Balancing for Realism for Foundation

Released (updated ago). Ranked 35 of 246 with 33,157 (40 today) downloads

Published by Batyushki (mod ID: 143791)


This mod introduces more appropriate costs for purchasing and maintaining buildings, and for the items sold at markets. No more lucrative berries or super expensive Foresters hut.

  • Changes all prices (see table below)
  • Adjusts upfront cost and maintenance cost of buildings
  • Doubled capacity in warehouses and granaries
  • Slowed down production of Shepherd, Fisher, and Berry Gatherers
  • Increase immigration to maximum 6 at a time
  • Decreased the territory taxes

There is a limitation currently that the church prices cannot be adjusted, so these are as-is (though too high in my opinion).

Place this mod last in load order if you want it to override other mod's prices and building requirements.

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Common Resources V1






















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mista.icyj @mistaicyj

Hey Batyushki, I love your mods, but I recently returned to the game after a long break. After updating all the mods, I do not know which one is causing Foresters to not be able to plant normal trees(pines, oaks, sycamores, etc.) and will only plant custom trees (dates, palms, etc.). Do you know how to fix this? It feels slightly less immersive when the trees do not match their surroundings. I posted the question here, but do not know which mod is causing this. Thank you!

Batyushki @batyushki

mista.icyj You have one of my map mods downloaded, Negev Desert or Antigua. You should make sure you don't have any map mods unless you are playing that map.

Sonofahod2 @sonofahod2

Does this mod slow down berry foraging? I am having issues where berry production is so small it is impossible to progress without putting loads of villagers on berry foraging. Ran a quick test with and without mod (no other mods apart from common resources), building just a builders hut and gathering hut and assigning 1 forager. With mod took 40% more time to reach 40 berries

Batyushki @batyushki

Hi, yes the berry gatherers are slowed down in this mod. Sorry I did not call it out in the description, I've updated it now.

I wanted to make berries less overpowered in the game so that the player would have to quickly move on to other more realistic food production. Berries are fine for getting past the first quest but after you have some immigrants, you should start to introduce other foods (recommend Vegetable & Poultry mod).

In my own games if I have 1-2 berry gatherers I'm able to keep ahead of demand for a village of 8, until I have some immigrants.

Shaunus821609697752 @shaunus821609697752

I have been having really big problems using this mod. Im currently following through a Let's Play series with The Beard Plays, and I'm using the same mods he is using, but if I have this mod installed I end up losing money really fast, and then end up with no money at all. If I remove this mod, my money starts going back up again.

Batyushki @batyushki

Well that would make sense since this mod is about cutting prices to be realistic. You will need to balance your budget by cutting expenses, or selling more high priced goods. Take a look at your budget panel to see what you can change.

Shaunus821609697752 @shaunus821609697752

This happens really early in the game, even before I have managed to build my first Granary, so I have got no chance whatsoever to build up anything of a production. And it makes no sense to me that The Beard Plays is using exactly the same mods as me, and has had none of the early game problems that I have had. Is there any way that Trading with Farms could be made to work without Balancing for Realism, as that is the mod that I want to use most of all?

Batyushki @batyushki

The trading prices wouldn't make any sense without balancing for realism. You could certainly hack your versions of the mods to remove the dependency (or easier - comment out the code in Balancing for Realism).

I think it would be faster to figure out why you are losing money. Have you built a big church or something that is consuming a lot of gold? Do you have plenty of poultry that you are selling early in the game? Remember berries only sell for 1 gold so they are not sustainable as an income stream.

Shaunus821609697752 @shaunus821609697752

I have already told you that it happens very early in the game. I build only the basics like Stonecutter, lumber camp, gatherer, well, fuel cart, thatchers, clay, market and Granary, and even before I finish building all of this, my money is tanking down, and ends up going to more than -50 gold, and I have 0 income. I can't be any clearer than this.

Batyushki @batyushki

If you contact me on Discord I can help troubleshoot, but I'm not able to reproduce based on the info given.

Shaunus821609697752 @shaunus821609697752

I have decided not to use Balancing for Realism. It means I won't be able to use Trading with Farms, but there are other mods out there that add extra traders. This mod is just too harsh, and I really, really hope that you make some changes to the mod at some time in the future to make it a little bit easier.

cancan92 @cancan92

I believe you need to expand your mod so it can include trade. I try to use your mod with a trade overhaul which allows to trade with more than 3 towns, it is balanced in its own nature and vanilla game, but not with your new prices.

Batyushki @batyushki

I've created a mod that works with this one, and with my other mods. It's called "Trading with Farms". The prices in that mod are aligned with Balancing for Realism prices, and for trading I included nearly every good that exists in the game today.

cancan92 @cancan92

Oh great! I will give it a try asap!

TheBruceofWayne @thebruceofwayne

Update? Peasants won't build their houses anymore

Batyushki @batyushki

Not sure that has to do with this mod? It's working OK for me. If you disable the mod you can build houses, but then re-enabled they don't build them?

isa0005 @isa0005

Nice! Just what I was looking for!