Another night, another mod!
This idea has been conceptualized for a long time, but it was kenata (who is doing the Wizard's Tower mod) who finally figured out a way to make it happen in-game.
Hostile Population
This mod directly disables the buildings of each faction from being built in a captured enemy city of a different faction. Kingdom players cannot construct new buildings in Empire cities, and Empire players cannot construct new buildings in Kingdom cities.
For this mod, Elves count as their OWN faction. Undead 2.1 do NOT count as their own faction, but rather as an Empire faction (this is due to how the original mod was constructed, not a choice I made). Lizardmen are not supported, and will not work with the mod.
Players are also automatically given access to the Raze technology for cities (if you didn't know, click the large round portrait near the middle bottom screen when your town is selected, and you'll open the Hiergamenon entry for the town).
In 2.0, the ability to convert cities was added. You now have the ability to construct a building that takes 25 turns, 200 gold and 25 materials in Hostile towns. Once finished, you can once again build your own buildings in that town. Kingdom players build cultural centers, Empire players build propaganda centers and Elves build spiritual centers.
Extreme Edition 2.1
http://www.mediafire.com/?ly7pv5z1cndyhbs
The Extreme edition disables all buildings in hostile towns except: Resource buildings (including diplomacy unit buildings) and huts/houses/hovels/shanties.
Must read this!
- If you are using the Bugfix Mod, you will need to delete from the bugfix folder: HF109_race_Yithril.xml and HF109_race_Umber.xml