The mod has been updated to work with the high life dlc and will also replace the free area resin and cherry wood orchards with farm versions. I'd like to thank pogobuckel for his amazing Anno 1800 Mod Tool and Asset Extractor. If people are interested, I could add a similar thing to the new world orchards to make them a bit more visually distinctive. Speaking of visual distinction, the apple orchard has a slightly more yellowish/greenish roof than the cherry orchard. That's of course also not nice, so I changed cinnamon trees to be smaller than camphor trees, so that there's at least a bit of visual distinction. Unfortunatly, in vanilla, the camphor and the cinnamon trees use the exact same model. You'll need apples, flour and sugar to make apple pies that have a similar effect as donuts (but chocolate and coffee percentages swapped).įurthermore (and in addition to all the base game items that affect the new buildings), there are three new specialists to hire: John the Treehugger, Marlene, Mother of Marmelade and Clara the Cherrypicker. Since just adding them doesn't do much, there's an additional recipe at the Café building now: Apple Pie. I also added an apple orchard, because I found it weird that we only get cherries in the Old World. This means that the jam factory consumes 2 cherries and 1 sugar to produce 2 units of jam. Since sugar is nice, but too much of it can be unhealthy, our artisans will go for a 2:1 cherries to sugar ratio. In this mod, jam is made in the jam manufactory (artisan workforce) from sugar and cherries, a new good that grows on cherry plantations (that previously grew jam directly in jars.). So I decided to fix it.Īll orchards are now plantations that need 200 farm fields and can be affected by items.Īlso, the jam production line in vanilla is, well, not really a production line. Increases the production times of raw resources by 100% so you get more resources in less time.I've been a little bit annoyed by the new orchards because they are free area multifactories. Gradually, these nomadic people adopted a more settled, agricultural lifestyle and began to build multi-story stone or adobe dwellings now known as pueblos by 750 CE. Grain Farm - OW - 60s- 144 30s - 72 The history of Albuquerque, New Mexico dates back up to 12,000 years, beginning with the presence of Paleo-Indian hunter-gatherers in the region. Increase Crop Production/Field Reduction Pristine Hunting Cabin - A 15s 15s - Did not Change This is based on Modular Production Boost by Callesen58 There is an Optional File to Modify the Influence system that will cut in half the required influence and then double the bonuses that you acquire. PLEASE NOTE!! The Delivery Distance Should be fixed but might need some more work for balancing. I have not been able to test a full game yet, so if a building that is supposed to be affected isn't registering I would like to know about it. This is my first mod on Nexus so feedback is welcomed and encouraged. There is also a module to remove the Tractor Barn Field Increase of 50% Buff if users don't want to deal with the default field limit with the buff. Separate Modules to increase the range of Arctic Heater, Gas Power Plant, and Oil Power Plant. All Farm Field Modules Limits reduced by half to save space. All Raw Resources production time is reduced to increase production. All Farm Buildings production times reduced to increase production. All Animal Buildings production times reduced to increase production. Production Boosts is separated into eight modules. Be warned that, at this time, this set of modules might break your game! Any bugs, please report and they will receive priority fixes. A bit has changed in the assets file so I will take a bit of time. I am updating this mod for the new Seeds of Change DLC.
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