tomorrow at the earliest. I think there are at least a few new buildings I need to take a look at, though most are horde buildings for the Roman Expedition.

  18. #18

    Default Re: Urbes et Administratio - Attila Building Overhaul

    So, there are something like 800 new entries in building_effects_junction_tables, all for the new campaign. Entirely new entries for many buildings in the campaign. Surprised CA didn't just re-use entries. What that means is that I won't be balancing those new buildings soon. What I will do is make it so that the game doesn't crash when the mod loads, so you can still play the grand campaign with this mod. That update will be out probably tomorrow, unless I find something else... garrisons probably need an update too, for the same reason.

  19. #19
    Dath1's Avatar Civis
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    Default Re: Urbes et Administratio - Attila Building Overhaul

    Quote Originally Posted by Augustusng View Post
    So, there are something like 800 new entries in building_effects_junction_tables, all for the new campaign. Entirely new entries for many buildings in the campaign. Surprised CA didn't just re-use entries. What that means is that I won't be balancing those new buildings soon. What I will do is make it so that the game doesn't crash when the mod loads, so you can still play the grand campaign with this mod. That update will be out probably tomorrow, unless I find something else... garrisons probably need an update too, for the same reason.
    If you make your mod playable on the regular grand campaign it'd be awesome! Holding off on my playthrough 'till you've finished

    "I Came, I Saw, I Conquered." - Gaius Julius Caesar.

  20. #20

    Default Re: Urbes et Administratio - Attila Building Overhaul

    Okay, I've updated all versions of the mod, so that the game won't crash when they're enabled. But as I've said, please only play the grand campaign for now.

    Also for the startpos versions, it looks like CA has changed the order of the provinces in the startpos, so I've had to adjust my numbers there. Shouldn't affect anything, just thought I'd mention it in case something weird does show up.

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