About this mod
Currently awaiting update... and for me to finish my current game.
Custom boats based on each races' culture, society, and shipbuilding ability.
- Permissions and credits
This mod replaces the default Triremes, Galleys, and Warships with custom Triremes, Galleys and Warships based on each races' culture, society, and shipbuilding ability, with the exception of Lizardmen, who can swim, and Draconians, who
Installation
Download the main BoatsOfOurOwn.zip mod file, and optionally the NoShipyardLimit patch, and extract the files into the ExternalAssets folder in your Master of Magic folder. They won't overwrite any files that come with Master of Magic. Rename "powerTrainingData.bin" in ExternalAssets to "powerTrainingData.bin.backup". The game will recreate "powerTrainingData.bin" the next time you start, which takes about 15-20 minutes.
Uninstallation
Main files
Open the "ExternalAssets/Database" folder in your Master of Magic folder. Delete the following files:
- PB_BOATS_OF_OUR_OWN_LOCALIZATION_DES.xml
- PB_BOATS_OF_OUR_OWN_SKILL.xml
- PB_BOATS_OF_OUR_OWN_SUBRACE.xml
Open the "ExternalAssets/Docs" folder in your Master of Magic folder. Delete the "Boats of Our Own" folder.
Open the "ExternalAssets" folder in your Master of Magic folder.
- Replace "powerTrainingData.bin" with the backup you made.
No Shipyard Limit patch
Open the "ExternalAssets/Database" folder in your Master of Magic folder. Delete the following files:
- PB_NO_SHIPYARD_LIMIT_PATCH_TOWN.xml
Barbarians
Barbarians have a long and well-developed tradition of shipbuilding and sailing, but disdain complex mechanical devices.
- Trireme: Normal range attack, thrown 3, +1 movement, 70 production, 2 gold.
- Galley: Normal range attack, thrown 4, +1 movement, 115 production, 3 gold.
- Warship: Normal range attack, thrown 5, +1 movement, 145 production, 4 gold.
- No Mechanicians' Guild, no catapults.
- Thrown attack.
- Unmodified: Shipwrights' Guild, Ship Yard, Maritime Guild; +2 shipbuilding.
Beastmen
Beastmen tend to lack interest in and traditions of shipbuilding; some of their people avoid the ocean because of difficulty swimming, while others can fly. As such, they tend to overbuild sturdy but slow ships.
- Trireme: +1 melee attack, -1 movement, +2 HP, 80 production, 3 gold.
- Galley: +2 melee attack, -1 movement, +3 HP, 130 production, 4 gold.
- Warship: +2 melee attack, -1 movement, +4 HP, 210 production, 5 gold.
- Mechanicians' Guild. Warships can have a long-range boulder attack (catapult).
- Unmodified: Shipwrights' Guild; -2 shipbuilding.
Dark Elves
Dark Elves are competent ship-builders, but their pride in their personal abilities has kept them from true enthusiasm or mastery of these devices.
- Trireme: Ranged magic attack 6, 60 production, 2 gold.
- Galley: Ranged magic attack 8, 100 production, 3 gold.
- Warship: Ranged magic attack 10, 130 production, 3 gold.
- No Mechanicians' Guild, no catapults.
- Ranged magic attack.
- Unmodified: Shipwrights' Guild, Ship Yard; +0 shipbuilding.
Draconians
Draconians disdain ocean-going ships, prefering their innate flight, doom drakes, and airships.
- Skipped; flying.
- TBD
Dwarves
Dwarves are a deeply traditional people, to the point of avoiding almost any innovation. As such, their hull and sail designs have not seen improvement for centuries. Their warships, however, do mount their traditional steam cannons.
- Trireme: +1 defence, +2 HP, -1 movement, 80 production, 3 gold.
- Galley: +1 defence, +3 HP, -1 movement, 130 production, 4 gold.
- Warship: +2 defence, +4 HP, -1 movement, 185 production, 5 gold.
- No Mechanicians' Guild, no catapults.
- Steam cannons; +2 range attack, but no Long Range skill.
- Unmodified: Shipwrights' Guild; -2 shipbuilding.
Goblins
Culturally, Goblin Beastmasters are said to "rule the skies", and their social and cultural influence tends to be thrown against shipbuilding efforts. That being said, goblins are also unlikely to accept substandard work, and pay extra to acquire the details of others' designs - which ironically also tends to slow their own efforts in ship design.
- Trireme: -2 attack, Poison 3, 80 production, 3 gold.
- Galley: -3 attack, Poison 5, 130 production, 4 gold.
- Warship: -4 attack, Poison 6, 160 production, 4 gold.
- No Mechanicians' Guild, no catapults.
- Normal range attack.
- Poison skill.
- Unmodified: Shipwrights' Guild; -2 shipbuilding.
