File information

Last updated

Original upload

Created by

Malpelo

Uploaded by

MalpeloII

Virus scan

Safe to use

Tags for this mod

About this mod

The mod changes cost of many buildings and upgrades, as well as gives a purpose to wooden parts, tools, stone and clay.
It also changes item price and in some cases their stats (crafting input/output, armor values etc.).
It also alters rate of some armors/weapons appearing on the battlefield.

Permissions and credits
Changelogs
Mod Changes:

General Info:

On average buildings take longer to be built (more construction materials need to be transported). I tried to make required amount of
construction materials to roughly correspond to it's visual model.


Building/upgrade changes:


Generally, logs, planks, stone and clay are now basic construction materials.
Every family now requires to have a set of basic household tools. Some workplaces and backyard extensions need them as well.
Tools are used for construction just like logs or stone. Don't think of it as tools being used during construction, but rather as providing that
household with basic day-to-day tools like knives and axes or in case
of artisan extensions and some buildings (eg.blacksmith, stonecutters)
specialized tools and equipment like hammers, pickaxes, pincers, tongs,
fullers and other specialized equipment.


manor_solo_lv1 manor
    construction:
        logs 5>8
        planks 20>20
        stone 15>10
        tools 0>2
   

Mano_Keep_LV1    garrison tower
    construction:
        logs 10>12
        planks 15>30
        stone 10>20
    maxInRegion 1>4
    

manor_outertower_lv1 tower
    construction:
        logs 10>5
        planks 0>5
        stone 5>2

#######
residentialPlot_lv1
    construction:
        logs 2>6
        stone 0>2
        clay 0>3
        tools 0>1
    storage (generic)    15>25
    storage (pantry)    25>50
    
residentialPlot_lv2
    storage (generic)    30>50
    storage (pantry)    50>75
    upgrade to lvl 2 (peasant house), cost:
        logs 4>1
        planks 0>10
        clay 0>5
    
residentialPlot_lv3
    storage (generic)    150>100
    storage (pantry)    150>150
    upgrade to lvl 3 (townhouse), cost:
        logs 4>4
        planks 8>0
        stone 0>6
        clayTILES 4>14
    
wooden_church
    construction:
        logs 5>4
        planks 20>25
        stone 10>4

stone_church
    upgrade to stone_church cost:
        logs 5>6
        planks 10>0
        stone 20>60
        clay 0>8
        clayTILES 10>15
        treasury 0>200    for the bell sponsored by the local nobleman (you)

logging_camp
    construction:
        logs 2>5
    storage (large)    28>100
    
trading_post
    construction:
        logs 4>10
        planks 0>15
        stone 0>4
        clay 0>10
    storage (generic)    500>1000
    
livestockTrader
    construction:
        logs 2>6
    
Mining pit
    storage (generic)    50>100
    upgrade to deep_mine cost:
        planks 10>20
        tools 0>4
        regionalWealth 50>100

Stonecutter camp
    construction:
        logs 2>1
        planks 0>6
        tools 0>1
    storage (generic)    50>100

sawpit
    construction:
        logs 2>3
        tools 0>3
    storage (generic)    50>100
    
Hunting camp
    storage (generic)    12>25
    storage (pantry)    36>25

Windmill
    construction:
        logs 4>4
        planks 0>15
        wooden parts 0>40

Smithy
    construction:
        logs 2>5
        stone 0>11
        tools 0>5

Bakery    communal oven
    construction:
        logs 2>4
        planks 0>4
        stone 0>3
        clay 0>2

tannery
    construction:
        logs 4>4
        stone 0>1
        clay 0>3

weaver_lv1
    construction:
        logs 4>7
        planks 0>3
        stone 0>3
        clay 0>5
    storage (generic)    50>100

Forager
    construction:
        logs 1>8
        stone 0>2
    storage (pantry)    50>100

Tavern
    construction:
        logs 5>17
        planks 0>10
        stone 0>4
        clay 0>5

bloomery
    construction:
        logs 2>2
        planks 0>10
        clay 0>4

Apiary
    construction:
        planks 2>1
    storage (generic)    5>25
    storage (pantry)    5>25
    maxInRegion 0>2 more wouldn't increase yield anyway
    yield decreased by 75%

Malt house
    construction:
        logs 4>3
        planks 0>5
        stone 0>12

Superfarm    farmhouse
    construction:
        logs 3>20
        stone 0>6
        clay 0>5
        tools 0>4
        wooden parts 0>4 (for carts)

