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buildingStats
vanill_value > modded_value
manor_solo_lv1 manor
maxHp 200>300
construction:
logs 5>20
stone 15>48
planks 20>56
clay 0>20 (12+8for the fireplace//chimney)
wooden_parts 0>20 (better furnitures//chests//woodworking)
tools 0>6 (houshold tools)
iron_parts 0>20 (for locks and various metal items and decorations)
pottery 0>8
storage (generic) 250>1000
Mano_Keep_LV1 garrison tower
maxHp 200>600
construction:
logs 10>32
stone 10>32
planks 15>220
iron_parts 0>16 (for locks and hinges)
maxInRegion 1>4
Tax Collector
maxHp 100>400
construction:
logs 4>8
stone 0>60
planks 0>40
clay 0>14 (6+8for the fireplace//chimney)
iron_parts 0>6 (for locks and various metal items)
manor_outertower_lv1 tower
construction:
logs 10>6
stone 5>4
planks 0>50
Manor_Gate_lv1
construction:
logs 2>4
planks 0>16
residentialPlot_lv1
construction:
logs 2>6
stone 0>12
planks 0>20
#clay 0>0 (use mud instead of clay)
wooden_parts 0>4 (for houshold tools and containers)
tools 0>1 (for houshold tools)
storage (generic) 15>50
storage (pantry) 25>30
spoilageRateReduction 0.05000000074505806>0.1
residentialPlot_lv2
storage (generic) 30>100
storage (pantry) 50>50
spoilageRateReduction 0.05000000074505806>0.1
upgrade to lvl 2 (peasant house), cost:
*(base + for expanded living space)
logs 4>8 *(6+2)
planks 0>40 *(30+10) (interior included)
clay 0>8 *(8+0) (8 for the fireplace//chimney)
wooden_parts 0>6 *(6+0)(better furnitures//chests)
tools 0>1 *(1+0) (for houshold tools)
iron_parts 0>6 *(6+0) (for locks and various metal items)
pottery 0>4
woolen_cloth 0>2
linen 0>1
leather 0>1
residentialPlot_lv3
maxHp 100>300
occupantTypes 2>3
storage (generic) 150>250
storage (pantry) 150>100
spoilageRateReduction 0.05000000074505806>0.1
upgrade to lvl 3 (townhouse), cost:
*(base + for expanded living space)(structure changes in lvl3)
logs 3>40 *(25+15)
stone 0>36 *(24+12)
planks 12>50 *(20+30)(interior included)
clay 0>54 *(34+20)(8 for the fireplace//chimney)
Rooftiles 4>72 *(60+12)
wooden_parts 0>36 (better furnitures//chests//woodworking)
tools 0>2 (for houshold tools)
iron_parts 0>12 (for locks and various metal items and decorations)
pottery 0>8
cloaks 0>2
clothes 0>4
shoes 0>2
regionalWealth 25>100
StoneWell
construction:
stone 10>10
planks 4>4
upgrade to (stone_well), cost:
stone 10>10
planks 4>4
bandit_tents
uses worker_camp model
HomelessTents
uses empty model
canRelocate (bug: if relocatred, tents wont dissapear after you reach small village level)
upgrades: added 20 (can upgrade to worker_camp)
worker_camp
provides shelter for 5 families // IMPORTANT! UPGRADE ONLY IF THERE IS AT LEAST 1 HOMELESS FAMILY! IT WILL CRASH OTHERWISE.
canRelocate
flammable
construction:
logs 1>3
upgrade to (upg_to_work_camp), cost:
logs 1>3
foodStall
construction:
planks 0>1
spoilageRateReduction 1>0.05
clothingStall
construction:
planks 0>1
spoilageRateReduction 0.05000000074505806>0
hitching_post
uses a square border now so it's possible to place after destruction in the same spot without the need to remove roads
can't have assigned workers - needs to be upgraged first
max workers 2>0
upgrades: 13 only (can no longer order horses)
maxHp 55>5
small_stable
uses pack_station model (uses a square border now so it's possible to place after destruction in the same spot without the need to remove roads)
max workers 2>1
upgrades: 13 only (can no longer order horses)
construction: (to get refound upon destruction)
logs 0>2
planks 0>8
upgrade to (upg to small stable), cost:
logs 0>2
planks 4>8
mule_shed_pack_station
uses small_stable model
maxHp 100>55
upgrades: added 19 (can order horses as well)
construction:
logs 1>6
planks 0>20
storage (generic) 0>25
GranarySmol
max workers 3>2
construction:
logs 2>4
stone 10>24
planks 0>36
wooden_parts 0>3 (for 1 cart)
storage (generic) 0>50 (to prevent weather destroying construction materials)
