Airships: Conquer the Skies

Airships: Conquer the Skies

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Balanced Financial Buildings
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Type: Mods
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489.173 KB
17 Jun, 2020 @ 7:32pm
21 Jun, 2020 @ 1:43pm
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Balanced Financial Buildings

Description
A simple economic module mod with conquest mode balance as the central focus. Most modules are quite expensive, and offer little in the form of bonuses, as semi permanent economic improvements should be an ordeal to construct.

Financial modules are separated into three categories:

Financial: The middle ground in cost effectiveness between industrial and vault, they must be manned by a small number of crew, and are moderately cost effective.

Industrial: The most cost efficient category, you get a lot of money for what you are paying for with this, but most require coal, several crew to man them, and lots of supply points, making it harder to manage them.

Vault: You just let it be there and it makes you money, no coal, crew or supply needed, however they are not very cost efficient at all.

So far, the tech tree has one major choice, economic policy. You can either choose to protect the civilian economy from economic disaster, for a 25% town income bonus, or protect the treasury from inflation, and print out as much money as you want, giving access to the banknote printing press (the best money making module so far), but halving income from towns.




Update 1.1: Added a new monster nest, rogue bankers. They rely on many money making modules to build their headquarters and are crewed with an all new crew type, Capitalists. Capitalists are expensive and not the best crewmen, but generate a positive upkeep. You have a chance to unlock capitalists for yourself once you defeat the rogue bankers
13 Comments
Momus 23 Dec, 2022 @ 11:07am 
Any news on this mod would be much appreciated.
baronjutter 14 Sep, 2022 @ 8:24pm 
Does this mod still work?
REDREB32 28 May, 2022 @ 10:57am 
sooo
do the bankers work as intended now?
Goldminermac  [author] 2 Dec, 2020 @ 2:11pm 
@ComradeCorwin I suspected this would happen. They weren't supposed to be able to afford that from the start, but they must have generated massive money from negative upkeep almost instantly.
Comrade Corwin 29 Nov, 2020 @ 10:01am 
Unfortunately, I had to unsubscribe, because the rogue bankers are overpowered. I started my campaign in T0 with rogue bankers in my territory and I had to flee every time, since they started with heavy steel armor and imperial cannons with their first ships. I could see how go through and change the blueprints, I suppose. Maybe I will, in time. For the now, though, the faction needs some balancing.
Dres 25 Oct, 2020 @ 11:05am 
SEIZE THE MEANS OF PRODUCTION
Goldminermac  [author] 15 Oct, 2020 @ 3:10pm 
@Mamborambo *soviet national anthem plays*
Mamborambo 15 Oct, 2020 @ 7:46am 
@Goldminermac --"But if you slap industry on a warcraft it will drain the coal pretty rapidly."
This gives quite tragicomic image about how the gameworld works for its inhabitants. "Sir, the enemy is attacking our vessel! There isnt enough coal to keep us afloat!" "Keep the forges and workshops operating at full capacity, we can not and will not let allow slightest drop to our productivity!"
Goldminermac  [author] 13 Jul, 2020 @ 6:27pm 
1- They do not consume resources out of battle, (I assume you are talking about the resource betas for the game, as no resource storage system exists to my knowledge), They do consume resources during battle, but since it doesn't do anything in combat, running out shouldn't be a problem. But if you slap industry on a warcraft it will drain the coal pretty rapidly.
2- I am no economist, so I assume no such loophole exists, just thought it would be cool to implement a choice between going almost exclusively module based in your economy, or boosting passive income.
CatArmour 13 Jul, 2020 @ 5:59pm 
Also I'd like to question the legit-ness of protecting your treasury from inflation, *and* printing as much money as you please