About this mod
Museum, Zoo and Botanical set effects were redesigned, to match and reward the effort of collecting them.
- Requirements
- Permissions and credits
Compatibility : all mods that I know.
Mods recommended: Reroll costs less, set it to a maximum of 2000 gold per roll, that way the early game it is still crippling you but late game it allows completing Legendary sets by using the Old World merchants.
There is also a great option in Spice it up mod, more items by trader (9 instead of 6).
Warning: if Mod is first loaded in a non modded game previous save you (may) have to rebuilt the specified buildings to see the effects.
--------------MUSEUM--------------

- Set: Aegean Cultures
-The Aegean Culture Exhibition in your museum encourages your people to show moderation in their coffee consumption.
Effects : All residents will consume 25% less Coffee
- Set: Atlantean
-The Atlantis Exhibition has been studied by your historians; the cryptic messages and shapes of the lost civilization spawning theories about other lost cities. Your archaeological searches during diving sessions now have a greater chance of success
Effects : The Salvager chances to dive artifacts is greatly increased
- Set: Battle of Trelawney
-The Battle of Trelawney exhibition fills your people with a deep sense of patriotism, defending their nation during naval battles whatever the cost.
Effects : War Ships speed +25%, maintenance -25%, damage +20%
- Set: Bronze Age
-The Bronze Age Exhibition reminds both your people and any visitors, of the beauty and complexity of natural landscapes, like quarries and mines.
Effects : All mines and quarries +50% production
- Set: Empire of the Eagle
-The Empire of the Eagle Exhibition in your museum inspires your people to build safer architecture and pay higher taxes.
Effects : Residences +10% tax, -50% to riots, fires, illness and explosions
- Set: Icebound
-In awe at the perfect state of conservation of the Icebound Exhibition, your food and drinks producers have learned a thing or two about preservation.
Effects : Food and Drink production +50%
- Set: Jurassic
-The Jurassic Exhibition in your museum teaches you various archeological tricks, greatly enhancing your mining skills
Effects : Limestone, Zinc and Cooper mines +100% production and -100% illness, riot, fire and explosion
- Set: Lost Cities
-The Lost Cities Exhibition in your museum contains clues about a legendary city of gold. Merchants will sometimes return from said legendary city, with gold and other various luxuries which they will trade at your harbor.
Effects : +200 attractiveness, +100% to harbor activity
- Set: New World Huaca
-The New World Huaca Exhibition in your museum attracts the leading figures of the esotericism world to your city.
Effects : Increases the chance of specialists visiting your island by +25%
- Set: Northern Sagas
-The Northern Sagas Exhibition in your museum fills your people with a warlike spirit, which empowers and speeds up all your navy.
Effects : Cargo, Schooner and Clipper get +33% speed, -25 maintenance cost and +50% hitpoints
- Set: Origin of Mankind
-The Origin of Mankind Exhibition in your museum reminds your people of ancestral techniques for resource gathering.
Effects : Fisheries, crop and animal farms, hunting cabins +100% productivity, -33% workforce
- Set: Skull and Bones
-The Skull and Bones Exhibition in your museum teaches your harbor workers modern patterns to construct faster Tankers.
Effects : Tankers +25% speed, -50% maintenance, -20% damage taken
- Set: Thule Relics
-Inspired by the Thule Relics Exhibition, your people become more curious and respectful of the Arctic and everything related to it.
Effects : Increased attractiveness by 40% for cultural items that belong to the Taiga forest, polar circle, arctic tundra, northern sagas, bronze age, thule relics, icebound, and sub-alpine cultural sets.
-------------- ZOO--------------

