STEAM_WORKSHOP creator
NugsyNash
33 projects across 1 game, 8.3k downloads in total.
- Projects
- 33
- Game
- 1
- Downloads
- 8.3k
- Last shipped
- 3 y ago
- Expanded Resources: Wood ProductionAdds a logging camp under the industry tab to grow and harvest wood. This only affects scenario missions - add Wood Production for Campaign Missions. See images for mod load order. Compatible with Organized Industry Menu (by target) | (by worker)) mods. Source code can be found on GitHub Mod by N...622 downloadsupdated 3 y ago
- Planning MarkersAdds a new planning tab under the infrastructure menu with transparent markers for roads, walls, irrigation, and various building types. Lay out the design of your city without needing to spend any money. All marker colors can be customized. Source code can be found on GitHub Mod by NugsyNash498 downloadsupdated 3 y ago
- Shine AoE: +4Increase the tile range of shrine effects by 4 squares. Only one Shrine AoE mod can be used at a time. The one higher in the Active Mods list of the Mod Manager will take precedence if multiple are loaded. Source code can be found on GitHub.436 downloadsupdated 4 y ago
- Appealing Stone RoadsGives stone roads two square's reach of beauty appeal, versus the base game where they provide no appeal. Adds enough beauty for peasant houses to be upgraded, but not enough for villas or residences to upgrade without other decor. See Less Appealing Stone Roads for a version with less beauty app...414 downloadsupdated 4 y ago
- Organized Services MenuSplits service menu into three tabs organized by service worker type. Market buildings are included on the tabs for the residents they serve. Source code can be found on GitHub Mod by NugsyNash404 downloadsupdated 3 y ago
- Wood Production for Campaign MissionsAdds a logging camp under the industry tab to grow and harvest wood for all applicable campaign missions. Warning: this will throw off the game balance and make the campaign easier. Requires Expanded Resources: Wood mod to be loaded below[\b] this one. Compatible with Organized Industry Menu (by...403 downloadsupdated 3 y ago
- Organized Industry Menu (by target)Splits industry menu into three tabs organized by the class of resident they serve. Buildings involved in the chain of multiple goods that serve different classes will be included with the first class that they serve. See Organized Industry Menu (by worker) to sort the new tabs by worker class in...371 downloadsupdated 3 y ago
- Expanded Resources: Ivory ProductionAdds a hunter's lodge under the industry tab to produce ivory. This only affects scenario missions - add Ivory Production for Campaign Missions See images for mod load order. Compatible with Organized Industry Menu (by target) | (by worker)) mods. Source code can be found on GitHub Mod by NugsyNash368 downloadsupdated 3 y ago
- Organized Monuments MenuSplits monuments menu into three tabs organized by monument type. Compatible (and most useful) with the All Monuments mod. Warning: This mod is incompatible with existing saves that have already built a monument - you will get an error upon trying to load the saved game. Your saved game is safe,...350 downloadsupdated 3 y ago
- Organized Industry Menu (by worker)Splits industry menu into three tabs organized by production worker type. See Organized Industry Menu (by target) to sort the new tabs by class of resident they serve. Mod Compatibility Compatible with the following mods (see screenshots for load order): Small Clay Pit by Donchaffée Small Mines b...346 downloadsupdated 3 y ago
- Organized Food Menu (by worker)Splits food menu into three tabs organized by production worker type. See Organized Food Menu (by target) to sort the new tabs by class of resident they serve. Modding The following menu tabs are made available: organized_food_worker::menu.sub.food.peasant organized_food_worker::menu.sub.food.tow...344 downloadsupdated 3 y ago
- Granary: Raw FoodsThis will allow you to store wheat, grain, and grapes in the granary. An add-on to the fantastic Granary mod by Viriathus, which should be loaded below this one. See images for mod load order. Source code can be found on GitHub. Mod by NugsyNash344 downloadsupdated 4 y ago
- Organized Food Menu (by target)Splits food menu into three tabs organized by the class of resident they serve. See Organized Food Menu (by worker) to sort the new tabs by worker class instead. Modding The following menu tabs are made available: organized_food_target::menu.sub.food.peasant organized_food_target::menu.sub.food.t...335 downloadsupdated 3 y ago
- All MonumentsAdds all monument templates from campaign missions and scenarios as options for all scenario maps. Compatible with Organized Monuments Menu Source code can be found on GitHub Mod by NugsyNash326 downloadsupdated 3 y ago
- Map Pack: Campaign MapsAdds campaign maps as freeplay scenarios. Peaceful and wartime variants Expanded import/export limits for all foreign cities Full resource and production chains No invincible foreign cities for wartime scenarios All foreign cities start neutral Historical starts - Unaltered campaign map Empty sta...316 downloadsupdated 3 y ago
- Organized Military MenuSplits military buildings into two tabs: troops and support. Source code can be found on GitHub Mod by NugsyNash292 downloadsupdated 3 y ago
