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]