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Psiae

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  1. Psiae
    Psiae
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    1.0.1-alpha.1

    (warning) This mod version require UE4SS version v3.0.1-355-gdab5e68

    Changelogs:

    • internal: compile against UE4SS version v3.0.1-355-gdab5e68

    Big thanks to my patrons for making maintenance and creation of my mods possible https://patron.psiae.fun/.
  2. Donasparagus
    Donasparagus
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    does this mod work with the latest version?
  3. Psiae
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    1.0.0-alpha04

    Maintenance

    This version is compatible with Manor Lords version 0.8.004 .. 0.8.017

    Changelogs:

    • internal: Link asset on startup
    • bug_fix: fixed a bug where influence gain were not immediately reflected in UI

    Big thanks to my patrons for keeping the mods updated
  4. Psiae
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    v1.0.0-alpha02

    Changelogs:

    • Foreign Market and Passive Influence buff now require 2 Active Church per region

    Future Plans:

    • upgrade church for better buff
    • 3rd church gives buff to the army
    1. gdwitt
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      So Three churches per region, each with a family assigned for the max benefit?
    2. Psiae
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      yes, 3 church will be the cap.
    3. gdwitt
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      Mod has worked on two play throughs. Thumbs up. Influence is useful in fighting the baron. Claim two territories and he can't protect them both. So each territory requires 4000 influence to win. I would like to see influence used to increase how quickly families come even if the playing with unhappy settings.
  5. Psiae
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    v1.0.0-alpha03

    Important:

    Changelogs:

    • changed: migrate code Lua -> Cpp
    • added: common console comands
    • bug_fix: fixed a bug where the mod might randomly stopped working
    • bug_fix: fixed a bug where the mod might crash when loading/unloading save
  6. gdwitt
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    This is quite a work of coding. I hope Greg is paying you. I would still like to see the trade values of high end goods gain more value. If you are selling all you wood, that's your fault. But the high end goods are grossly undervalued relative to the time and resource input.
    1. gdwitt
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      I don't think the issue of droughts is a problem unless you play on hardest setting. 
      "in weekly basis, for every region with at least 2 Active Church, it will help stabilize all item in the foreign market by 1."
      Do you mean build 2 churches in one region?
      Influence is fairly easy to come by already so I wouldn't make this a priority.
      Think about trade values. The priest or minister might lecture the traders on ripping off his village over selling too many planks or buying too much barley. A manor could also serve this role.
      But this still doesn't solve the problem of capes or armor being pointless to make.
    2. Psiae
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      "in weekly basis, for every region with at least 2 Active Church, it will help stabilize all item in the foreign market by 1."
      Do you mean build 2 churches in one region?
      Yes, 2 constructed church with assigned worker in one region, per region.

      Influence is fairly easy to come by already so I wouldn't make this a priority.
      I will introduce more way to spend influence in the future.

      Think about trade values. The priest or minister might lecture the traders on ripping off his village over selling too many planks or buying too much barley. A manor could also serve this role.
      The idea here is not less import/export, but rather it opens more trade connection making the market more stable, historically a region typically have multiple church, one of which is the popular place for merchants to trade.

      But this still doesn't solve the problem of capes or armor being pointless to make.
      The purpose of the mod is to add more flavor to the church mechanic, it's not meant to have significant impact so other mods can still introduce stuff on those areas, I like to see multiple church being built in a region because it's historically accurate, it's often the place where new people made connection, so I put incentive to that.

      As for the late game economy problem, it will be on another mod, my Idea on it is to introduce exotic trader that would buy your region crafts at higher price because I imagine the artisans will be able to make high quality crafts once in a while, will also introduce event that will hike the market price for a period of time so that manually opening export can be rewarding, I would love to see more tradeoffs being made by the player.
  7. Psiae
    Psiae
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    edit: irrelevant