- Smaller MonumentsEffectively removes minimum size requirements for all custom monuments in scenarios. Minimum required space set to one square. Source code can be found on GitHub. Mod by NugsyNash251 downloadsupdated 4 y ago
- Ivory Production for Campaign MissionsAdds a hunter's lodge under the industry tab to produce ivory to all applicable campaign missions. Warning: this will throw off the game balance and make the campaign easier. Requires Expanded Resources: Ivory to be loaded below this one. Compatible with Organized Industry Menu (by target) | (by...222 downloadsupdated 3 y ago
- Organized Menu: Mod IntegrationMoves various infrastructure buildings from other mods into relevant menus. Adds buildings to new vanilla missions (new scenarios, war variants, Sargon missions). Other menu mods are not required for any of these changes. Other mods should be loaded below this one. Desert Well: moved to Infrastru...213 downloadsupdated 3 y ago
- Expanded Trade: Early OptionsAdds early-game trade opportunities to all scenarios. Prevents the need for a trade rush. New cities have weak armies and no walls on warfare missions, allowing for early military conquests instead. Warning: Best enabled/disabled before starting new maps - it will reset all city trade relations w...181 downloadsupdated 4 y ago
- Fire-proof ShrinesThis mod is no longer maintained, its functionality is now part of the base game (>=1.4.0) Makes all shrines immune to fire risk. Affects campaign and scenario maps. Source code can be found on GitHub Mod by NugsyNash181 downloadsupdated 4 y ago
- Powerful GodsIncreases the power of the gods, making them impossible to ignore. The lower two worship levels of each god will incur heavy negative penalties, while the higher two worship levels will give stronger buffs. A patron deity scorned will incur an even heavier negative penalty. Shrines will give stro...179 downloadsupdated 4 y ago
- Expanded OfficersAdds two new Officer barracks for lower and middle class citizens, and increases the number of officers provided from upper class Officer barracks. Cadet school - 100 Peasant workers for 1 Officer Captain barracks - 80 Townsfolk workers for 2 Officers Officer barracks - 60 Aristocrat workers for...135 downloadsupdated 3 y ago
- Less Appealing Stone RoadsGives stone roads one square's reach of beauty appeal, versus the base game where they provide no appeal. Not enough beauty appeal for peasant houses to be upgraded without other decor. See Appealing Stone Roads for a version with more beauty appeal. Source code can be found on GitHub Mod by Nugs...117 downloadsupdated 4 y ago
- Organized Menu: Military IndustryMoves the Weaponsmith and Mechanical workshop to the Industry menu. Mod Compatibility Compatible with the following mods: Organized Industry Menu (by target) (creates a new Military sub-menu) Organized Industry Menu (by worker) Source code can be found on GitHub Mod by NugsyNash102 downloadsupdated 3 y ago
- Shine AoE: VariedIncrease the tile range of shrine effects by different amounts for each of the four chosen gods. +4 for patron deity. +3, +2, +1 for the other gods. Only one Shrine AoE mod can be used at a time. The one higher in the Active Mods list of the Mod Manager will take precedence if multiple are loaded...96 downloadsupdated 4 y ago
- Shine AoE: +3Increase the tile range of shrine effects by 3 squares. Only one Shrine AoE mod can be used at a time. The one higher in the Active Mods list of the Mod Manager will take precedence if multiple are loaded. Source code can be found on GitHub.89 downloadsupdated 4 y ago
- Military: No Experience DecayMilitary company experience will decay over time very slowly if not provided with enough resources. Due to limitations of the game engine the decay can not be completely removed, but has been reduced to be essentially non-existent. Source code can be found on GitHub Mod by NugsyNash82 downloadsupdated 3 y ago
- Shine AoE: +2Increase the tile range of shrine effects by 2 squares. Only one Shrine AoE mod can be used at a time. The one higher in the Active Mods list of the Mod Manager will take precedence if multiple are loaded. Source code can be found on GitHub.74 downloadsupdated 4 y ago
- Puny GodsDecreases the power of your patron deity, allowing you to ignore them completely. The lowest level of your patron deity will not incur any penalties if you stop throwing them festivals. Source code can be found on GitHub. Mod by NugsyNash60 downloadsupdated 3 y ago
- Military: Melee FlankingAllows light and heavy infantry to flank the enemy and receive the same flanking bonus as calvary and chariots. Source code can be found on GitHub Mod by NugsyNash58 downloadsupdated 3 y ago
- Shine AoE: +1Increase the tile range of shrine effects by 1 square. Only one Shrine AoE mod can be used at a time. The one higher in the Active Mods list of the Mod Manager will take precedence if multiple are loaded. Source code can be found on GitHub. Mod by NugsyNash53 downloadsupdated 4 y ago
- More Service RequirementsAdds additional service requirements to be able to increase housing levels. Peasant House Spacious house (level 4) requires visits from a Priest Townsfolk Villa Standard villa (level 2) requires water from a Well Aristocrat Residence Beautiful residence (level 2) requires water from a Well Luxuri...51 downloadsupdated 3 y ago