This mod expands economy with various gameplay tweaks, new trade goods, buildings and upgrades and more... The economy of this mod is inspired with other games like Anno, Settlers and Stronghold series. Overall goal of this mod was to try add more diversity and challenge to the game.

Description

In this version I decided to add more trade goods into units requirements. Please leave your suggestions and comments whether you like this change or not.

Preview
Economy expansion mod v2.1.6
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Hahahohohihehe
Hahahohohihehe - - 5 comments

I installed the 1920x1080 version in "1.Main files", since im using the 1920x1080 HD patch. However when I played, "FileOpen failed .....bla bla .... saltworks.bmg". I searched for that file and found out the saltworks.bmg (and its components) are only in "No resolution patch".

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Menssie Author
Menssie - - 62 comments

Thank you for reporting this, it will be fixed immediately.

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knights1267jyun
knights1267jyun - - 1 comments

There is a new game bugs when playing on 1366*768 resolution. The main menu text don't fit on the portrait it goes outside of it & when I press province features and goods on the political view menu some of the trade goods and exotic goods icons are missing like amber, pearls etc. & another is the letter h on hostel building is lower case. I also tried running the Fix 3 on the fix folder of the ultimate edition but, it doesn't work only runs the game on windowed mode. Please game dev fix those bugs to fit on the screen coz we really love this game.

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Bodin1
Bodin1 - - 5 comments

Hello, friend!

I've been playing Ultimate mod upgraded with your EEM mod some time ago. This is a great mod, I love collecting all of the trade goods. I was happy to see you made another upgrade in the meantime (2.15). I tried it out (played with compact mod, Law and Steel, and 4x Unit multiplyer), and I have some bugs to report, for 2.15, and from earlier when i played a year ago (2.0 and 1.9.6):
1) 2.15:
- Compact mode doesnt have Saltworks, only Salt Mine (which doesnt give Salt as trade good). The position of the Saltworks in the building options is taken by the Iron Mine in compact mode, and when I build the Iron mine, the Iron mine icon still stays in the building tab, but unclickable.
- Salt as a trade good has a description that says it's mined from the Salt Mine (it should be from Saltworks now)
- Templars and Hospitalers have the exact same unit description
- Hostel is written with a small letter "h" in its name (hostel)
- Crossbow Maker has only one "s" in its name (Crosbow Maker)
- In the Political View when I switch to Trade Goods tab, the goods icons overlap with each other (between the exotic goods and the trade goods)
- In the Political View the Buildings tab also expands underneath the lower right Options tab
- I don't see Cuman Riders, Turkic swordsmen or Turkic Archers as game units in the politcal view in units tab.

2) from before (2.0 and earlier, some maybe from Ultimate Mod itself):
- In the late game, when most of my towns are developed, literally ALL towns in every battle have the exact same walls, towers, gate and castle model.
The castle model is always the one with a normal roof tiles.
The Gate is always the second-to-best one, never with a cauldron.
the walls are ok, but always the same layout (altho that might be the original game)
the towers are always ordinary, no catapults or balistas
- in the late game The Units tab in the political view doesnt highlight on the map which province has the selected local special unit (Feudal Knights for example), or which province has the possibility to build that unit (lined highlight). This may not be a bug, but I seem to remember it being part of the game earlier, to check which provinces to conquer next.
- The Emperor voting UI doesnt work, I cant vote, and I cant talk to the other rulers. After pressing "Next" 6 times, the screen just brings me back to the normal map with everyone at war with me. No prompts.

Finally, not a bug, but make Crusader Cavalry great again! (buff them!) :)

The Saltworks in compact mode would be great to fix first, the rest are no hurry.

Cheers!

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Menssie Author
Menssie - - 62 comments

Thank you for your report,
I'll try to fix those bugs, but some of them can't be fixed, mostly those regarding UI.
Edit - Version 2.1.6 is out that fixes some bugs.

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Bodin1
Bodin1 - - 5 comments

I see you published the bug fixes, well done friend! Amazing work!

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secretmusic22
secretmusic22 - - 12 comments

Hey there. Super elated to see the mod is still getting updated. I played version 2.0 a while back and absolutely loved it. You actually inspired me to get a bit into modding for this game as well, basing on your mod, mostly for changing things up a bit to fit my taste.

It's been a while, but if I remember correctly, there's a bug. In the Law of Steel expansion, definition>economy>buildings, the lines for outpost:

[outpost]
cost = 1000s, 3000g
req = garrison
siegedefensebonus
happiness = 1
group = 2
index = 36

I think you forgot to add in "override = garrison". This causes a bug that in some towns where there's already an outpost, you can build another outpost by upgrading garrison, and basically it gets conflicted and buggy with demolition/further upgrades.

Will check this new version out soon, and if I remember/find any other bugs I'll notify you.

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Menssie Author
Menssie - - 62 comments

Hi, the Outpost bug should be corrected in current version, the Outpost should be an independent building and not an upgrade to garrison. If you find that something is wrong, I'll gladly try to fix it.

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secretmusic22
secretmusic22 - - 12 comments

Nice. I'll notify you if any more bugs are found.

For ideas, here are a few things I tried while attempting to mod for myself:

- Changing town template so that each country can have at least 1 town that has all the necessary buildings to allow access to advanced units right from the start. This makes the AIs actually build some better units in their armies, making the game more challenging. With this modification I actually had to fight through quite a lot of cavalries and armors during my play, which was very enjoying. Normally, they'd just build very basic units, and never attempt to build the necessary buildings to access better ones.

- Buffing the range of trebuchets a lot, to justify building them. As it stands now, nobody'd build trebuchets, since catapults are cheaper, almost same range, can move, overall just way better.

- Increasing the shootdispersion in some UNIT files for range units. More specifically, I increased the value to 64 for catapults and some low level archers (I think it only works in multiples of 32 for some reason). This nerfed the catapults down a bit, which didn't mean much, just taking more time to take down walls. But the nerf for low level archers was actually very good in simulating their low level skill and dropping their power. Of course you'd need to buff their damage up a bit to compensate, or they'd just be garbage. But it's actually more realistic than just giving them low damage.

Some other ideas I was still testing:

- I tried to overhaul the economy, by making food and workers more important. Basically, I made building construction cost workers and food, made some buildings reduce food and workers, while others (like windmill, in the reasoning that it'd save you labor to mill the wheat) to produce much more food and workers to compensate (also a way to increase their importance). Overall, it worked, only a tad disappointing that you can only do negative bonus on 1 type of value, so you can't make the same building reduce both workers and food for example. Still have to work out the balance, which I haven't got into due to lack of time.

- Readjusting the economy. I tried to divide the economic buildings into types, one type was quick cash that was cheap and fast to build, give you a bit of gold, good for starting, and another required a lot of upgrades and other prerequisite buildings, which cost a lot and actually reduced the gold/other resources, but when you get to the final buildings, they give you big boost in gold/resources. The gold reduction midway of upgrading is a good thing to keep your income low well into the late game instead of just adding up. Again, the issue would be in balancing.

- Different building upgrade routs depending on assets. There are some buildings you can only build at certain territories that have all the necessary assets for the prerequisite buildings. I tried to copy that for more economic buildings, each had different requirements to get to the final buildings (like some needed the territory to have both silver and minerals, others required pasture, fertile soil and river). This'd force you to choose carefully which rout of economic buildings you'd want to invest in for each territory, depending on the combination of assets each had. However, the issue was some assets were pretty rare, making their combinations sometimes nonexistent.

Some other things I'd love to have but haven't figured out:

- Changing the frequency of assets. As I said above, some assets like silver are very rare, sometimes only in a handful of territories in the entire world. I'm still trying to figure out how to increase that, as it would be essential for my last idea.

- Adding more assets (and also valuables and exotics). I think it's possible, and would be very good for my last idea. The issue would be the icons in the UI. Don't know if there's a max number for it.

- Reducing the attack rate of some units (particularly seige weapons). I suspect this one is hardcoded though.

- Creating more unit groups in the [groups] section in defs\Units\Military\bonuses file, so you can have more dynamic strength and weakness between different units. This one I think is possible, although haven't tried it out yet.

- Having more battle maps. I'd love to have a bigger variety of battle maps. Hope you can make more of them, or teach me how to code the maps.

Of course if you want to pick up any of these ideas to try for yourself, feel free.

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Menssie Author
Menssie - - 62 comments

Thank you for your ideas and suggestions, they are interesting but I can't promise a new update, however, I can provide you with some modding info or help where I can.

I can tell you that adding new assets, valuables and exotics is possible, I added few new ones in this mod. Don't know if there is some kind of a limit but they do create some UI issues in map overwiev that i could not fix.

To create new Battle maps you need game patch 1.05, Create new folder called "map" inside KoH game directory.
Run game, on main menu hold SHIFT and click on Credits, this will open map editor. It's buggy so save often or you'll lose your progress. (Do not press ENTER while working on map)
When you are finished, place your map folder with other maps. Check inside my mod for more folder structure info (2. Additional features\Map pack v1.0).

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secretmusic22
secretmusic22 - - 12 comments

Thanks a lot for the instruction. I'll try it out and if manage to make some, I'll send you to see if you can add in the new version.

For bugs, after trying these few days, I found some:
- For some reasons, armies from ally countries don't come to reinforce me anymore. I remember the last time I played, ally countries reinforced me every time they had an army in the same region. Now, I try fighting very near them, but they just don't show up. Enemy reinforce and my own reinforce work as normal.
- Sometimes entire unit disappears when they're on the wall. They just turn into puffs of smoke and gone. Happen to both enemy, ally and my own units.
- Castle assaults end when there're still enemy units left.
- Range units resupply arrows very slowly when camping. Not sure if it's intentional, but the speed of arrow resupply is about three times slower than before.

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Menssie Author
Menssie - - 62 comments

Thanks, I'll look into it, don't know why is this happening, I haven't change any of these parameters.

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