Magnate Lords
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- Создано 22.08.2012
- Последний ответ 13.01.2013
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Current Features
- Completely overhauled building chains.
- Many, many new buildings related to individual resources/goods.
- 49 initial resources, 56 possible 'manufactured/produced' goods.
- Provinces develop 'individuality' due to the resources & goods within the province, as well as the differing infrastructures available.
- Many of the basic resources can be 'worked' into more advanced goods, i.e. Leather can be made in provinces with cattle, but only if the relevant infrastructure is in place.
- Historically accurate placement of resources, but balance of the game has been kept in mind. - i.e. we cant let a province start with 9 resources, it would be overly wealthy.
- Individual graphics for each resource/good.
- An expanded building view interface.
- New mod related event graphics, now over 29 new event pictures within the mod.
- A system were all relevant buildings and resources/goods are tied together.
- Inter-holding trade with vassals can take place. e.g. you as the province lord could build an open pit silver mine, your mayor vassal could then build a silversmiths & the province as a whole would benefit from income made from silverwares.
- Castles, cities & temples have different military & economical potential.
- Different religious buildings dependent on province religion, christians have churches & priories, muslims have masjids & majilis'. And yes we did implement this before SOI was released lol.
- Cultural buildings are now available in set provinces (irrespective of your characters culture), Longbowmen will always be recruitable from England & Wales etc.
- Some 'province holding' balancing i.e. northern England is poorer than the south.
- New holdings are more expensive to create & the base levels of tax for castles, cities & temples has been reduced.
- Vanilla's over inflation is being combated, gold is more precious & should be spent wisely.
- New traits gainable for characters with/in the relevant stats/situations. currently 'Horse Breeder', 'Agriculturalist', 'Expert Agriculturalist', 'Pillager' & 'Marauder' are attainable.
- Overhauled technology and greatly expanded its relations to buildings and warfare. New technologies include; military strategy, engineering techniques, feudal organisation & industry techniques - amongst many others.
- Church holdings are now of more benefit to technological research than city holdings. Cities still have universities but priories, monasteries & Abbeys are of more benefit to tech growth.
- Events related to resources adding flavour. Currently over 50 in place, we intend to add many more.
- New pillaging system which enhances war & causes holdings to become much more valuable as many buildings within settlements can be destroyed. Also with developmental traits - I.e. the traits 'Pillager' & 'Marauder' occur due to specific behaviour.
- Changed the parameters of the difficulty settings.
Скачать Magnate Lords v0.54 [Совместим с CKII 2.3] : Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.
Полезная информация
- Мод отражает христианский взгляд на вещи, что находит отображение в локализации и изображениях для событий. Мод работает и при игре за мусульманского правителя, однако события будут в "европейском стиле".
- В мод стоит играть только на стартовых датах после 1066 года.
- В некоторых событиях присутствует брань.
Установка
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Опубликовано Гессенский стрелок,
Закреплено StrаtegiumПрисоединиться к обсуждению
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