spoilageRateReduction 0.07000000029802322>0.07
Granary
maxHp 100>200
storage (generic) 0>150 (to prevent weather destroying construction materials)
spoilageRateReduction 0.07999999821186066>0.07
upgrade to granary_lv2 cost:
logs 2>14 (18)
stone 5>12 (36)
planks 12>24 (60)
clay 0>22 (22)
wooden_parts 0>12 (15) (for pulleys and 3 additional carts)
Storehouse
max workers 3>2
construction:
logs 2>6
wooden_parts 0>6 (for 2 carts)
Storehouse_lv2
maxHp 60>200
upgrade to Storehouse lv2 cost:
logs 5>6 (12)
stone 0>8 (8)
planks 10>46 (46)
clay 0>20
wooden_parts 0>15 (21) (for additional 5 carts)
wooden_church
construction:
logs 5>6
stone 10>16
planks 20>60
wooden_parts 0>24 (for interior decorations)
iron_parts 0>6 (for the bell)
storage (generic) 0>100 (to prevent weather destroying construction materials)
stone_church
max workers 3>1
maxHp 400>600
storage (generic) 0>250 (to prevent weather destroying construction materials)
upgrade to stone_church cost:
logs 5>18
stone 20>120
planks 10>0
Rooftiles 10>48
clay 0>16
wooden_parts 0>12 (for interior decorations)
iron_parts 0>10 (for various metal items and decorations)
regionalWealth 0>700 (for the bell and frescos)
Mining pit
max workers 4>2
maxHp 55>20
construction:
planks 4>14
wooden_parts 0>2 (for tools)
deep mine / deep_mine
max workers 4>6
maxHp 100>50
only essentials and some planks are retriven upon demolishing. the rest is buried under the ground
storage (generic) 50>250
upgrade to (deep_mine) cost:
logs 0>8
planks 10>100
wooden_parts 0>8
tools 0>12
iron_parts 0>8 (for pulleys)
regionalWealth 50>200
Tavern
construction:
logs 3>28
stone 0>20
planks 4>60
clay 0>16
iron_parts 0>2 (for locks and various metal items)
pottery 0>12
storage (generic) 0>150 (to prevent weather destroying construction materials)
storage (pantry) 15>50
spoilageRateReduction 0.05999999865889549>0.1
Tavern_LV2
max workers 3>2
storage (generic) 0>200
storage (pantry) 50>100
spoilageRateReduction 0.05999999865889549>0.1
upgrade to (tavern_lv2) cost:
logs 2>6
stone 10>0
planks 8>22
clay 0>10
wooden_parts 0>12 (better furnitures//woodworking)
iron_parts 0>8 (for locks and various metal items and decorations)
pottery 0>24
logging_camp
uses worker_camp model
construction:
logs 2>3
tools 0>3
storage (large) 28>100
trading_post
max workers 4>2
maxHp 100>200
construction:
logs 4>32
stone 0>20
planks 0>70
clay 0>22
wooden_parts 0>19 (for 3 carts and 2 big carts)
storage (generic) 500>1000
spoilageRateReduction 0.07000000029802322>0.07
Hunting camp
max workers 2>1
construction:
linen 0>8
warbows 0>2
tools 0>1
maxInRegion 0>1 (Hunting is for nobility, not for bloody peasants. Any poacher cought will be hanged!)
buildingsConstructed: manor_solo_lv1 (after a manor is build)
settlementLevel 0>1 (at least small village)
storage (generic) 12>20
storage (pantry) 36>10
spoilageRateReduction 0.05000000074505806>0.05
sawpit
max workers 2>1
maxHp 100>55
can chooseProducedGood
can produce wooden parts
construction:
logs 2>8
planks 2>20
tools 0>4
storage (generic) 50>200
storage (large) 5>20
Windmill
max workers 3>2
can chooseProducedGood
construction:
logs 4>14
stone 0>4 (for the milestones)
planks 0>80
wooden_parts 0>30
iron_parts 0>12
linen 0>4
storage (generic) 0>150 (to prevent weather destroying construction materials)
storage (pantry) 250>100
spoilageRateReduction 0.05000000074505806>0.1
Smithy
maxHp 22>200
can chooseProducedGood
can produce spears
construction: *(4+6)
stone 6>36
planks 4>36
wooden_parts 0>4
tools 0>14
storage (generic) 50>100
Bakery (communal oven)
max workers 3>2
can chooseProducedGood
can produce groats from grain (actually bread, but at a lower efficiency)
construction:
logs 2>6
stone 0>4
planks 0>14
clay 0>4
storage (generic) 12>20 (to prevent weather destroying construction materials)
spoilageRateReduction 0.05000000074505806>0.1
tannery
max workers 3>2
can chooseProducedGood
construction:
logs 4>6
planks 0>10
tools 0>1
