The "logical" increase of items is percentage based but the additional inhabitants amount is numeric. The game calculates the workforce based on current house inhabitants thus combining both modules will increase the workforce even further than normal.Įxample:- base game: 1 house = 10 farmers = 10 farmer workforce - modded with both modules version x2: 1 house = 20 farmers = 20 workforce *2 because of module 002 = 40 farmer workforce If not you will encounter problems when using items that increase the inhabitants amount in houses. The 001 has to be used with a module 006 - version that is at least the same or higher. Adjusts the town hall items and festivals to provide correct amount of additional income.Īll modules except for the first one (001) can be used as a stand-alone.008 - Town hall items/festival buffs compatibility - income x2, x5, x10:. Adjusts the town hall items and festivals to provide correct amount of additional happiness.007 - Town hall items/festival buffs compatibility - happiness x2, x5, x10:.This module can also be used to cheat faster level-up if used as a stand-alone!.Choose the profile accordingly to the first module.Adjusts the town hall items and festivals to provide correct amount of additional inhabitants.006 - Town hall items/festival buffs compatibility - amount x2, x5, x10:.If combined with Amount x2 will provide x4 tax income per house compared to the base game.Multiplies the tax income provided by each house.Multiplies the happiness values for needs.004 - Happiness multiplier x2, x5, x10:.This number is static per house so if you use the first module add this module to adjust the usage of goods to stay in line - or don't to make the game easier.Increases/decreases base consumption/usage of goods for each house.If combined with first module will provide more workforce per house compared to the base game logic.Multiplies workforce provided by each house.002 - Workforce multiplier x2, x5, x10:.Does not adjust goods consumption rate.
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