Age of Wonders III

Age of Wonders III

City Developpement Mod
Zaelon  [developer] 25 Nov, 2015 @ 8:11pm
Suggestions
Balancing numbers, ideas for new buildings or bonuses, things that you feel are overpowered or underwhelming, etc. We can discuss about futur updates here
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Showing 1-9 of 9 comments
PowerMaik 26 Nov, 2015 @ 7:39am 
Hi, i really like your mod. I send you a german translation per Mail. Please include this in your update. Thx PowerMaik
Dunadd 17 Oct, 2016 @ 3:01pm 
I don't think they're meaningless if you can't build them all in every city. You specialise different cities in doing different things. But can see why some people would want an option to build them all in every city.
Mason Redux 26 Apr, 2017 @ 12:20am 
Hey guys.. i like this mod .. i am using also the "Racial Reinforcements" Mod and your mod dont support it...
that problem is that in your mod every unit needs manpower... and this ones from the "Racial Reinforcements" not...
what makes the ugly decision easy which units everyone want to use :-(

would be nice to have an compability mod from you for it.
Zaelon  [developer] 26 Apr, 2017 @ 4:18am 
Hey,
I am sorry I haven't updated in a while, neither to fix the issues nor to improve compatibility. The thing is I have less free time to do modding than before and I rarely play this game lately.
But as a teacher, I'll be free from July until the end of august, so I'll try to do it then.
Sorry for the long wait and thank you for the feedback
Zaelon  [developer] 8 Aug, 2017 @ 10:21pm 
Working on the bugs, but for the compatibility thing, I'm not sure. I mean, I don't know all the popular mods that I should make compatible and I would have to update at the same pace probably, it sounds like too much work for my free time unfortunately :s
tehalmightytaco 31 Jan, 2019 @ 2:59am 
Hey Zaelon, big fan of your mod, but i was wondering if there was a way to make it compatable with Decodence mods as it adds terrain features that your mod dont recognise, but i prefer your mod to the other, just thought it would be neat? Anywho thanks for the mod :steamhappy:
Zaelon  [developer] 10 May, 2019 @ 1:34am 
Originally posted by tehalmightytaco:
Hey Zaelon, big fan of your mod, but i was wondering if there was a way to make it compatable with Decodence mods as it adds terrain features that your mod dont recognise, but i prefer your mod to the other, just thought it would be neat? Anywho thanks for the mod :steamhappy:

Hey ! Sadly I have had less time than I would wish with my work these last few years, which effectively stopped any further developpment of my mod at the moment :( Thanks for the suggestion though
kaashI 12 May, 2019 @ 7:08am 
no dlc version of City Developpement Mod
yams4lunch 16 Jun, 2019 @ 7:16pm 
This mod makes tundra non-viable for Humans and Frostlings. Because there isn't any building that benefits tundra fertile plains, you either take a happiness loss from not having fertile plains, or take a gold/population/production loss from having no relevant buildings. High Elves in the tundra can terraform forests and gain both a happiness and gold bonus. In comparison, a Frostling city will have significantly lower happiness/production. When a High Elf in the tundra has a significant advantage over an actual Frostling, I think you need to adjust your mod.

An easy fix would be to make a building that benefits these tiles, or expand existing buildings to cover these tiles as well.
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Showing 1-9 of 9 comments
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