Imperator: Rome

Imperator: Rome

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Buildings for Cicero
   
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8 Jul, 2019 @ 1:55pm
22 Jul, 2019 @ 5:33pm
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Buildings for Cicero

Description
Modification des bâtiments pour le patch Cicéron actuellement en Béta. J'ai essayé d'être créatif et logique en jouant sur les malus/bonus tout en variant sur les prix des bâtiments. J'ai largement augmenté la capacité des greniers même si j'imagine que les développeurs finiront par le faire eux-même (à quoi sert d'avoir plusieurs bâtiments si ils ne servent qu'à construire des greniers).

Le mod marche dans toutes les langues mais ne sera renseigné qu'en anglais. Par ailleurs, je conseille vivement le mod « Icons for 1,2 et le mod 1,2,0 fixmod version 1a ».

https://steamproxy.com/sharedfiles/filedetails/?id=1792065595
https://steamproxy.com/sharedfiles/filedetails/?id=1784028592

Pour finir j'ai essayé d'ajouter du mana pour les temples et les théâtres dans de faibles proportions mais cela ne semble pas pris en compte, dommage... alors j'ai retiré les lignes de code.

Petite astuce pour ceux qui veulent booster le mana et l'expérience, utilisez le fichier héritage et boostez votre nation directement.

military_building (ancien campement)
main d’œuvre = 0.10 %
bonheur des hommes libres = 2.5%
bonheurs des tribaux =2.5%
vitesse de migration = -1%
prix = 50

fortress_building (forteresse)
inchangée

barracks_building (nouveau bâtiment militaire)
défense locale = 20%
ravitaillement local = 20%
vitesse de migration = -1%
prix = 50

foundry_building (nouvelle forge)
expérience de départ augmentée = valeur codée = 5
vitesse de construction des navires = 10%
vitesse de recrutement des cohortes = 10%
production des pop = 5%
bonheur des tribaux = 5%
vitesse de migration = -1%
prix = 50

commerce_building (ex marché)
valeur du commerce local = 33%
taxe locale = 10%
holding supplémentaire = 1
holding attribuable = 1
revenu supplémentaire tiré des holdings = 10%
prix = 100

town_hall_building (nouvelle mairie ou forum)
taxe locale = 40%
loyauté de la cité = 1%
vitesse de promotion des populations = -5%
bonheur des populations = -1%
prix = 100

court_building (tribunal)
loyauté de la cité = 2%
bonheur des citoyens = 2%
bonheur des hommes libres = 1%
production des esclaves = 5%
prix = 50
time = 180

academy_building = (nouveau nouvelle académie)
point de recherce = 2,5%
vitesse de promotion des populations= 50%
prix = 50

temple_building = (nouveau temple)
bonheur religieux en fonction de la religion dominante = 2%
vitesse de conversion des populations= 6%
agitation locale = 1
prix = 50

population_building = (ancien grenier)
capacité maximale de population = 12
croissance de la population locale = 20%
pourcentage supplémentaire désiré d'esclaves = + 3.3%
production locale = 1%
agitation locale = -1
évolution mensuelle de la civilisation = 1%
prix = 50

library_building = (nouvelle bibliothèque)
bonheur des citoyens locaux = 2%
production des citoyens locaux = 2%
évolution mensuelle de la civilisation = 1%
pourcentage supplémentaire désiré de citoyens = 2.5%
prix = 50

forum_building (nouveau forum du peuple)
bonheur des hommes libres = 2%
production des hommes libres = 2%
pourcentage supplémentaire désiré d'hommes libres = 2.5%
prix = 50

workshop_building = (nouvel atelier) (pas sur que cela apporte du bonheur irl)
bonheur des esclaves = 2%
production des esclaves = 2%
emplacement constructible supplémentaire = 2
prix= 50

theathre_building = (nouveau théâtre)
bonheur en fonction de la culture dominante = 2%
vitesse d'assimilation des populations= 6%
agitation locale = -1
prix = 50

aqueduct_building = (nouvel aqueduc)
croissance de la population locale = 10%
attraction migratoire = 50%
vitesse de migration = -1%
évolution mensuelle de la civilisation = 1%
capacité maximale de peuplement = +5
prix = 80

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English google translation o:


Modification of the buildings for the Cicero patch currently in Beta. I tried to be creative and logical by playing on the penalties / bonuses while varying on the prices of the buildings. I have greatly increased the capacity of the granaries even if I imagine that the developers will eventually do it themselves (what is the point of having several buildings if they are only used to build attics).

The mod works in all languages ​​but will only be provided in English. In addition, I strongly recommend the mod "Icons for 1,2 and mod 1,2,0 fixmod version 1a".

https://steamproxy.com/sharedfiles/filedetails/?id=1792065595
https://steamproxy.com/sharedfiles/filedetails/?id=1784028592

Finally I tried to add mana for temples and theaters in small proportions but it does not seem to be taken into account, too bad ... so I removed the lines of code.

Small tip for those who want to boost mana and experience, use the legacy file (heritage.txt) and boost your played nation directly.

military_building (former camp)
labor = 0.35%
price = 100 (doubled)

fortress_building (fortress)
unchanged

barracks_building (new military building)
local defense = 20%
local refueling = 20%
city ​​loyalty = 10%
local agitation = -10%
risk of piracy = -100%
price = 50

foundry_building (new forge)
increased starting experience = coded value = 5
shipbuilding speed = 10%
recruitment rate of cohorts = 10%
price = 50

trade_building (ex market)
value of local trade = 33%
local tax = 5%
local agitation = 1%
happiness of local citizens = 2%
happiness of local tribal = 5%
price = 60


town_hall_building (new town hall or forum)
local tax = 40%
city ​​loyalty = 1%
speed of promotion of the population = -5%
population happiness = -1%
price = 100

court_building (court)
city ​​loyalty = 10%
maximum size 2 inhabitants
value of local trade = 2%
price = 50
time = 180

academy_building = (new new academy)
research point = 2.5%
population promotion rate = 50%
price = 50

temple_building = (new temple)
religious happiness according to dominant religion = 10%
population conversion rate = 2.5?
price = 50

population_building = (old granary)
maximum population capacity = +12
growth of the local population = 1%
speed of promotion of populations = -20%
price = 60

library_building = (new library)
happiness of local citizens = 5%
production of local citizens = 5%
price = 50

forum_building (new people's forum)
happiness of free men = 10%
production of free men = 10%
price = 50

workshop_building = (new workshop) (not sure it brings happiness irl)
slave happiness = 10%
production of slaves = 5%
price = 60

theathre_building = (new theater)
happiness according to the dominant culture = 10%
rate of assimilation of populations = 2.5?
price = 50

aqueduct_building = (new aqueduct)
growth of the local population = 50%
migratory attraction = 80%
price = 80