Gnolls
Gnolls are very capable swimmers, and as such, tend to be able to approach shipbuilding from perspectives that most others can't. However, they tend to be more interested in active learning and doing than in scholarly pursuits. Their ships are well-built for ramming, but lag behind the latest hull and sail innovations.
- Trireme: +2 melee attack, 80 production, 3 gold.
- Galley: +3 melee attack, 130 production, 4 gold.
- Warship: +4 melee attack, 160 production, 4 gold.
- No Mechanicians' Guild, no catapults.
- Normal range attack.
- Unmodified: Shipwrights' Guild, Ship Yard; +0 shipbuilding.
Halflings
A little-known fact about halflings is that, while weaker than the average human, their bodies, about half the height of a human, are, per poundgramme, denser and more muscular. As such, simply staying afloat requires active effort, which has hindered their shipbuilding efforts.
- Trireme: Lucky, 80 production, 3 gold, 2 food.
- Galley: Lucky, 130 production, 4 gold, 2 food.
- Warship: Lucky, 130 production, 3 gold, 2 food.
- No Mechanicians' Guild, no catapults.
- Normal range attack.
- Unmodified: Shipwrights' Guild; -2 shipbuilding.
High Elves
High elves are proud enough to want their ships to excel; however, they tend to be too proud to opently look for assistance, designs, or innovations from other races. As such, their locally-produced ships tend to be very capable, but also very expensive.
- Trireme: +10% to-hit, +1 movement, 90 production, 3 gold.
- Galley: +10% to-hit, +1 movement, 145 production, 4 gold.
- Warship: +10% to-hit, +1 movement, 235 production, 6 gold.
- Mechanicians' Guild. Warships can have a long-range boulder attack (catapult).
- Unmodified: Shipwrights' Guild, Ship Yard; +0 shipbuilding.
High Men
As a culture, High Men are driven to excel, and tend to be acquisitive of both territory and knowledge. Their ship designs tend to be capable, practical, and efficient.
- Trireme: +1 movement, 60 production, 2 gold.
- Galley: +1 movement, 100 production, 3 gold.
- Warship: +1 movement, 160 production, 4 gold.
- Mechanicians' Guild. Warships can have a long-range boulder attack (catapult).
- Unmodified: Shipwrights' Guild, Ship Yard, Maritime Guild; +2 shipbuilding.
Klackons
While klackons have lost most of their high technology, they retain much of their ancient ship design knowledge. However, they also experience difficulty with swimming, as they are both denser than water, and have limbs adapted to land; their ships and shipbuilding efforts must be adapted to account for this at some expense.
- Trireme: +2 defence, 90 production, 3 gold.
- Galley: +2 defence, 145 production, 4 gold.
- Warship: +3 defence, 185 production, 5 gold.
- Klackons are new to low-tech methods, but know how to build sturdy vehicles.
- Normal range attack. No Mechanicians' Guild.
- Unmodified: Shipwrights' Guild; -2 shipbuilding.
Lizardmen
Lizardmen prefer to simply swim if their destination is across a body of water. While most ships can move faster than most Lizardmen, they will in turn point out that building and maintaining shipbuilding facilities takes time and money that is often unnecessary for them.
- Skipped; swimming.
Nomads
Devoted explorers, travellers, and traders, nomads prefer fast and agile but lightly-armoured ships.
- Trireme: +1 movement, -1 defence, 60 production, 2 gold.
- Galley: +1 movement, -1 defence, 100 production, 3 gold.
- Warship: +1 movement, -2 defence, 160 production, 4 gold.
- Mechanicians' Guild. Warships can have a long-range boulder attack (catapult).
- Unmodified: Shipwrights' Guild, Ship Yard; +0 shipbuilding.
Orcs
Orcs are masters of fast and efficient ship design and construction.
- Trireme: 45 production, 1 gold.
- Galley: 80 production, 2 gold.
- Warship: 130 production, 3 gold.
- Mechanicians' Guild. Warships can have a long-range boulder attack (catapult).
- Unmodified: Shipwrights' Guild, Ship Yard, Maritime Guild; +2 shipbuilding.
Trolls
Trolls prefer large, robust ships which are able to carry their large forms safely. However, they have a cultural interest in magic and their primal connection over scholarship and devices.
- Trireme: +2 melee attack, +2 HP, 100 production, 3 gold, 2 food.
- Galley: +3 melee attack, +3 HP, 160 production, 5 gold, 2 food.
- Warship: +4 melee attack, +4 HP, 210 production, 5 gold, 2 food.
- No Mechanicians' Guild, no catapults.
- Normal range attack.
- Increased ranged attack from larger bows etc?
- Unmodified: Shipwrights' Guild; -2 shipbuilding.