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?


2 of 1109,858 (70 today)firesofhades
















SkunkMonkey @skunkmonkey

Having an issue with adding a trading village. The editor is writing the "replenish" value as a string and the game is expecting a number so it throws an error. Manually editing the json file to remove the quotes on the value allows the game to load the profile fine. Should be a quick and easy fix, eh?

SkunkMonkey @skunkmonkey

Detail to add: In order for it to save as a string, you need to change the value. The field shows 1.000000 and typing a 1 into to the field and moving focus causes the field to display 1.000000 again and output "1.000000" (quotes included) in the file.

firesofhades @firesofhades

thanks for the info :D

firesofhades @firesofhades

fixed it in the source, but since every update deletes the config i'd rather not do an actual update yet. I don't mind sending you the updated editor though, if that would make things easier for you ;)

SkunkMonkey @skunkmonkey

I'm good. Easy enough to correct manually.
For my next bug... when I install a new version, it deletes my configs! ;p (Sorry, had to do it)

alexandredsg @alexandredsg


Im having an issue with your mod. Whenever i edit the values for the starting items in creative it doesnt allow me to start playing after loading a new game. I cant even buy a piece of land. Can you help?

firesofhades @firesofhades

this is not a list of items you get when starting the game, it is a list of resources that need to be available in a hex to make it qualify as a starting tile. (assuming you are talking about the "starting tile requirements")

in the vanilla game a tile requires at least 1 berries and 1 stone, this makes it so only hexes that have both berries and stone are starting tiles.

for the creative profile i set it to 0 berries and 0 stone, this makes it so all hexes are starting tiles (since all of them have at least 0 berries and 0 stone.

if you add resources like 1 iron, 1 berries, 1 stone, you will end up with not a single starting tile, since there are no tiles that have iron, stone and berries.

due to an oversight is not possible to delete an entry from the list, but you can still set the offending resources to 0 and perhaps the berries and stone back to 1 if you wish to have the same starting tiles as the vanilla game

if you want to "cheat" items all you need to do is build a granary, store at least 1 berry and complete the quest

if you didn't make any other changes to the creative profile you wish to keep, you can simply remove the creative profile and restart the editor. this will recreate a fresh version of the creative profile, ensuring your problem will be solved.

alexandredsg @alexandredsg

Thank you so much for the explanation, i managed to fix that issue. But i apparently found a new one, i think. When i choose the creative preset as the main profile when in game i cant seem to assign woodcutters, stone cutters or gatherers, they dont show up on the job list. Am i missing something? I havent changed anything in the preset, its at default settings. Also, theres no paint brush for house building. Would it be related to this mod? I have pretty much all available mods installed, including some house ones.

firesofhades @firesofhades

sounds like you have turned on "creative buildings"

"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
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 jobs you are talking about don't get unlocked because the buildings no longer require a villager with that job to work there.

about housing zones, are you sure you have at least 1 serf?
if you do have a serf and the zone still didn't unlock i would love to take a look at your save and Fiery Essential config. I have heard this mentioned before, but no one ever got back to me after i told them about the serf thing...

be aware that switching "creative buildings" on or off will probably break an existing save

alexandredsg @alexandredsg

Hey Fire, sorry for the late comeback, havent had the chance to play. I got some news regarding the issues ive been having. Firstly, i started a new save game with creative at default settings (Creative buildings are off) i think, and for the life of me i cant seem to unlock the serfs, i have all the requirements met but still nothing. Plus, somehow my villagers just wont buy berries, i have two stalls with the item selected and not a single transaction is completed. Is there something wrong with the configuration, or is the mod somehow bugged? I have a few screenshots that id like to show you. And another thing, creative happiness isnt working, the amount of happiness is stuck to zero, and the villagers keep leaving.

firesofhades @firesofhades

screenshots might help, but your save file and the Foundation\mods\500\config folder would be even better, if you don't mind.

you are right, somewhere along the line creative happiness broke. Ill have a look into it
i think i found the problem (api changed). not sure when i can update though

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camillo @camillo

hello I have a problem that blocks me from the beginning of party.merchants stock the resources in the market but no villagers comes to buy resource.impossible to access the housing area .please help me

firesofhades @firesofhades

can you send me your save and config(of fiery essential)?

Guest @guest

Please help. Whenever I start a new game, I place down buildings but the basic jobs are not there. I have all the advanced ones like hunter but not Forester. I have no gatherer, no stone cutter etc. If I click on a work station like a gatherer's hut, the only option is to delete it. No buildings are listed in the workplace list so I can't even play.

firesofhades @firesofhades

it sounds like you are using the "creative buildings" feature, in which case you don't need a gatherer, stone cutter, etc. the buildings produce infinitely without need for a worker.

the forester should still be available though...

Mewfu @mewfu

I'm having an issue and wondering if maybe I missed a step. I started a new game with the mod loaded and everything seems to work fine, but I am stuck on the quest "Assign a new woodcutter". Of course this is impossible because the building produces automatically without a person working there. In order for me to move forward I need to get past this quest but cant. Advice please?

firesofhades @firesofhades

i can't help your existing game, but before you start your next game, download this file: Drive.google.com
and place it in "\Documents\Polymorph Games\Foundation\mods\500\scripts". when it asks, choose to copy and replace.
after this a new game that has "creative buildings" enable will have the woodcutter job unlocked from the start.

residential is unlocked by getting serfs, i.e: provide villagers with water and food

Mewfu @mewfu

Thank you! Thank you!!

firesofhades @firesofhades

can you use the villager list to give someone the woodcutter job?

seems you can't....

btw, is it that you really do want to do these "tutorial quests" or is it that you just don't like having the quest sitting there?

you'll have to live with not being able to do the tutorial quests while you are using "creative buildings" :(
still, let me know if you actually want to do them or if you just don't want it being on your screen, it will help to properly solve this issue in a future version.
thanks for letting me know about it :D

Mewfu @mewfu


I don’t want to do them but it seems that if I don’t pass that tutorial the residential area option is locked.