wooden_parts 0>6 (for tubs and equipement)
sheep_farm
max workers 3>2
pastureSpace: 5>0
maxHp 75>20
construction:
logs 1>0
planks 0>4
charcoal_kilns
can chooseProducedGood
construction:
logs 1>3
storage (generic) 50>100
weaver_lv1
max workers 3>2
can chooseProducedGood
construction:
logs 4>12
planks 0>26
wooden_parts 0>8 (for weaving equipement)
storage (generic) 50>150
spoilageRateReduction 0.05000000074505806>0.05
Forager
maxHp 75>100
construction:
logs 1>6
planks 0>24
storage (pantry) 50>200
spoilageRateReduction 0.05000000074505806>0.1
Stonecutter camp
max workers 4>2
construction:
logs 1>6
planks 4>24
tools 0>2
storage (generic) 50>250
bloomery
max workers 2>2
can chooseProducedGood
construction:
logs 1>6
planks 6>24
clay 0>4
tools 0>2
Apiary
max workers 4>1
maxHp 25>5
maxInRegion 0>2
spoilageRateReduction 0.05000000074505806>0.1
fishermans_hut
max workers 3>2
maxHp 120>75
construction:
logs 2>6
planks 0>16
spoilageRateReduction 0.05000000074505806>0.1
Malt house
can chooseProducedGood
can produce malt from grain (less efficient than grom barley)
construction:
logs 2>6
stone 12>18
planks 6>20
spoilageRateReduction 0.05000000074505806>0.1
Superfarm farmhouse
max workers 8>4
maxHp 100>200
construction:
logs 3>28
planks 0>20
wooden_parts 0>6 (for 2 carts)
tools 0>4
spoilageRateReduction 0.05000000074505806>0.05
livestockTrader
max workers 3>2
pastureSpace: 4>0
stableSpace: 2>0
construction:
logs 2>6
planks 0>16
storage (generic) 0>50 (to prevent weather destroying construction materials)
Forester
max workers 2>1
construction:
logs 2>12
maxInRegion 0>1
firewoodcutter
max workers 3>2
maxHp 100>20
can chooseProducedGood
can produce planks from small logs (less efficient than in a sawpit)
construction:
logs 1>1
tools 0>2
clay_furnace
max workers 5>2
maxHp 100>55
can chooseProducedGood
can produce pottery
construction:
logs 1>10
stone 8>12
planks 6>20
dyers_shop
max workers 3>2
#maxHp 100>100
can chooseProducedGood
construction:
logs 2>12
planks 0>20
wooden_parts 0>6 (for equipement)
spoilageRateReduction 0.05000000074505806>0.05
Shrine
construction:
stone 0>1
############### UPGRADES
order_oxen
upgrade to, cost:
regionalWealth 20>21
order_mule
upgrade to, cost:
regionalWealth 25>17
order_horse
upgrade to, cost:
regionalWealth 30>29
Ploughing_station
upgrade to, cost:
logs 1>6
planks 0>20
wooden_parts 0>7 (for 1 big cart and plows)
tools 0>2 (for plows)
BPart expand living space(residential)
upgrade to, cost::
logs 2>4
planks 0>6
tools 0>1
vegetable_garden
upgrade to, cost:
planks 0>10
tools 0>1
regionalWealth 15>0
chicken coop
upgrade to, cost:
planks 0>14
regionalWealth 25>10
goat shed (animal pen)
upgrade to, cost:
logs 0>6
planks 2>30
order_pig
upgrade to, cost:
regionalWealth 20>15
order_goat
upgrade to, cost:
regionalWealth 20>15
orchard
upgrade to, cost:
regionalWealth 50>10
minimumHouseLv 1>2
herbs_garden
upgrade to, cost:
planks 2>0
regionalWealth 25>0
Rebuild
cost:
planks 0>20
smithy
upgrade to, cost:
logs 0>4
stone 0>36
planks 8>44
wooden_parts 0>4
tools 2>16
regionalWealth 20>100
bakery
upgrade to, cost:
logs 0>4
stone 0>20
planks 6>40
clay 0>4
wooden_parts 0>4
pottery 0>8
regionalWealth 10>25
requiresTech requirement removed
brewery
upgrade to, cost:
logs 0>4
stone 0>20
planks 6>40
clay 0>4
wooden_parts 0>4
pottery 0>8
regionalWealth 10>25
tailor
upgrade to, cost:
logs 0>8
planks 6>36
clay 0>14
wooden_parts 0>4
tools 1>2
regionalWealth 10>50
cobbler
upgrade to, cost:
logs 0>8
planks 6>36
clay 0>14
wooden_parts 0>4
tools 1>2
regionalWealth 10>25
joiner
upgrade to, cost:
logs 0>8
planks 6>36
clay 0>14
wooden_parts 0>4
tools 1>5
regionalWealth 10>25
armorer
upgrade to, cost:
logs 0>4
stone 0>36
planks 8>24
tools 2>22
regionalWealth 20>100
bowyer
upgrade to, cost:
logs 0>8
planks 6>36
clay 0>14
wooden_parts 0>4
tools 0>2
regionalWealth 10>25
butcher
upgrade to, cost:
logs 0>8
planks 6>36
clay 0>14
wooden_parts 0>4
tools 1>2
regionalWealth 10>25