Age of Wonders 4

Age of Wonders 4

SkyPhoenixTweaker - City Improvements - 100 Pop
26 Comments
SkyPhoenixZ1  [author] 5 hours ago 
Food thresholds how they work in this mod is explained in the description of mod. Population growth is faster only at the beginning, but it slows down over time, especially if you dont invest in farms. To be honest, managing and maintaining a lot of variants of my mods is to be honest a hassle and quite tedious work, originally i made this mod for my personal needs and decided to share with the rest of the world, more variants are made for people with little different tastes. I think i gave more than enough choices and for these reasons i wont make more variants. However if you know how, feel free to modify my mod in order to create a fork fulfilling your own wishes, mod has attached txt file inside mod's folder about what was exactly changed inside base game files.
Hi! I've noticed that new population grows much faster now. Would it be possible to adjust the food requirements to be closer to the vanilla version of the game?
SkyPhoenixZ1  [author] 27 Sep @ 1:19am 
@HzT I did initial testing and for me mod works fine with Ashen War realm realm trait. Can you tell me if you use any other realm traits beside it? As this can be helpful to investigate it, but i highly doubt that is the case, for some reason for some people certain mods are rejected for unknown reasons for me..
HzT 23 Sep @ 8:45am 
I would like to report that this mod has caused numerous game initialization crash on my end. I'm playing with Ashen war realm, I was able to start game prior to today but IDK why this one breaks
Valarien 31 Aug @ 11:41am 
So this is just possibility for this interaction. But I have a active Toll of Seasons that is going after a npc. It is specifically going after a npc city that is inside of a underground tunnel. I think this might be what is causing me to get stuck on Opponents are moving as the Toll of Seasons armies all want to step up into siege positions on the city but they literally cannot do so.
SkyPhoenixZ1  [author] 21 Jun @ 1:45pm 
This feature is now prepared as a separate mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3505402650
Elhoim 19 Jun @ 10:38am 
Would it be possible to have a mod that disables the city sprawl visuals? Or can you point me to where I can mod it? Thanks!
Destructicon 20 May @ 1:10am 
Awesome work, thanks :D
SkyPhoenixZ1  [author] 19 May @ 9:05am 
Okay, patch for this feature now available to revert it, link to new patch is attached to the mod's description.
Destructicon 19 May @ 1:27am 
Looks awesome, just need that option now to not claim underground tunnels.
SkyPhoenixZ1  [author] 14 May @ 10:42pm 
Later i will upload new variants 200 and all CC also on nexus mods for people who dont own the game on steam.
SkyPhoenixZ1  [author] 14 May @ 10:38pm 
I uploaded CC variants for people who want to enjoy more clean countryside. Spawning City Sprawl visuals are now disabled there but only new claimed provinces will be affected by new variants. Links to these variants are attached to updated descriptions of this mod.
SkyPhoenixZ1  [author] 11 May @ 2:00pm 
For underground tunnels i can make a patch like i did with reverting annex distance bonus. As for clean countryside variants i need to look into it to figure these things out.
Destructicon 9 May @ 2:30am 
Would it be possible to make a variant where you can't claim underground tunnels? Just have the increase pop cap and range?

And also a variant without the extra city sprawl, I kind of like having a clean countryside and sometimes the extra sprawl just makes the map look full and messy.
SkyPhoenixZ1  [author] 14 Apr @ 12:51am 
Mod was updated 2nd April where i adressed all missing new visuals and now they should work properly. As for "overwriting" feudal units and buildings there is no way that this mod does it as all properties (except annex distance things) related to them are not touched, unless you meant mentioned new visuals, those were fixed. I play my second long term game using this mod, this time i chose aristocrats subculture and as far all work flawlessly, my previous long term game was with monarch. I somehow forgot to mention update in comment section but i did it after people reported it to me. If you need help let me know.
The Hallow Jack 13 Apr @ 3:59pm 
wanted to ask has it fixed to not overwrite feudal buildings and units or it working now?
MadGAD 2 Apr @ 10:16am 
I agree with @donschmiddy
With your mod the game is still playable but lacks some other things. In my case the mod removes all those little decorative countryside huts around a town which added by new patch.
donschmiddy 1 Apr @ 2:31pm 
yes, i diasabled all other mods, this is the singular one responsible
donschmiddy 1 Apr @ 2:29pm 
incorrect this mod overwrites all new feudal buildings and units, due to building modding when it comes to the town hall
SkyPhoenixZ1  [author] 1 Apr @ 11:21am 
Mod is also compatible with Ogre 1.0 Update (released 01.04.25) so there is no need to update this atm.
balmung 7 Jan @ 9:46am 
Finally, a megacity i've been wanting to build for last few matches! Thank you sir.
SkyPhoenixZ1  [author] 21 Nov, 2024 @ 9:24am 
@Championxs its done, you can now play with 50 pop variant.
Championxs 20 Nov, 2024 @ 7:33pm 
I like the idea but any chance we could have a light version where instead of 100 since that's a bit much it only goes to 50 max pop per city?
Furin 20 Nov, 2024 @ 1:59pm 
Gotta say, I am very impressed by your output of mods lately. Thank you and good job!
SkyPhoenixZ1  [author] 20 Nov, 2024 @ 8:59am 
done, uploaded as a separate mod. if you want underground tunnels to be claimable but without any other features from this mod, you can download it now, more in description. Have nice day.
eharper256 19 Nov, 2024 @ 1:56pm 
Finally an Underground Tunnel Annex mod again, that's nice to see, good job (in fact I highly expect you'd be very popular if you stripped the other changes and just released that as a separate mod).