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Thread: Adjacent territory buff buildings?

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  1. #1

    Default Adjacent territory buff buildings?

    I have been messing around with this in the db files, making the Attila buildings affect regions around them in some cases. Mostly through increase/decrease GDP mods for specific types (like salt adds up to 15% animal husbandry, olives add agriculture, orchards are faction-wide food and adjacent fertility I think). Some fertility increase/decrease on buildings to make fertility actually meaningful. Military buildings giving minor upgrades to adjacent, and larger upgrades to the province they are built in. Makes for much more strategic building placement. So I wonder if you guys have done any of this for AE, or thought about it? I have found even the little bit I've done has made a much more dynamic game (and helped the AI actually make slightly efficient regions, actually).

  2. #2

    Default Re: Adjacent territory buff buildings?

    Quote Originally Posted by Haddon View Post
    I have been messing around with this in the db files, making the Attila buildings affect regions around them in some cases. Mostly through increase/decrease GDP mods for specific types (like salt adds up to 15% animal husbandry, olives add agriculture, orchards are faction-wide food and adjacent fertility I think). Some fertility increase/decrease on buildings to make fertility actually meaningful. Military buildings giving minor upgrades to adjacent, and larger upgrades to the province they are built in. Makes for much more strategic building placement. So I wonder if you guys have done any of this for AE, or thought about it? I have found even the little bit I've done has made a much more dynamic game (and helped the AI actually make slightly efficient regions, actually).
    Some do I think, depends on what we want the building to do. Slaves are province wide buffs to construction and general cost decrease, aqueducts affect fertility over the province too. On actual adjacent regions/provinces I'm not so sure but it's not something I'm beyond thinking about or adding in. However, all this is now being handled by a wonderfully helpful Mogar who has joined to help finish all our building effects
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

  3. #3

    Default Re: Adjacent territory buff buildings?

    Alright, thanks. Perhaps I will talk to Mogar then. I will be really interested to see the db of this mod, that will be a whole thing for me in and of itself.

  4. #4

    Default Re: Adjacent territory buff buildings?

    Definitely, the building chains are one of my favorite parts of the mod so far.
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

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