- Set: Abyssal Depths
-The Abyssal Depths Park delivered precious knowledge about the long-unknown deep abysses and their fauna. Your zoological searches during diving sessions now have a greater chance of success.
Effects : Greatly increases Salvager's chances to dive artifacts and animals
- Set: Arctic Tundra
-The Arctic Tundra Park attracts plenty of curious visitors, eager to learn more about the conditions those lost in the Arctic have had to endure.
Effects : +200 Attractiveness, +25% chances for visiting specialists
- Set: Cordillera
-The Cordillera Park in your zoo inspires your citizens to use alpacas in their bricks extraction.
Effects : +100% Clay productivity
- Set: Domestic Animals
-The Farm Animal Park teaches your people domestic animal care and breeding.
Effects : +100% productivity for all Animal Farms, produces 1 sausage, 1 cloth and 1 tortilla every 5 cycles
- Set: Eastern Jungle
-The Eastern Jungle Park in your zoo teaches your obreros how to hurry chain production.
Effects : +100% productivity to Fried Kitchen, Poncho, Cattle Farm, Tortilla Maker, produces 1 sewing machine every 5 cycles
- Set: Extinct Species
-The Extinct Species Park in your zoo encourages your people to show moderation in their drinks consumption.
Effects : Residents Coffee and Rum consumption is reduced by 15%.
- Set: Great Coral Reef
-The Great Coral Reef Park in your zoo educates children, and increases the happiness of habitants.
Effects : +10 to happiness.
- Set: Luminaries
-The Luminaries Park in your zoo inspires your people to use better materials when constructing various ships.
Effects : -25% construction cost and -50% construction time for all Ships.
- Set: Ocean Predators
-The Ocean Predators Park in your zoo teaches your people a lot about the behaviour of marine life.
Effects : +50% to all coastal production, produces 1 additional fish and fish oil every 5 cycles
- Set: Polar Circle
-The animals that live in the Arctic Polar Circle teaches your citizens about the hard conditions and the need of fabricating high quality
clothes.
Effects : +100% productivity to all Cloth industries, produces 1 Cloth, 1 Fur Coat and 1 Bomb Weaver every 5 cycles
- Set: Rainforest
-The Rainforest Park animals in your zoo motivate all your woodsmen.
Effects : +100% productivity to all Cabins and Huts, produces 1 Wood Veneer and 1 Fur Coat every 5 cycles
- Set: Snowflakes
-The Albino Park encourages your miners to find new techniques of metal working.
Effects :- 50% workforce, +50% productivity and -100% maintenance for Furnace, Steelworks, Motor Assembly line and Cab Assembly line
- Set: Taiga Forest
-The Taiga Forest Park in your zoo encourages your people to show moderation in their goods consumption.
Effects : Residents consume -20% Canned Food, Pocket Watch, Penny Farthings, Jewelry, Sewing Machines. Obreros consume -50% Hats
-------------- BOTANICA--------------

- Set: Amazonas
-Studying the Amazon Garden stimulated an interest in special fruit production among your people.
Effects : Adds Grape (OW) and Cocoa (NW) fertility and increases their production by 100%
- Set: Andean
-Studying your rocky Andean Garden has taught your people how to help different plants grow, flourish and expand, even during droughts.
Effects : Adds Grain (OW) and Coffee (NW) fertility and increases their production by 100%
- Set: Enchanted
-While they may find the properties of the plants in the Enchanted Garden a little too far out, your people have been inspired to improve and refine production of more traditional plant-based stimulants.
Effects : Adds Hops (OW) and Tobacco (NW) fertility and increases their production by 100%.
- Set: Marshland
-By observing the stagnant ponds of your Marshland Garden, your people have become acutely aware of the need for a proper water treatment system. Your overall work conditions and fire protection improved.
Effects : -100% explosion chances and -75% required workforce in Coal and Iron mines.
- Set: Medicinal
-Studying your Herb Garden has enabled your doctors and chemists to develop new cures, letting them heal your people faster.
Effects : +10 happiness, -50% riots, -100% illness
- Set: Near East
-Inspired by the Near East Garden, your people have decided to adopt some Near East culture in their daily life. They can now develop and expand the production of Sugar Cane and Red Pepper.
Effects : Adds Red Pepper (OW) and Sugar Cane (NW) fertility and increases their production by 100%.
- Set: Sargasso Sea
-Visitors exploring your Sargasso Sea Garden taught your citizens how to improve Iron, Coal and Gold extraction.
Effects : +100% productivity for Iron, Coal and Gold mines
- Set: Sacred
-The Sacred Garden exploration revealed precious secrets about Oil gathering.
Effects : +50% productivity for Oil Refineries.
- Set:Subalpine
-Learning more about northern forests in your Subalpine Garden has taught your people more about forest biomes, extending their knowledge of arboriculture and increasing their ability to hunt in those environments.
Effects : Adds Fur (OW) and Caoutchouc (NW) fertility and increases their production by 100%.