Master of Magic
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ShadowTiger

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shadowtiger

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About this mod

This mod restores the original v1.31 Master of Magic balance for gold, production and unrest by modifying buildings and city enchantments. There is an optional version that also changes the Noble hero ability to its original behavior.

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Economy Rebalance Mod v1.0
By ShadowTiger
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Summary:
This mod restores the original game balance for gold, production and unrest by modifying buildings and city enchantments. Unrest is now calculated in terms of individual rebels rather than percentages for buildings and certain spells.

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Planned Updates:

1. Fix any bugs that are reported
2. Add a special case for the Evil Presence spell (currently it affects non-religious spells)
4. Potentially add an optional version with even more balance changes that deviate from the original MoM

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Disclamers 
    - This mod will conflict with any other mod that modifies economy buildings and city enchantements (Marketplace, shrine, etc)
    - Whenever you install a mod, you should do these two steps 
        1. delete ExternalAssets\powerTrainingData.bin 
        2. Start a brand new game. You will see red exclamation points next to all your old save games to indicate they are not compatible.
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Installation Instructions:
Locate your installation directory for Master of Magic.
Example
E:\SteamLibrary\steamapps\common\MuHa Master of Magic\
Copy the files from this mod into the "ExternalAssets" of your installation directory and overwrite existing files.
Delete ExternalAssets\powerTrainingData.bin 
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Uninstall Instructions
Delete these files from your ExternalAssets directory:
ExternalAssets\Database\DB_ENCHANTMENT_EconomyRebalance.xml
ExternalAssets\Scripts\EnchantmentScripts_EncomyRebalance.cs
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What this mod does:

1. Change the bonuses for marketplace, bank, merchants guild, and the prosperity spell to correctly calculate bonus gold based of tax & minerals and not other multipliers. The new values should be accurate to +/- 1 gold. The old behavior was to multiply all the bonuses together, giving too much gold income.

2. Change the bonuses for sawmill, foresters guild, miners guild, mechanicians guild, and the inspirations spell to correctly calculate bonus production.

 Due to limitations the numbers are NOT perfectly accurate due to rounding errors. So as you adjust your worker count you may see big jumps from say 40 -> 48 -> 50 production. This is because a sawmill is adding 2.5 production and a forester guild adding 2.5 rounds up to +6 instead of +5, and the more buildings you have the more noticeable these rounding errors will be. Like with gold income, this will reduce the amount of production your cities have to be inline with the original game.

3. Change the the unrest reduction or unrest increase for buildings and enchantments to be closer to the original.


It is not possible in the new MoM to add or remove a single rebel, so instead each building calculates the % unrest reduction that equals 1 citizen. So a 5 population city means a shrine or temple gives +20% unrest reduction each. However a 25 population city has a shrine or temple giving +4% unrest reduction each. This will make unrest management much harder in the late game as high tax rates and racial penalties will really make things more difficult.
 
Note -- I was not able to fix the way that unit garrisons work, they currently add 5% reduction per normal unit garrisoned which is too high, but I cannot change this.


Optional Version ("Nobility Rebalance"):
There is a second file for download. It contains all the above changes but it also makes the Noble hero skill only generate 10 gold as per the original game. I felt like Noble heroes were too strong in the late game providing 50+ gold on their own.