A Total War Saga: Thrones of Britannia

A Total War Saga: Thrones of Britannia

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Zinn mods: Building rebalance
   
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Tags: mod, campaign
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2 Jan, 2019 @ 12:21pm
8 Jan, 2019 @ 3:31pm
11 Change Notes ( view )

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Zinn mods: Building rebalance

Description
This mod tries to rebalance the buildings with 3 goals.
1. There shall be no useless buildings!
2. The AI shall have less ways to screw up building management!
3. The building boni shall make sense!

---The point system---
A normal building has 6 points to spend, each unique one has 9.
Each negative point spend (upkeep, food upkeep, negative order/happiness) gives another positive point to spend. Furthermore negative and positive have the same magnitude.
I have a system of more then 20 effects a point can give! I have automatic formulas computing the spend points , the building level and the magnitude of the specific effect. A point in food production or gold income gives higher number, then in order (happiness).
That was quite some work, interlinking all information.
But now i have the freedom to change aspects, changing one building, or all very fast. Also this minimizes errors.

---The building level effect boost---
positive and negative effects get multiplied in dependence of the current level of the building:
Level 1: 100%
Level 2: 150%
Level 3: 200%
Level 4: 250%
Level 5: 300%

---Example---
Each point of order gives 1 base order. As already mentioned the negative effect has the same magnitude of 1.
if a building has 2 points in positive order:
Level 1: 2
Level 2: 3
Level 3: 4
Level 4: 5
Level 5: 6

if a buildign has 4 points in negative order:
Level 1: -4
Level 2: -6
Level 3: -8
Level 4: -10
Level 5: -12

---How do you know how the points in a building were distributed?---
Honestly you cannot easily know, because it would be too much work, to write them all here from my automated formulas. And some will perhaps change, to make small balancing adjustments. Logic could let you calculate the effect...
I just tried to spend the points close to vanilla values, but sometimes i had to give new effects, or bring other effects to 0 to make the building more realistic / useful in my opinion.

---What effects were removed/nerved?---
Most global and all effects for adjacent provinces were changed to a provincewide effect. I did this, because the AI doesn't use buildings to buff an adjacent province. Also now the player has to build the best city buildings to buff the settlement buildings of this province. This leads to most provinces needing different city buildings to get the most of the potential money out of a province. Also this way not always is one upgarde path of a settlement building the clear best choice in all situations!
All settlement boni to siege time were removed and the siege time boni from city buildings buffed! You can have all the farms in the world in the hinterland, this doesn't help a sieged city. But a full granary helps alot, even if the food to fill it was traded and not locally produced!

---what effects were buffed---
Most buildings have a substantially increased income (and my buildinglevel scaling is stronger for income then vanilla)
This counters the lost income modifiers from adjacent provinces.
Food was also increased in most occasions, but the food upkeep from some buildings too (a good amount needs less food now, though)

---How does this effect the AI?---
This mod gives more income to AI, because they cannot screw up the building management as hard as in vanilla.

---Building time changes---
The building time was streamlined between the 3 groups
Settlement buildings: 6 turns per levelup
City building: 5 turns per levelup
City primary building: 8 turns per levelup

---Building cost changes---
The cost between the 3 building groups was streamlined but gets more expensive with higher building level (see: ---The building level effect boost---) also unique building are 50% more expensive (as they can spend 50% more points for positive effects!)

Settlement buildings: 1500 base cost
City building: 2000 base cost
City primary building: 3000 base cost

---Work to be done---
Small tweaks may still be in order, if i (or you) find any building in need of small changes.
All in all i am happy right now with the state of the mod.


This mod is tested in many campaign saves of mine and it worked on all of them. If this mod doesn't work for you, please test it without any other mod enabled and press the end turn button once! (Some mods need the end turn script to get properly activated, even after starting a new campaign!)
1 Comments
Glazedham666 20 Mar @ 9:53am 
crazy question......does this mod make the effects changed more realistic to the historical atmosphere of time and make gameplay fun for the role player