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
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:
- Thanks to shroom2021 for his guide on how to unpack and repack the game files.
- Special thanks to Unedjis for guiding me through proces of modding game files