Airships: Conquer the Skies

Airships: Conquer the Skies

Various City Upgrades
33 Comments
spycats 16 Jul @ 9:14am 
i think a farm would be the most fitting option, giving one or 2 income. just remember to update the research list if its on there. also thank you for such a great mod i use this on all of my modded playthroughs now.
WolfSka213  [author] 16 Jul @ 2:21am 
I will see if i can get some good ideas for another town upgrade!
spycats 15 Jul @ 6:56pm 
i agree i always felt the towns were kinda lacking in the base game and here while theres some new things the cities are still by far getting the most love, maybe a farm or something
Skylearion 15 Jul @ 4:04pm 
Kinda expected that but I would like more stuff to be added for the small towns since comparing how much you can build between a town and a city is pretty sizable.
WolfSka213  [author] 14 Jul @ 2:05am 
@Skylearion that is gonna take quite some fresh new code to be written, which quite frankly, I can't do :P it is an interesting idea though!
spycats 13 Jul @ 3:26pm 
what if the building when owned by the empire with heraldry provided the bonuses but once another empire takes the town the original empire gains unrest. like a secret facility thats cruel behavior was just discovered
Skylearion 13 Jul @ 2:03pm 
Another suggestion if you can figure out a way to implement it into code is make a heraldry that has the ability to make secret bases on their territories that gives extra research and reduced unrest but when a empire that isn't that heraldry takes the city/town that has a secret base it has the opposite effects kinda like the temple the cultist heraldry has but for something like the rat heraldry.
Skylearion 13 Jul @ 1:59pm 
Hey can you add more small town stuff like state owned farms or small businesses.
W. Corp Faust 3 Jul @ 1:21pm 
Train depot my beloved (I love trains and it makes me money so big happy :steamhappy:)
WolfSka213  [author] 3 Jul @ 1:07pm 
Thanks!
W. Corp Faust 3 Jul @ 12:29pm 
I finally got to try all of these and the upgrades are pretty good. The mod is well balanced and let me get an insane economy as a cult faction due to low maintenance costs.
WolfSka213  [author] 2 Jul @ 1:49am 
Oh hey all my 3 ACTS mods on front page. I dont know what to say about that that's pretty cool. Thanks everyone!
spycats 1 Jul @ 5:12pm 
JEEZ you really did make it. amazing job.
WolfSka213  [author] 1 Jul @ 1:06pm 
Oh hey, that’s pretty cool, my mod just randomly blew up?!
W. Corp Faust 1 Jul @ 10:48am 
Congrats on the front page!
WolfSka213  [author] 1 Jul @ 4:34am 
thanks!
spycats 1 Jul @ 4:22am 
this is a great mod, most mods that enchance your income i played with use a module and the ai cant use them at all. here its very balanced and the ai can use it, most of these could have been in the base game they would fit. great job
WolfSka213  [author] 1 Jul @ 3:11am 
eyy thanks Phil!
Philwhore 1 Jul @ 1:40am 
this looks awesome!
spycats 2 Jun @ 3:27pm 
as i finally had a chance to really get peace it ended in a week because a ai that was atleast 10 times less territory and way weaker declared war on me and the peace that followed also got ruined a week later because the another ai declares war which brings the only other surviving ai at war with me. nearly did that goal but the ai wanted to speedrun death ;(
WolfSka213  [author] 2 Jun @ 1:59am 
good luck on that! feel free to give feedback on the balancing aswell! i want this to feel somewhat balanced together with vanilla gameplay
spycats 1 Jun @ 10:08am 
nice, ive made it a goal to build every building added by this mod in my capital, unfortunately cant do the coastal stuff because i picked continent map. the mining drills are really nice.
WolfSka213  [author] 1 Jun @ 5:59am 
added the research requirements for all the city upgrades on this page
WolfSka213  [author] 31 May @ 3:06pm 
no problem!
spycats 31 May @ 2:53pm 
thanks, also that was really quick response time it surprised me!
WolfSka213  [author] 31 May @ 2:27pm 
@spycats Sure! if i remember to do that i will put that in the description tomorrow!
spycats 31 May @ 2:03pm 
hello, i just started playing with this mod and i want to know what technologies unlock the different buildings, thank you.
WolfSka213  [author] 26 Apr, 2024 @ 1:33pm 
I don’t think I can make my mods compatible with others but I’m pretty sure this mod doesn’t collide with steam: progress as it doesn’t change any base-game code.

Of course Im wanting to add more in the future, just at a tad bit slower pace.
chryssjanzonio 26 Apr, 2024 @ 10:08am 
This is a good base. add some more upgrades. can you make it compatible with steam progress mod?
WolfSka213  [author] 26 Apr, 2024 @ 6:19am 
Near future more like right now because I already added it! :D
WolfSka213  [author] 26 Apr, 2024 @ 5:09am 
@Skylearion I like that idea!

I'll think about making something to fit your idea in the near future.
Skylearion 21 Apr, 2024 @ 5:49pm 
maybe you can make a floating trade port for inland cities/not on the coast cities
WolfSka213  [author] 16 Mar, 2024 @ 4:30am 
I'm out of city upgrade ideas, if anyone has any please tell me!