With Fiery Essential I aim to provide a one-stop-shop for things I feel everyone should have easy access too, without having to download a separate mod for every basic feature or feeling like you wish you could just tweak that 1 thing a little bit.

The Foundation API gives us access to some very useful values to tweak. The core of Fiery Essential is basically that it reads those values from a text file, which you can very simply edit with the editor located in the mod's install dir. This gives you the power to easily tweak a large portion of the game as if it's just an in-depth options menu.

Things i plan to include are QOL-tweaks, bigger features of which I feel they would get used enough, and basic gameplay settings.

Feel free to suggest things, give feedback and of course ask questions. If you do this in the comment section please tag me with "@firesofhades" to make sure I notice you.


  • Fully configurable creative, default(vanilla) and custom gameplay setting templates
  • A configuration editor, did i mention its a lot of settings...
  • Most settings related to balance mods, including trade villages
  • Fish and available church capacity(faith) are shown in the toolbar, and settings to add/remove other resources
  • Villagers pay a 2 gold tithe when visiting a church, also configurable, as are the buy prices of other resources
  • A delivery quest that is basically an infinite resources button (only works on the creative template)
  • A small amount of influence at the start, just enough to buy the things not unlockable with the creative profile
  • 8000 villager names
  • Fountains provide water
  • And more

suggested features

  • An easy way to share your custom profile with other users
  • A per resource toggle to allow a resource to be negative (so using resources as maintenance cost will be more realistic)


No dependencies, but since Fiery Essential touches a lot of things and you might want to use some of its features at the same time as another balancing mod, it is wise to put it at the top of the list. This means that Fiery Essential will make it's changes first. If another mod then changes the same thing, it will override Fiery Essential's change. If the other mod was above Fiery Essential, Fiery Essentials would have overridden its changes instead.

The editor

The editor is located in the mod's installation folder, if you installed manually, you should know where it is. If you installed the mod through the game it is probably located at Documents\Polymorph Games\Foundation\mods\500. You are free to make a shortcut to use it from another location, you can't move the .exe though as it won't be able to find the config files anymore if you do.


In broad strokes

the main settings tab is where you can find global settings:

  • choose which profile is used
  • turn of the welcome messages/quests
  • toggle 8000 villager names
  • toggle creative buildings
  • toggle creative happiness
  • toggle the water providing fountain

For settings that impact gameplay(i should probably move some of those in the previous section) you have 3 profiles to use named:

  • default (mimics the vanilla game)
  • creative (gives you as much of a sandbox experience as i can)
  • custom (whatever you want it to be, hard mode maybe?)

using these profiles you can pretty much create your own perfect versions of a sandbox, slightly tweaked vanilla, or something totally different.

In depth

Main Settings

Most of the main settings are pretty straight forward and do what one would think they do. Some deserve more explaining.

"balancing mode" lets you choose which profile to use, switching from 1 profile to the other on the same save shouldn't cause much (if any) issues.

"creative happiness" causes happiness to go up when it should be going down, by making your people "unhappy" you can push happiness far above 100 to increase immigration speed. Immigrants can spawn fast enough to form a literal line into your town so keep an eye on them. WARNING: enabling or disabling this feature will reset the needs of all your villagers (might cause a supply issue)

"creative buildings" changes production buildings that produce finished commodities or construction materials to provide an infinite amount of them. Villagers can buy their stuff straight from the workplace. And builders can grab A LOT of materials in one go. Other changes are:

  • The well provides 50 splendor for each estate
  • The market stalls provide infinite fish, clothes, and wine resectively
  • The decorative bush provides infinite berries (villagers can get their berries here)
  • The cypress provides infinite faith (pagans can go to "church" here)
  • The windmill provides infinite glass


The profiles can be accessed with the tabs at the top of the editor window, they contain 4 tabs themselves; balancing, buildings, trading villages and resources.


"Day duration" - length of a day in seconds (influences when churches reset, Thats about it.

"starter families" - how many families you start the game with, 1 family consists of 2 villagers so you will get twice as many villagers as the number you put in.

"minimum happiness for leaving" - villagers will start leaving if happiness gets below this number. With a positive number villages will leave as soon as you start the game, since their happiness will be 0.

"gold capacity" - Your max gold at the start of the game.

"tree grow speed"- How fast a tree grows. 0 = 0%, 1 = 100%, i think...

"initial tree size" - How big a tree is when the forester plants it. 0 = 0%, 1 = 100%.

"minimum tree size for gathering" - How big must trees be to allow woodcutting.

"minimum tree size for hunting" - How big must trees be to allow hunting.

"Tree fertility settings" - have fun figuring it out...

"starting tile requirements" - Resources that have to be in a tile to make it qualify as a starting tile.

