About this mod
General building overhaul that changes existing building's skills and adds new ones.
- Permissions and credits
BuildingOverhaul 4.6
Official Manual:
https://docs.google.com/document/d/12GAyiiZP6A4wvcJkrDvHvbTIDcYrVFYtyegpqBLFy0o/edit?usp=sharing
----- Overview -----
Choose how you build your village!
- Masterwork and trash chance have no impact
- No essence scaling, instead new buildings serve as upgrades
- Mobile base option (moving mountain)
- Buildings require specific resources depending on tier (T1-T5)
- Added 2 research trees (village idol/moving mountain) with 6/5 branches (gathering and crafting, research and rituals, food and resources, living and children, attack and defense, idol and improvements)
- 31+15 techs
- 70 buildings + 31 rituals
- 6 unique branching landmark choices
- Periodic landmark events
- Faction loyalty generation, recruitment and trading events
- T5 unlocks specific shrines, giving permanent attribute increases, generating resources
- Summon a new chosen
- Organized tech tree
- Fast Travel between villages
- Resource based attraction system
- Rituals are improved and have added effects when used inside villages
#### New Friends ####
- Attraction events now account for having the following mods (made by XenoReaver):
- Tinkerers (Gnomes) -> Goblins (+8 characters)
- Animals of Thea (Beasts) -> Beasts (+6 characters)
- Monster Lairs (Humanoids) -> Demons (+15 characters)
- Yarr be Pirates (Human Pirates) -> Humans (+13 characters)
- if any of these mods are active, these characters are added to their respective attraction equivalents
- This only affects Attraction, not Faction Buildings!
- Attraction T3 character chance is now capped at 80% (this only impacts chances after more than 700 turns)
#### Hotfix 1 ####
- Attraction and Progression are now triggered and counted on a per-village basis
- increased required base thresholds by ~25% to offset having multiple villages
#### Gathering and Improvements ####
- Mine and Forest Hut now place a gathering spot close by and break the resource down into basic materials
- only one mining and foresting spot may be uncovered without relocating
- Marketplace doesn't grant any resources but has improved trading ratios (4:1 -> 3:1)
- trading can be initiated through a ritual (unlocked through the Marketplace)
- Village Relocation destroys all resources in the vicinity
- research cost for resource buildings reduced for T1 and T4 (4->3)
- Village Improvement events and resources have been removed
- you gain development progress each turn depending on amount of buildings you have
- after reaching enough progress you gain a development point
- points can be spent on Village Improvements or used for trading
- all temporary Village Improvements effects from buildings have been buffed slightly (~30%)
- the Idol does no longer increase minimum morale
PLEASE REPORT ANY BUGS YOU FIND.
How to install this?
1) Extract the files to Thea2_Data/StreamingAssets/Mods/BuildingOverhaul