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This page was last updated on 20 July 2013, 9:48AM
- Changelogs
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Version 1.52
- - Now you can launch three types of research missions to receive better books : Prudent (cost : 10 Influence) - Careless (20) - Foolhardy (30).
- Defense level will decrease when you conquer a place with Defense level 1 (like it should...).
- Loyalty's fluctuation when a battle is won (for the attackers) have been reduced (/ 1.5 instead of 2.0) and has been increased when a battle is lost (* 1.2 instead of 1.1).
- Added another tutorial for the commander, explaining that destroying Defenses of level 1 or 0 will let you conquer the place.
- Deleted in-game menu help topics (incompatibilities and outdated).
- Fixed the orientation of a fermentation tank.
- Some achievements are easier to complete. (Stubborn and Back And Forth).
- Logistics Improvements don't require field-glasses anymore.
- Armours and Weapons don't require wood anymore.
- - Now you can launch three types of research missions to receive better books : Prudent (cost : 10 Influence) - Careless (20) - Foolhardy (30).
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Version 1.51
- - Added a Quickstart option in the "Dev Tools" section of the Sky UI menu. It skips the introduction quest.
- AI Scouting is now done intelligently.
- Slightly more stones and wood will be produced in each concerned places.
- On the world map "production" has been replaced by "producing".
- All adventurer's missions increase one attribute (a random one for Marauding).
- Marauding's loot has been slightly increased.
- The AI won't send spies if its threat value is too high.
- - Added a Quickstart option in the "Dev Tools" section of the Sky UI menu. It skips the introduction quest.
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Version 1.50
- - New feature : Summaries! In the Sky UI menu, you will find useful interactive informations related to places, products and resources.
- New feature : Adventurer! Through a Sky UI menu, manage an adventurer that will join your brewery randomly. You can send him on 7 different missions, and must equip him and give him food and water before he leaves. Each mission solicits the adventurer's attributes and influence them in both ways. Search for the balance!
- New feature : Scribes! From the scholar, you will be able to hire scribes and send them on special research missions where they will visit towns, librairies and other places to acquire knowledge. They will write what they saw and learnt on books, to share their experience with you. Reading those books will give you Expertise Points.
- Only one scribe can be sent away, others stay in your brewery and continue writing books. Books will be transefered automatically to your inventory if you craft a Book Teleporter.
- New optional features : "Buy Your Skills" and "Extra Restrictions". The former will deactivate the classic way of leveling up and force you to use scribes to earn Expertise Points that will be used to increase your skills (divided into two categories : major and minor ones). The latter will go further by limiting the armours and weapons types you can equip (light, shield, war axe, sword, staff, etc.). Both features can be activated/deactivated at any time, without restrictions, independently from each other.
Vanilla (and only vanilla) skill books will still grant you a level up if "Buy Your Skill" is activated.
When "Buy Your Skills" is activated, NPC trainers won't offer any training.
These features are off by default.
- New feature : Teleporting Scrolls to your brewery! From the market manager and the scribes, you will be able to buy/craft these very useful scrolls! They do not teleport you back.
- 15 more achievements! with a new activation system (more like "Achieve That!") and new names.
- A new concept has been implemented : Influence. It will grow with the number of places you control and is used to launch research missions, complete some adventurer's missions and capture place from Nords.
- Shipment's time interval has been increased. The fastest setting is now the previous default one. That doesn't mean that you will receive less items, but that sabotage will have more impact and you won't be harassed by notifications so often.
- First places (Brandy-Mug, Hollyfrost and Lylvieve) now requires only 50 beers (from 200) to be captured when Nords control them. It's made to be easier to go back in the race if you lose a lot of other places, especially because of the Loyalty drops.
- AI improvements (fixed a possibility of getting stuck forever).
- The tutorial message coming with your first shipment won't tell you anymore that your resources are in your inventory (they are in your brewery).
- Fixed a bug where all resources were not automatically given to the player when he talked to the market manager or used the craft table.
- Fixed a bug where maximum spies were reset every time you update the mod.
- Fixed a very rare bug where it was possible to launch the old initial capture sequence a second time.
- More lights in the basement.
- 400 stones in the market at the start of the mod (instead of 150) - and the Study Room doesn't require the window anymore (because this room is now a priority).
- Configurable hotkeys to keep an eye on stock and influence.
- Rewrote of some messages.
- Music won't stop in the basement anymore.
- Fixed a misplaced rock around the brewery.
- Sky UI is now required and every other in-game menus have been deleted.