"territory price" - List of resources and amounts that must be payed to buy a territory.

"territory taxes" - The list to the left are the territories in the order you buy them, you can add a territory to the list with the button. For the vanilla game territory 1 would cost 0 gold, 2 would cost 10 gold, etc. You can select a territory from the list to start editing its taxes to the right. You can remove the currently selected territory by right-clicking the list.


One thing to note is that not every setting will work for every building, some things are just missing from the API

To the left is a list of buildings, You can use this list to select a building to change some of their settings, The settings are:

  • Upfront cost
  • Maintenance
  • Construction Resources

these are pretty self-explanatory and I think we all know them well enough, This is one group of settings that is sometimes missing for a building

  • Unlocked with estates
  • Villagers required to unlock

Unlocked with estates determines if a building is accessible through the building menu. Setting this to false means the building will be unlocked by villager status and count when . These are another group of settings that are not available for all buildings, Some even miss both.

Trading villages and resources

Trading villages should be pretty straight forward. Resources is where you can toggle resources in the toolbar and change how much villagers pay for commodities. Keep in mind that putting to many resources on the toolbar will make all the resources disappear from it if it gets too wide. If you do have questions, feel free to ask.


where did creative go?


14 of 906,377 (31 today)firesofhades













Deadbeat @deadbeat

Hi, the trader is bugged if you didn't know? Once they've bought items from you the amount they want to buy doesn't go back up like it should. Also now he doesn't even come to my village, he walks up like he's going to enter then does a u-turn. Other than that everything is perfect, I'm finding this game miles better with your mod, Thanks.

firesofhades @firesofhades

i am not aware of any trader bugs caused by FE, if that's what you mean. there are trader bugs in vanilla and FE doesn't change the actual behaviour or mechanics having to do with traders.
if you think it is caused by FE it would be nice to be able to reproduce.

glad you enjoy it otherwise though :D

Deadbeat @deadbeat

Ok, I didn't know about the trader bug in vanilla, I only started playing again a few days ago. Thanks.

Guest @guest

"Config directory not found, make sure you loaded the mod at least once and did not move the "Fiery Essential" folder." 500\config\mainCongig.json-----have not this file

firesofhades @firesofhades

starting a new game with the mod active will create those files

Guest @guest

Can anyone help. I don't know how to get rid of trees in creative mode...help.

firesofhades @firesofhades

i assume you are using the "creative buildings" then?
in any case placing buildings on the trees and removing the bildings afterwards should get rid of trees

PieAndSim @pieandsim

Hi firesofhades I'm a newbie here so my problem is I don't want the "deliver 1 tool to ..." quest because I can't add some house after this I tried everything i knew but I don't know what to do now :(

firesofhades @firesofhades

the quest can't be turned off atm, but maybe you could expand on "can't add some house after this". i'm not sure what you mean by it, but it doesn't sound like something that should be happening or would be related to the quest.

PieAndSim @pieandsim

Sorry for my bad english I wanted to say I don't get the "residential" in the "paint development zones" tool I tried everything but nothing worked I hoped you unterstand now

firesofhades @firesofhades

do you have serfs? it should unlock as soon as you get serfs i.e: provide your villagers with 1 food type and water

Guest @guest

It wont change what resources a building costs. For example, Bridges, churches, manors, etc, take forever to build because of the amount of resources. But I cant get the editor to keep the changes. Like if I change a bridge to only need 10 wood.

firesofhades @firesofhades

that's because the building parts of those buildings aren't exposed yet. unfortunately there isn't anything to do but wait till the devs expose them

Stevo876 @stevo876

i am having trouble opening the mod. It keeps saying config directory not found. Is the there a hotkey I open the mod with in game or should I mod the game outside of the game.

firesofhades @firesofhades

sorry for the late response, you need to start a new game with the mod active once to generate the config directory/files. after that you can use the editor to tweak it to your liking

Stronkie @stronkie

Well when I use the mod , and start a new game , doesnot matter which preset I take. The game starts then nothing. No Starting point to select , just see the main land and nothing to do

firesofhades @firesofhades

you mean you can not select a starting hex?
this may sound a bit stupid, but have you touched the "starting tile requirements" settings?

Stronkie @stronkie

yes but I fixed the problem, it were my own settings that screwed up. I change a value of the conditions of the starting tile

caveman7 @caveman7

Would love if someone had a web link to...

People posting pictures of their villages/towns. Ideas with the colors highlighted. Would post a few of mine for sure. Havent played late into a game in awhile with updates and new mods lately. But excited to see what some people are putting together!

firesofhades @firesofhades

dude, are you not on the foundation discord server?

we have a great community over there ;)