Age of Wonders 4

Age of Wonders 4

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Extended Buildings
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134.860 MB
20 Nov, 2024 @ 6:32am
28 Sep @ 12:17am
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Extended Buildings

Description
Adds 3 economy buildings for each income type, requiring each guild building.

One building is a repeatable construction giving fixed income and is lower efficiency than the other two.
One building gives a small buff to units built in that city.
Buildings have negative mana income, except the mana producing buildings which just have lower income than the others.


Allows Branch Wizard's Towers to be built in non-Throne cities.
These have the same effects as Wizard's Towers and allows (copies of) the same Tower structures except affinity buildings and prison/crypt/item forge.

1 additional economic Tower building per Wizard's Tower tier, can be built at both Branch and your Throne City tower.
Also adds binding essence, casting points and binding fragments buildings to foundation, level 1 and level 2 of the Wizard's Tower respectively.


Adds 1 special province improvement corresponding to each magical material that can only be built in a province that has that material.

These province improvements can give a permanent upgrade to visiting armies once every 3 turns. Buffs do not stack.

These province improvements can be upgraded, doubling their resource income as well as providing a second visit buff type (shared cooldown).


Also re-adds the default economy buildings your culture overrides. These require the culture specific building to be constructed first.
Added post-guild economy buildings for water and lava guilds as well. Buff to units is amphibious and lava walk.
Added building with Sanctuary Outpost umbral malady immunity effect to wizard's tower foundation.

Modding Notes:
Updated for Archon Prophecy
Special province improvements visit buff no longer requires separate locations.

Disclaimers: I give blanket permission to anyone to use, copy or edit my mods for any purpose.
Popular Discussions View All (1)
5
4 Oct @ 3:26pm
Support other culture?
Fii
42 Comments
Fii  [author] 6 Oct @ 7:27pm 
If nothing breaks in how buildings work, it should still work, except that you might get the original tower's model. So it might break anyway...
robertpanasuk 6 Oct @ 4:46pm 
I have a feeling that this mod will not give the extra tower structures to the Vampire Lord castle on release... do you think you are going to do anything special for the Vampire Lord branch towers, or are you just going to leave them as is? on the note of the branch towers, they should require the tier 2 town hall to be built before they can be built to bring them in line with the main tower.
TurtleMaster 4 Oct @ 2:54pm 
ah, I see now
Fii  [author] 4 Oct @ 1:57pm 
I know that one. It gives in-battle buffs, not casting strategic spells.
TurtleMaster 4 Oct @ 5:44am 
I saw you couldn't get the lightning rod thing to work. I don't know if it'll help, but there is a mod that does something similar on a smaller scale (adjacent provinces). I'll link it below

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3222661971
Daverin2112 28 Sep @ 5:54am 
I am not surprised to see this, but certain features like getting to build a vanilla building after a culture building does not work with Schnitzel's custom cultures.

Is there anything, on your end, that can be done, or is this essentially he/someone has to add a submod doing that work?
Fii  [author] 28 Sep @ 12:19am 
@Fenrisúlfr I went to check but I'm actually not sure how the Umbral Malady immunity works. It's the same as Sanctuary Outpost though.
Fii  [author] 28 Sep @ 12:18am 
Quick update: removed extra spell slot from branch channeling chamber
robertpanasuk 27 Sep @ 4:41pm 
I can say from experience that the branch tower structure that says it adds a extra spell slot does add an extra spell slot.
Daverin2112 27 Sep @ 4:40pm 
And having been an AoW3 child, you could builds towers everywhere in the old games? Huh!! I would have assumed that just like 4, they were the capital only, given I understand they were even more central to the whole "world-wide magic" shtick!!!