[SUBMOD] SuperTechmarine's Building Overhaul 0.1.4

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[SUBMOD] SuperTechmarine's Building Overhaul 0.1.4

PostPosted by SuperTechmarine » Sun Mar 02, 2014 08:57

Image
"How happy are those whose walls already rise!" –Virgil

This submod (inspired by Lux Invicta) aims to make building a much more essential part of gameplay. Buildings are organized into an organization akin to a spiderweb. Gone are the simple building trees of vanilla!

Some features include special buildings for each culture, role-playing capability and more.

Objectives:
Spoiler: show
- Dynamic events like bountiful harvests, starvation, and the like.
- More essential buildings
- Building trees for each culture.
- "Lore" buildings.
- Regional Resource System (Gold in the Westerlands, Iron in the Iron Islands, Stone in the Vale, wheat in the Reach.
- Building Chains (Wheat Farm > Mill > Bakery.)
- Upgrades and Research ( Water-powered machinery > Watermill )
- ...


Currently in alpha. Suggestions are welcome.

Credits:
Paradox for Crusader Kings 2
The AGoT Team for AGot
The LI team for Lux Invicta and their inspiration
Darkgamma for his building icons.
Buildings and Localisation by yours truly.
Last edited by SuperTechmarine on Mon Jun 22, 2015 14:04, edited 19 times in total.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul

PostPosted by SuperTechmarine » Sun Mar 02, 2014 08:58

Instructions.
    1. Extract all files in the "SuperTechmarine's Building Overhaul" folder to your mod folder
    2. Open the Mod Launcher
    3. Select "A Game of Thrones" AND "SuperTechmarine's Building Overhaul."
    4. ???
    5. Profit!

Changelog:

Code: Select all
0.1.4:
-Removed the Military and Economic Infrastructure Buildings. Redundant and slowed down the AI.
-Added road buildings. Currently consist of 2 tiers, trails and dirt roads.
-Added an elephant trader, very expensive and allows the recruitment of elephants for non-Essosi cultures.
-Streamlined barracks. No more incongruous separate barracks and troop buildings.
-Added a port building
0.1.2
-Added new Economical Buildings.
-Ported all the buildings to Cities
-Rebalanced the Costs.
0.0.2
-Added new military levy system for archers, pikemen and heavy infantry.
-Added new recruitment system for archers and heavy infantry
-Added new Military infrastructure buildings.
-Added the building icons by Darkgamma. Don't forget to thank him.
-Fixed the Town bug.
-Edited history to accomodate the new buildings.
-Decreased the costs of many buildings.
-Disabled many buildings for the Wildlings.
-The AI has been fixed so as to take the Feast and Hunt decisions less.


Fully compatible with the following submods (tested by me):
Colonise Valyria
More Decisions
Congenital Overhaul


Compatible with both 0.95 and 0.96. Next version should finally see some buildings that have effects on your character, like libraries.

Download Link
Last edited by SuperTechmarine on Mon Jun 22, 2015 14:04, edited 17 times in total.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul

PostPosted by SuperTechmarine » Sun Mar 02, 2014 13:51

Thoughts?
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Re: [SUBMOD] SuperTechmarine's Building Overhaul

PostPosted by Lookatthecomment » Sun Mar 02, 2014 13:57

SuperTechmarine wrote:Thoughts?

Looks cool could you add a building called say large population (or small or whatever) etc to allow for the right next tier of buildings to be built.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul

PostPosted by SuperTechmarine » Sun Mar 02, 2014 13:59

Lookatthecomment wrote:
SuperTechmarine wrote:Thoughts?

Looks cool could you add a building called say large population (or small or whatever) etc to allow for the right next tier of buildings to be built.


It's going to be a complex process which unfortunately will not be in the beta release (which i'll release sooner than you think.)
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Re: [SUBMOD] SuperTechmarine's Building Overhaul

PostPosted by Charcolt » Sun Mar 02, 2014 14:08

Could you post a list of current buildings? It would help to see what options are available
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Re: [SUBMOD] SuperTechmarine's Building Overhaul

PostPosted by SuperTechmarine » Sun Mar 02, 2014 14:15

Charcolt wrote:Could you post a list of current buildings? It would help to see what options are available

Done. There are more coming soon. Beta will be released when i adapt the vanilla buildings to the overhauled buildings.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul

PostPosted by Charcolt » Sun Mar 02, 2014 14:28

The North could have a special granary supplement (Glass Garden) that makes winter more survivable. It would tie in well with the supply mechanic being introduced in the new ROI DLC.

A Library could add Learning or the scholar trait to any children raised in the province. Secret Passages could be constructed, giving your family an increased chance of escaping during a siege. A Great Hall, Gardens, and other decorations could just be big ways to boost prestige and wealth.