Forester
    construction:
        logs 2>8
        stone 0>2


clay_furnace
    construction:
        logs 2>3
        planks 0>5
        stone 5>5

dyers_shop
    construction:
        logs 2>6
        planks 0>10

mule_shed_pack_station
    construction:
        logs 1>3
        stone 0>1


GranarySmol
    construction:
        logs 2>6
        planks 0>10
        stone 10>10
        wooden parts 0>2 (for carts)

Granary
    upgrade to granary_lv2 cost:
        logs 5>2
        planks 10>10
        stone 5>4
        clay 0>6
        wooden parts 0>4 (for additional carts)

Storehouse
    construction:
        logs 2>2
        wooden parts 0>2 (for carts)

Storehouse_lv2
    upgrade to Storehouse lv2 cost::
        logs 5>4
        planks 10>15
        stone 0>4
        clay 0>6
        wooden parts 0>12 (for additional carts)
        

############### UPGRADES

order_oxen
    upgrade to, cost:
        regionalWealth 20>60

order_mule
    upgrade to, cost:
        regionalWealth 25>80

order_horse
    upgrade to, cost:
        regionalWealth 30>110

upg to small stable
    upgrade to, cost:
        logs 0>2
        planks 2>8

Ploughing_station
    upgrade to, cost:
        logs 1>2
        planks 0>8
        wooden parts 0>2 (for additional cart)

BPart    expand living space(residential)
    upgrade to, cost::
        logs 2>4
        stone 0>1
        clay 0>5
        tools 0>1

vegetable_garden
    upgrade to, cost:
        tools 0>1
        regionalWealth 15>0
        
goat shed
    upgrade to, cost:
        regionalWealth 25>40
        
orchard
    upgrade to, cost:
        regionalWealth 50>25
    minimumHouseLv 1>2
        
herbs_garden
    upgrade to, cost:
        planks 2>1
        regionalWealth 25>0

smithy
    upgrade to, cost:
        logs 0>2
        planks 5>8
        stone 0>10
        tools 0>6
        regionalWealth 5>50

bakery
    upgrade to, cost:
        logs 0>2
        planks 5>5
        stone 0>8
        clay 0>2
        regionalWealth 5>5

brewery
    upgrade to, cost:
        logs 0>2
        planks 5>5
        stone 0>8
        clay 0>2
        regionalWealth 5>5

tailor
    upgrade to, cost:
        logs 0>8
        planks 5>2
        stone 0>2
        clay 0>4
        tools 0>1
        regionalWealth 5>5

cobbler
    upgrade to, cost:
        logs 0>4
        planks 5>0
        stone 0>1
        clay 0>3
        tools 0>1
        regionalWealth 5>5


joiner
    upgrade to, cost:
        logs 0>4
        planks 4>0
        stone 0>1
        clay 0>3
        tools 0>2
        regionalWealth 0>5

armorer
    upgrade to, cost:
        logs 0>2
        planks 4>8
        stone 0>10
        tools 0>6
        regionalWealth 10>50

bowyer
    upgrade to, cost:
        logs 0>4
        planks 4>0
        stone 0>1
        clay 0>3
        tools 0>1
        regionalWealth 0>5

Item Changes:

Economy

Warfare


Other Changes:

  • Decreased berries deposit capacity (optional)(several versions available: x8, x16, x32)
  • Level 1 technologies in tech tree are now free (optional)
  • Increased cost of mercenary companies, as well as their composition (optional)
  • Changed composition of Hildebolt's armies - now he commands retinue and militia units (he can still hire mercenaries, same as before).(optional mercenary file)


Tips:

  • Make sure you secure all basic resources after settling a region (stonecutter and sawpit now require tools to be build). Save your tools from weather effects and nearby bandit camps.
  • Don't forget that destroying a building refunds materials used for construction (including tools)


Installation:
  • 1. Download ZIP file.
  • 2. Extract ZIP file.
  • 3. Place .pak file in your \steamapps\common\Manor Lords\ManorLords\Content\Paks\~mods. If "~mods" folder doesn't exist, create it first.


Fresh start is not required, but recommended.


Compatibility:
Files edited by this mod's main file:
  • buildingStats.uasset
  • DT_Items.uasset
  • DT_Upgrades.uasset

Files edited by optional file (mercenaries):
  • DT_MercenaryCompanies.uasset
  • DT_UnitTemplates.uasset

Files edited by optional file (Technology):
  • techList.uasset
  • Resource_Berries.uasset

Files edited by optional file (Berries):
  • Resource_Berries.uasset


Credits: