Age of Wonders 4

Age of Wonders 4

34 ratings
Extended Buildings
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
89.054 MB
Nov 20, 2024 @ 6:32am
Apr 2 @ 6:45am
9 Change Notes ( view )

Subscribe to download
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 essence income and casting points buildings to foundation and level 1 of the Wizard's Tower.


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.
Updated for Giant Kings

Modding Notes:
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.
10 Comments
Fii  [author] Apr 2 @ 6:48am 
Updated
Fii  [author] Mar 23 @ 7:18pm 
Fixed, must have accidentally turned it off...
Arno Mar 23 @ 7:15am 
Hi. Shouldn't phasing grid be per provonce, rather flat -1 mana +5 production?
Fii  [author] Mar 16 @ 10:18pm 
Good point! I've fixed it.
Morsrealm Mar 16 @ 9:51am 
Second tier SPIs ably their upgrades to support abilities, so you end up poisoning or burning your units when healing or buffing them. (Used necromancers strengthen undeath buff and poisoned my unit.) Thanks for the amazing mod.
Fii  [author] Mar 13 @ 7:51am 
Focus Crystal and Tranquility Pool upgraded visit buff is changed to defence and resistance penetration.
Fii  [author] Mar 12 @ 3:24am 
More updates.

Found a way to add visit buffs to SPIs without causing compatibility issues. Removed the magic circle mechanic.

SPIs can be upgraded now, allowing a second visit buff. These ones focus more on status effects. Focus crystal's one is physical resistance, which is experimental...
Fii  [author] Nov 24, 2024 @ 2:46pm 
Updated
Fii  [author] Nov 24, 2024 @ 8:55am 
A good point, I did have that feeling myself but I had only played one very long running game with this (which got killed by Ways of War :steamsalty:) so I wasn't sure.

I'll reduce it tomorrow.
KingofApples Nov 24, 2024 @ 12:25am 
Amazing mod. However, after playing 2 games with it, I think the "+Resource per Province" buildings are extremely overpowered. Any chance you could cut them in half? -1 mana and +5 instead of -2 and +10? I'd also argue knowledge shouldn't be as high as food/draft/gold etc either, being as a resource that's supposed to be more challenging to get and the snowball potential from getting a lot. -1 mana for +3 for knowledge? Hope you are able to rebalance this mod a bit, because it is really good and I'd like to continue using it