These are limited in-game to certain areas, but I think every house could construct family crypts and a winery (Winterfell and the Arbor). There would be events based on going inside the crypts and recovering family artifacts/gaining intrigue, or maybe a large event chain where your family becomes a dominant seller of wine for great wealth
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Re: [SUBMOD] SuperTechmarine's Building Overhaul

PostPosted by cosmic » Sun Mar 02, 2014 14:43

Charcolt wrote:These are limited in-game to certain areas, but I think every house could construct family crypts and a winery (Winterfell and the Arbor). There would be events based on going inside the crypts and recovering family artifacts/gaining intrigue, or maybe a large event chain where your family becomes a dominant seller of wine for great wealth


That's a great idea. I've always thought it'd be a good idea for players to be able to build wineries and crypts, perhaps as two separate things and at a large expense. Maybe event some event chains for the burials of previous lords.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul

PostPosted by SuperTechmarine » Sun Mar 02, 2014 16:38

Charcolt wrote:The North could have a special granary supplement (Glass Garden) that makes winter more survivable. It would tie in well with the supply mechanic being introduced in the new ROI DLC.

A Library could add Learning or the scholar trait to any children raised in the province. Secret Passages could be constructed, giving your family an increased chance of escaping during a siege. A Great Hall, Gardens, and other decorations could just be big ways to boost prestige and wealth.

These are limited in-game to certain areas, but I think every house could construct family crypts and a winery (Winterfell and the Arbor). There would be events based on going inside the crypts and recovering family artifacts/gaining intrigue, or maybe a large event chain where your family becomes a dominant seller of wine for great wealth


Wow so much genius in one post. I'll try to get this as soon as i finish off the basic buildings.

Though i don't know how would the Glass Gardens tie in with the Supply Mechanic?
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Re: [SUBMOD] SuperTechmarine's Building Overhaul

PostPosted by Charcolt » Sun Mar 02, 2014 17:50

SuperTechmarine wrote:Though i don't know how would the Glass Gardens tie in with the Supply Mechanic?


Well, the mechanic is that the further your troops go from home, the less supplies they have and the quicker they starve. In this mod, it would work great with the harsh conditions of the North and winter, making supplies go down very fast and be very limited and any kind of war deadly. The Northerners could built Glass Gardens to help counter this, having some crops that wouldn't be killed during winter. It obviously couldn't be implemented until ROI comes out.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.0.1

PostPosted by Corvus » Sun Mar 02, 2014 18:34

Really love the sound of all this SuperTechmarine - looking forward to giving it a go soon.
If you haven't already seen this, there was some discussion a while back about economy type stuff - might be some ideas you can build on there.
topic1142-720.html#p39674
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.0.1

PostPosted by SuperTechmarine » Sun Mar 02, 2014 18:49

Corvus wrote:Really love the sound of all this SuperTechmarine - looking forward to giving it a go soon.
If you haven't already seen this, there was some discussion a while back about economy type stuff - might be some ideas you can build on there.
topic1142-720.html#p39674


Thank you. I'll definitely use that in future versions. Maybe even with events.

ETA: Does anyone have any expertise in icon-making? I'd like to make some new icons for the buildings like in LI.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.0.1

PostPosted by ngppgn » Sun Mar 02, 2014 20:05

Man, you have just overrun me in this! Hahah. I was just making a port of LI building chains, and adding other special stuff. I will instead share my ideas, so you can adapt whatever you see fit:


-Firstly, I think wildings, as well as people settling north of the wall shouldn't get access to most buildings, specially economic ones: wildlings are too anarchic to settle and the land up there is too harsh to build the necessary infraestructure. Instead, the wilding could get its own special building chains (E.G. Foraging parties, giving tax and levy reinforcement, hunting camp, giving levy size, patrols giving garrison, and such. )

-The implementation of resources and resources-dependant building chains would be wonderfull. Resources could be provinces modifier based on terrain and culture, so dornish farmlands get olives and reachmen farmlands get grapes, for example, then you can build wineries and almazaras in the relevant provinces to exploit the natural resources. Other examples could be: metals in mountains, specially in the iron islands and the stormlands, stone in Valemen mountains, wood and hunting goods in forests, etc.
(the modifiers parts could be ommited, now that I think on it, you only need to specify a restrictive enough set of prerrequisites)

-A "maester chambers" that improves the chances of good education traits and learning level of the maester (via events) and disease defense (via the building modifier)

-Several smithy chains that boost diferent troops attack/defense

-training yards that boost garrison and levy reinforcement and increase the chance of the master-at-arms getting good events when training children

-Maybe city/castle guard that increase arrest chance, and garrison

-Maybe also make the buildings that boost diferent troops types decrease other, so that the feeling of specialisation is even deeper. E.g. stables give x amount of cavalry bur takes away x/2 amount of light infantry.

-Would you consider introducing retinues?

-Essos in general, and the republics in particular need some love. Have you consider porting the family palace and trade post buildings from LI (without the tech requiriments, obviously)? Also the eastern continent need traditions, and special buildings if balance has to be preserved

That's all, for now. I hope something of this be of use to you. Also if you ever want a hand with coding or designing or whatever, just PM me if you are so inclined
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.0.1

PostPosted by SuperTechmarine » Sun Mar 02, 2014 20:17

ngppgn wrote:Man, you have just overrun me in this! Hahah. I was just making a port of LI building chains, and adding other special stuff. I will instead share my ideas, so you can adapt whatever you see fit:


I had no idea.


