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World Domination Experimental

Experimental branch of my the [b] [url=https://steamcommunity.com/sharedfiles/itemedittext/?id=3646291383]World Domination[/url][/b] mod NEW UPDATE IS OUT INTRODUCING MY OWN OUTPOSTS REPLACING VANILLA OUTPOSTS EXPANDED. THIS BRANCH HAS NO SUPPORT FOR VOE ANYMORE! To be on the safe side, use the main mod. Any help and feedback regarding the experimental features would of course be much appreciated! WD Outposts in beta now. Offering: Farming (Crops), Hunting (Animals), Recruiting (Get pawns per x10 Social Skill), Trading (Get silver based on nearby non-hostile settlements) and Fabrication (Makes Components). Thanks to [b]Geneva[/b] for creating the artwork for the new Caravans/World Travelers Feature Vanilla Outposts Expanded WD Outposts [b]Cost to establish Outpost[/b] N/A Varies per outpost (Wood and Components. Configurable via XML) [b]Research requirements to establish Outpost[/b] N/A Varies per outpost (Fabrication Outpost needs Fabrication research) [b]Outpost efficiency per tile[/b] N/A or I did not notice Mining is the most efficient on mountanous tiles. Farms on flat land. Hunting outposts need animal abundance [b]Ability to Cheese[/b] If you add skilled pawns last minute before the production timer ends, you get the results as if the pawns had been there the whole cycle The avg. skill at the Outpost over the entire production cycle determines the final outcome [b]Production Output[/b] Good logic but a bit too much for my taste - especially Production Outposts just spamming components Reasonable. Food and animal products are based on "what an I get for 100 silver" (configurable in mod settings), stones and mining are hardcoded baselines that can also be configured via mod settings [b]Removing a pawn[/b] Will still produce their goods Production will be halted if you dont meet the min requirements anymore Published under Creative Commons Attribution-NonCommercial (CC BY-NC 4.0)