Adds tier 4 minor settlements to all factions besides hordes, and to the WE mini-campaign. Does not touch Wood Elf outposts in the main campaign since I feel that would be better done in a seperate mod.

The main purpose is to allow the player and AI to construct the the tier 4 line of buildings in minor settlements, freeing up the Province Capital somewhat for specialized and tier 5 buildings. Originally just for the Dwarves, where the vanilla limits can feel extremely restrictive, I added this feature for every faction on request, and added it to the campaign AI.

This mod also fixes a bug that existed in the vanilla files that blocked the tier 4 dwarf lumber building from showing in the Dwarf building tree.

---


Notes when using this mod:

The appropriate cai files were altered to allow the AI to build these in regions it owns. This can potentially raise the difficulty of your campaign since the AI will have easier access to high tier military structures now, which will broaden its available unit choices in many regions. Most people consider this a positive change, though.

It will also raise the ceiling of the end game economy, especially for the Dwarves who have tier 4 instrastructure choices. This isn't terribly noticeable though because by the time these advanced settlements appear in quantity, you'll be swimming in gold already for most factions and won't feel much difference over the baseline.

There is a known bug when tier 4 settlements are downgraded to tier 3, where the third building slot is locked again until you upgrade to tier 4. This downgrading only happens when occupying towns with the tier 4 already built. Unfortunately this mechanic of locking/unlocking a building slot as you move up and down settlement levels is hardcoded, and I've been unable to find any way to change or even interact with it. To get around this, the slot will unlock again when you get back to tier 4, and/or you can raze the settlements and start fresh, which avoids the issue. If I find a solution I'll push an update ASAP, but so far I've had no luck.

---


Cost, build time, and growth are all the same as a tier 4 major settlement. All 4 faction settlements follow the same stat progression as their vanilla counterparts in every facet, except a +1 to corruption fighting or undeath(VC). This is to give them a little bit of added value in the late game, as a direct counter to the global chaos events.

COMPATIBILITY:
This is save game compatible, and will work with old saves. Any saves made with my previous settlement mods will continue to work with this one as well.

Once the tier 4 minor settlements are built, you cannot remove this mod and keep using that save file. The save will have unknown assets and crash to desktop. There is no way around this.

Should work with most other mods since it doesn't interact with any vanilla asset, except the timber guild, which you'll never even see without a mod that fixes it, like this one. Mods that modify the existing tier 1-3 settlements (income, garrisons) in any way may throw these out of line, and as to be expected I can't promise this works with everything out there on the workshop.

I will not be making versions to support Radious (it increases garrison size and income in the existing settlement tree) or any other overhaul mods, as I do not use them and therefore keeping them updated across both individual and CA patch changes is not something I care to do. You are free to make the appropriate changes in the PFM should you want to.

Post article Articles

No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.

Add file Files

No files were found matching the criteria specified. We suggest you try the file list with no filter applied, to browse all available. Add file and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.

Post comment Comments
Guest
Guest - - 689,314 comments

This comment is currently awaiting admin approval, join now to view.

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

You may also like
Dagor Silmarillion ~ First Age Campaigns

Dagor Silmarillion ~ First Age Campaigns

Turn Based Strategy

Gameplay plan so far; Each Great Battle in the books will be waves of stacks, some of which will have awesome generals (Glaurung, Gothmog, Balrogs, Sauron...

The Empire of Sigmar

The Empire of Sigmar

Turn Based Strategy

This is a simple mod that adds a handful of new units from the lore into the game.

Unoffical Community Patch (UCP)

Unoffical Community Patch (UCP)

Turn Based Strategy

Unoffical Community Patch (UCP) is a community modification for Might & Magic: Heroes VII and its expansion Trial by Fire. Since the game development...

Master of Mana (Xtended)

Master of Mana (Xtended)

Turn Based Strategy

The 5th and ULTIMATE GENERATION of Fall from Heaven 2 (FfH2) mod, a.k.a modmodmodmodmod Master of Mana!!!!! Just install in beyond the sword/mod folder...

Third Age Total War Extended (4.0)

Third Age Total War Extended (4.0)

Turn Based Strategy

This is an unofficial CONTINUATION for Third Age Total War, the classical Lord of the Rings Medieval 2 mod discontinued many years ago. It adds lots of...

Heroes of Might and Magic III: In the Wake of Gods

Heroes of Might and Magic III: In the Wake of Gods

Turn Based Strategy

Heroes of Might and Magic III: In the Wake of Gods is a massive modification of HMMIII inventing script language and generally intended to stretch the...

X