-Firstly, I think wildings, as well as people settling north of the wall shouldn't get access to most buildings, specially economic ones: wildlings are too anarchic to settle and the land up there is too harsh to build the necessary infraestructure. Instead, the wilding could get its own special building chains (E.G. Foraging parties, giving tax and levy reinforcement, hunting camp, giving levy size, patrols giving garrison, and such. )

Eventually all this will be implemented.

-The implementation of resources and resources-dependant building chains would be wonderfull. Resources could be provinces modifier based on terrain and culture, so dornish farmlands get olives and reachmen farmlands get grapes, for example, then you can build wineries and almazaras in the relevant provinces to exploit the natural resources. Other examples could be: metals in mountains, specially in the iron islands and the stormlands, stone in Valemen mountains, wood and hunting goods in forests, etc.
(the modifiers parts could be ommited, now that I think on it, you only need to specify a restrictive enough set of prerrequisites)

I once tried using province modifiers. It was awful. What i'm going to do is way more time-consuming. I'll make (unbuildable) buildings which represent specific resources.

-A "maester chambers" that improves the chances of good education traits and learning level of the maester (via events) and disease defense (via the building modifier)
-training yards that boost garrison and levy reinforcement and increase the chance of the master-at-arms getting good events when training children

I thought about doing such thing but i suck at making events.


-Several smithy chains that boost diferent troops attack/defense

Definitely will be implemented.



-Maybe city/castle guard that increase arrest chance, and garrison

Guards will increase garrison, Law enforcement will decrease revolt risk and increase arrest chance. So yes will be in. Eventually.


-Maybe also make the buildings that boost diferent troops types decrease other, so that the feeling of specialisation is even deeper. E.g. stables give x amount of cavalry bur takes away x/2 amount of light infantry.

Eventually once i figure how to balance it properly.

-Would you consider introducing retinues?

When i figure what kind of retinues to give to each culture.

-Essos in general, and the republics in particular need some love. Have you consider porting the family palace and trade post buildings from LI (without the tech requiriments, obviously)? Also the eastern continent need traditions, and special buildings if balance has to be preserved

Essos will need to be sacrificied in favour of Westeros. Special Buildings for Essos won't be released any time soon.

That's all, for now. I hope something of this be of use to you. Also if you ever want a hand with coding or designing or whatever, just PM me if you are so inclined

Suggestions are invaluable, so yes you have been of good use. If you have any skill at icon-making or event-making then inform me by PM and maybe we'll form a team.

Though really the answer to all requests are "At some point perhaps" -Roose Bolton. Unless they're really ridiculous.
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0.0.2 Preview

PostPosted by SuperTechmarine » Sun Mar 02, 2014 21:40

Preview for 0.0.2

Levies are now recruited from "Production Buildings" which are divided into 3 categories: Militia/Levy, Professional, Noble.

From these buildings you can build "Militia Swordsmen" or "Militia Spearmen". From then on you can upgrade to "Men-At-Arms" and "Professional Pikemen." The last upgrade is Noblemen which upgrade into "Gentry Swordsmen" and "Noble Pikemen".

This allows greater control, as well as special cultural units, such as Militia Barracks > Professional Barracks = Can build Westerlander Swordsmen the province has Westerlander culture.

Additionally, the AI will take the feast, hunt and summer fair decisions a lot less so that they will build the new buildings with impunity.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.0.1

PostPosted by SuperTechmarine » Mon Mar 03, 2014 11:41

Should the next version be named 0.0.2? Or 0.2? A man wonders.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.0.1

PostPosted by bron » Mon Mar 03, 2014 14:42

SuperTechmarine wrote:Should the next version be named 0.0.2? Or 0.2? A man wonders.


Hi there, looking forward to this, great idea to see actually some new interesting buildings here :)
you mentioned "Dynamic events like bountiful harvests, starvation, and the like" in first post - It would be great to see people > court (often) > lords (not very often) - actually die from long harsh winter. I have seen "peasants are dying" sign on province often but court and lords are always fine...

anyway about your version counting, 0.0.2 or 0.1, jumping to 0.2 seems a little strange now ;)
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.0.1

PostPosted by SuperTechmarine » Mon Mar 03, 2014 16:18

bron wrote:
SuperTechmarine wrote:Should the next version be named 0.0.2? Or 0.2? A man wonders.


Hi there, looking forward to this, great idea to see actually some new interesting buildings here :)
you mentioned "Dynamic events like bountiful harvests, starvation, and the like" in first post - It would be great to see people > court (often) > lords (not very often) - actually die from long harsh winter. I have seen "peasants are dying" sign on province often but court and lords are always fine...

anyway about your version counting, 0.0.2 or 0.1, jumping to 0.2 seems a little strange now ;)


Good idea, though only for harsh winters.

0.0.1 is really the alpha with demo/preview content. 0.2 will be much bigger. Though i'll have to adapt the old events to the new buildings which sucks.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.0.1

PostPosted by SuperTechmarine » Tue Mar 04, 2014 00:06

Good news, Darkgamma has given me permission to use his building icons for the next version.

So you have that to look forward to!
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