Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

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Buildings Reimagined (v1.08d)
   
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6 Sep, 2024 @ 6:09am
12 Jan @ 5:06pm
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Buildings Reimagined (v1.08d)

Description
Adds new building upgrades and levels, brigade stances, and unit-specific effects, some of which require specific skill research to unlock.

Also adds "Required: ..." notes in building upgrade attribute lists to better indicate missing requirements.

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Building details: (new and upgraded)
`````````````````````````````
-- Barracks (Lv.3/4) - extra XP for new melee/ranged infantry units; minor buffs to: recruitment rate, max recruits, max garrison. (required skill: advanced field medicine)
-- Stables (Lv.2) - extra XP for new cavalry units; minor buff to recruitment rate. (required skill: advanced combat tactics)
-- Field Range (Lv.2) - extra XP for new archer units; minor buff to recruitment rate. (required skill: advanced marksmanship)
(coming soon: field ranges even for Cretan (DLC) and Latin (Mod) archers)

-- WallWood (Lv.2) - bridge's sentries increase view distance; fort's ditch & abattis increases defence.
-- WallStone (Lv.2) * - minor buff to max garrison.
-- Battlements (Lv.2) * - minor buffs to: view distance, max garrison.
-- Watchtower (Lv.2) * - minor buff to view distance.

-- Fishing Weirs (Lv.2) - increased food production in riverside forts and cities. (required skill: fishing)
-- Deep Water Fishery (Lv.2) - increased food production in coastal cities. (required building: Shipyard, required skill: fishing)
-- Sponge Divers (Lv.2) - minor buff to tax income in coastal cities. (limited to Greek factions only)
-- Hunters' Lodge (Lv.2) * - increased food production in forts. (required skill: animal husbandry)

-- Granary, Horreum, Urban Agriculture (Lv.1/2/3) - increased population growth; minor buffs to: resource capacity, territory supply radius, city's faction morale, supply consumption. (Lv.3 required skill: farming)
-- Warehouse (Lv.2) - increased resource capacity (more so in forts); minor buff to supply radius.
-- Roadside Inn, Waystation (Lv.1/2) - increased territory supply radius; minor buff to view distance.

-- Rural Settlements (Lv.2) * - minor buff to supply radius.
-- Sanitation (Lv.1/2/3/4) * - minor buff to city's faction morale.
-- Market (Lv.3) * - occasional lone mercenary for hire.


Stance details: (new and upgraded)
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-- Convex Phalanx / Battleline - minor buff to defence; better flanking resistance. (required skill: charge block)
-- Concave Phalanx - minor buff to melee damage; better flanking ability and choke-point control. (required skill: charge block)
-- Shieldwall, Testudo * - (required skill: charge block)
-- Wedge, Chevron * - (required skill: charge strength)


* some of these buildings, stances or other tweaks only appear with MosMaiorum or its precursor mods. (make sure this mod comes last in the mod loadorder)

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Compatibility confirmed with:
- DLC: The Eagle King
- Alternate Start Dates,
- Mos Maiorum (including its earlier submods listed here),
- More Faction Groups / AI Invasions / Playable Invaders,
- Iberia v0.7 Base / Campaign, and Unique Iberian Upgrades,
- Kingdom of Macedon,
- ...and more!

Incompatible with:
- Hegemony 500,
- Latium the Prequal
- Reworked (City) Upgrades,
- Engineers do it Better.

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Heavily inspired by Fristi, Ca_Putt, Canute, SGZ, METT-TC, and their mods.
Initially designed to integrate with Canute's MosMaiorum mod, but now works standalone too.

Any other issues or requests, let me know!
Popular Discussions View All (1)
0
19 Nov, 2024 @ 10:41pm
Bugfixes
Iakovosian
23 Comments
Alpha4321 13 Apr @ 12:26am 
This mod now is compatible whit CW9?
Iakovosian  [author] 23 Feb @ 7:50pm 
Working on proper/full compatibility with CW9. While this mod is not incompatible with CW9, there's still a few gaps and places where new buildings and units from both mods could work better together. Taking a short break from other modding ideas to implement that compatibility better and more completely, hopefully covering all edge cases this time.
Iakovosian  [author] 6 Jan @ 5:16pm 
@Canute, I've had a think about our brief discussion and my earlier thoughts it invoked. The curved formations now have much clearer descriptions, and more deliberate minor buffs to reinforce their different uses.

Unfortunately, since unit's troops tend to run to the enemy centre once engaged, formation shapes don't last through the fight (and so are mostly cosmetic), however they do help with initial setup if you're managing your units at the zoomed-in level.
Iakovosian  [author] 6 Jan @ 10:35am 
Aha - I was going to ask a few questions about that error! :-)
If Mos is loaded, the granary2,3 should require the 'Economy Warehousing' attribute, else an attribute from this mod is used instead. Sounds like it detected that Mos existed, but couldn't find the attribute - as you say, your folder not being read properly.
TBoneSteakly 6 Jan @ 10:25am 
Oops, my bad. My local Mos folder was still named with the steamid so it wasn't being read properly. ^^
TBoneSteakly 6 Jan @ 10:13am 
The granary II and granary III descriptions both list "unknown attribute" after the normal attributes. I'm only running Mos and this.
Iakovosian  [author] 5 Jan @ 5:30pm 
Minor buffs added. Only seems fair, aside from hinting at intended usage, considering I already penalize their charge block due to fewer rows (less depth) in the stance. Thanks for bringing me off the fence on that!
Iakovosian  [author] 5 Jan @ 1:49pm 
It's good to have feedback from others, even if it's a different thought process, so thank you. And it's clear that what's clear to me may not be as clear to others.
I was wondering about this earlier, but I may add very small differentiating modifiers on them to help reinforce their intended use cases.

As an example, it's all too easy to end up 'accidentally' getting flanked in a narrow-ish mountain/forrest path on the map when two units face yours head-on, but these stances help alleviate that.
Or in the inverse case, when your multi-unit formation clashes with the enemy, these can help two of your units manage to actually achieve a partial wrap-around on one of theirs and break their formation.
It's situational, for sure.
Canute VII 5 Jan @ 1:11am 
So far, for me the shapes have been "cosmetic" to give context to the modifiers. I can see now they may be not entirely cosmetic. Thanks for sharing your thought process on that. I'll look out to use them in future when appropriate.
Iakovosian  [author] 4 Jan @ 4:03pm 
There's a slight difference between the spearmen/hoplite convex stances, in line with their units' standard stance modifiers, but the hoplite convex/concave stances do indeed have the same modifiers on paper for now - the difference is just their shape for tactical purposes.

These stances are wider than a standard battleline or phalanx, helping block choke points better, and the two different curves help resist flanking (convex) or bring more spears to bear on the enemy whilst keeping formation (concave). I appreciate that not everyone may micromanage their formations as much as I do, but they did seem to make a difference in specific cases. They have different curve radiuses as well to better fit their function. How have you found them?