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Empire - Neolithic Buildings

This mod adds 15 new, neolithic-only buildings to the Empire mod. A full list of what buildings are included below. If you want to find out what each does, try it out! This mod is included as part of my [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2521509478]Beginnings: The Founding of Rome (1.2)[/url] and [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2568392080]Beginnings: The Founding of Rome (1.3)[/url] mod collections. You can get all updates on my [url=https%3A%2F%2Fgithub.com%2FFalconElaris%2FEmpire---Neolithic-Buildings]GitHub[/url][github.com] to this mod's changes as well as my other mods as I make them. [b]Updates with timestamp (dd/mm/yy):[/b] + 04/08/21: Compatible with both 1.2 & 1.3 + 21/10/21: Compatible with the new Empire 1.3 update [b]Gameplay notes:[/b] + This is currently designed for early-game or low-tech play-throughs, but I would appreciate any feedback on balancing or game play. [b]Answers to questions:[/b] + [i]Q: Can I use this mod with high-tech buildings mid-save? [/i] + A: Yes, this JUST adds neolithic buildings. It does not change your ability to use post-neolithic buildings with clean saves. I have not had issues dropping it into hi-tech saves either, but always backup your saves and load order! + [i]Q: What buildings are included in this mod? [/i] + A: Cereal Farmland, Grain Mill, Granary, Fletcher, Stone Mason, Furrier, Hunter's Hut, Brewer, Carpenter, Apothecary, Alchemist, Ancient Academy, Slave Market, Bailiff, and Militia. + [i]Q: What other changes are in this mod? [/i] + A: Originally, I had planned to change post-neolithic tribal building names, but I've kept it simple for now. Special thanks to Veronika Holmes for the inspiration of this mod. If you [i]really[/i] like my work, you can buy me a coffee on kofi: [url=https%3A%2F%2Fko-fi.com%2Ffalconelaris]https://ko-fi.com/falconelaris[/url]