- The mod can be completely disabled (only map markers will stay). Complete uninstallation is not recommended.
- - New feature : Summaries! In the Sky UI menu, you will find useful interactive informations related to places, products and resources.
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Version 1.42
- - You won't be notified anymore with the "Gold Removed" every time a new shipment comes.
- The brewery has now the keyword "PlayerHouse" and the exterior is in the "Falkreath Location" (for mods compatibilities).
- Nightgate Inn map marker is not visible at start.
- New Sky UI scripts.
- The "Options" page in the Sky UI menu has been removed (direct access now).
- - You won't be notified anymore with the "Gold Removed" every time a new shipment comes.
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Version 1.41
- - Prices of Tycoon's items are now dynamic. If Imperials or EETC needs an item, the price of this item will increase.
- The Intendant (Market Manager) will always have 15000 gold.
- The achievement "Ten Places Captured" can now be achieved retroactively (it's a little bit cheaty because the game looks at your number of controled places, but otherwise there may be a chance that it was impossible to achieve).
- The achievement "Ten Level 3 Defense At The Same Time" is now "Ten Level 2 Defense At The Same Time" and is now also checked when you speak to the Scholar.
- Minor AI improvement (should be better in very early game).
- - Prices of Tycoon's items are now dynamic. If Imperials or EETC needs an item, the price of this item will increase.
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Version 1.40
- - A starting quest for the mod! (~45 minutes) Renovate your new brewery, learn more on the mod and on the reason why the Imperials and the East Empire Company are your enemies.
- If you update from a previous version, you won't access to the quest (auto complete with full working brewery instantly).
- Markers are no more cheaty, you can't fast travel to your captured locations.
- Prices are slightly better.
- - A starting quest for the mod! (~45 minutes) Renovate your new brewery, learn more on the mod and on the reason why the Imperials and the East Empire Company are your enemies.
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Version 1.32
- - "What Should I Do ?" won't tell you to update places with loyalty under 25 if a Contracts improvement has been made in these places.
- If you destroy a Level 1 Defense, you conquer the place. This is a big change, and now the situation is more erratic. Previously, it was nearly impossible to conquer by the force.
- Stronger defenses and more bonus to the Training improvement.
- Soldiers have less HP.
- Horseshoes now cost 1 Tool and 1 Iron (against 2 Tools and 4 Iron).
- Market Manager receives more gold when "New resources are available at the market".
- Options can be configured via Sky UI Mod Configuration's page.
- Cidhna's Mine and Dushnik's Mine wood requirements are now correct (300 and 250).
- Achievements rewards will now go to your HQ's chest, not in your inventory.
- - "What Should I Do ?" won't tell you to update places with loyalty under 25 if a Contracts improvement has been made in these places.
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Version 1.31
- Fixed a minor issue ; the "soldiers in mission" information was bugged.
- The ledger "What Should I Do ?" will tell you what places do not have at least a Defense Level 1.
- Battle's outcome calculation has been revised. Now you will lose more soldiers, and more of them will level up.
- New feature : 15 Achievements with rewards. See the Scholar in the basement to see your progress.
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Version 1.21
- New tutorial message when you conquer a new place and for the new personal chest.
- Having a contract improvement now block the natural decrease of loyalty (and like before, forbid an enemy plotter to reduce it).
- The merchant perk has been replaced with a 10% discount with the same sex. This perk was a source of a big exploit... Radical exploit = Radical solution, until I find something else.
- Fixed a bug with the merchant.
- Products are now counted in the storage calculation (only resources was counted before).
- Changed the storage system. Now when you exit the Nightgate Inn, your Tycoon items will go to your chest (you don't bring your stock everywhere!). It prevents many exploits and many bugs.
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Version 1.3
- Fixed the scholar going upstairs.
- Reduced max market stock for resources needed by armours and weapons.
- Market will never failed to initialize if you have SKSE installed and running.
- Player controls are disabled when you click on a flag to prevent clicks on multiple flags before the menu show.
- More tutorial messages and an option to reset them in the ledger.
- Travel times for soldiers and spies are more randomized.
- You won't be notified when your spies are "halfway". It was too overwhelming and useless. Some other notifications have been removed.
- AI important optimizations : manufacturing, buying/selling, doesn't buy if doesn't need ; has not always have an intelligent choice of target, and doesn't attack the player so often in end-games.
- You can now have a maximum of 4 spies (3 before).
- New "help" menu for the Dark Knowledge (in-game main menu).
- New feature : Peace Treaty. If you sign this (with the ledger), every hostile actions will be stop, but you will still be able to manage resources and products.
- New feature : Multi Group. Now you can send two groups of soldiers at the same time.
- New feature : Dark Knowledge. This is a spies level linked to the faction, and not to the spies themselves. 6 levels increasing chance of success.
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Version 1.2
- AI war optimization (make soldiers faster, attack level 2 defense before 1).
- Upper left notification messages last longer on screen.
- It is now no more possible to activate the mod by loading a game.
- Added tutorial messages for various events.
- Reduced possible exploits regarding storage.
- Fixed a minor bug where you could received a notification saying that a spy changed the loyalty of a place recently captured by Nords.
- Fixed a bug where the AI would want to make too many soldiers.
- New feature : dynamic strategic table! Now the color of a flag depends of who control the place. Green : You - Blue : Nords - Red : Imperials - Yellow : EETC.
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Version 1.1
- Fixed a bug where a player's spy was not counted as killed when he was.
- Changed few things at the start of the mod. More help messages, no chance to do what you're not supposed to do, and an easy understanding of the first capture.
- Code and AI optimization.
- When you click "hire spy" at your Master Spy, you see how many spies you have on mission.
- When you click on "What should I do", the (magic) ledger will tell you what resources you should sell.
- New messages when you first run the mod (telling you how to activate it) and when you acquire a barrack.
- Taverns give less beers (5/10/20 instead of 20/30/40), and require a lot less resources to be upgraded.
- Dushnikh and Cidhna Mines require less wood to be captured.
- Brandy-Mug, Hollyfrost and Lylvieve requires 200 beers to be captured, and you do not receive any beers at the start of the mod.
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Version 1.0
- Initial Release
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- Author's activity
- Load more items
- Mod page activity
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May 2024
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06 May 2024, 12:55PM | Action by: tygabeast
Untracked
'Skyrim Tycoon - Reloaded'
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01 May 2024, 3:47PM | Action by: Yunfei
Endorsed
'Skyrim Tycoon - Reloaded'
April 2024
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14 Apr 2024, 2:12PM | Action by: emakun
Untracked
'Skyrim Tycoon - Reloaded'
February 2024
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06 Feb 2024, 6:35PM | Action by: DovahTroll
Untracked
'Skyrim Tycoon - Reloaded'
January 2024
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30 Jan 2024, 5:43PM | Action by: gooseybear
Endorsed
'Skyrim Tycoon - Reloaded'
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28 Jan 2024, 8:15AM | Action by: herdenlert
Endorsed
'Skyrim Tycoon - Reloaded'
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22 Jan 2024, 5:15PM | Action by: Ty162
Tracked
'Skyrim Tycoon - Reloaded'
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20 Jan 2024, 10:43PM | Action by: cethien
Untracked
'Skyrim Tycoon - Reloaded'
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08 Jan 2024, 7:00PM | Action by: marennad
Tracked
'Skyrim Tycoon - Reloaded'
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05 Jan 2024, 5:40AM | Action by: Darromar
Untracked
'Skyrim Tycoon - Reloaded'
December 2023
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08 Dec 2023, 9:05PM | Action by: Irwine
Untracked
'Skyrim Tycoon - Reloaded'
November 2023
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10 Nov 2023, 2:15AM | Action by: disbelieved45
Endorsed
'Skyrim Tycoon - Reloaded'
October 2023
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10 Oct 2023, 10:27PM | Action by: FlynnReddy
Endorsed
'Skyrim Tycoon - Reloaded'
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05 Oct 2023, 5:30AM | Action by: nightowl43978
Untracked
'Skyrim Tycoon - Reloaded'
September 2023
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02 Sep 2023, 6:07PM | Action by: Coronus328
Untracked
'Skyrim Tycoon - Reloaded'
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02 Sep 2023, 6:06PM | Action by: Coronus328
Tracked
'Skyrim Tycoon - Reloaded'
August 2023
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22 Aug 2023, 3:19PM | Action by: yesypb2
Endorsed
'Skyrim Tycoon - Reloaded'
July 2023
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29 Jul 2023, 6:26PM | Action by: onepiece130
Endorsed
'Skyrim Tycoon - Reloaded'
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27 Jul 2023, 9:35PM | Action by: VRIguana
Tracked
'Skyrim Tycoon - Reloaded'
June 2023
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22 Jun 2023, 10:53AM | Action by: mohap
Endorsed
'Skyrim Tycoon - Reloaded'
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