Fiery Essential(beta) for Foundation

Released (updated ago). Ranked 8 of 280 with 31,000 (54 today) downloads

Published by firesofhades (mod ID: 500)


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?


















































Join the community or sign in with your gaming account to join the conversation:

ConradV @conrad-von-htzendorf

Is there a function to control how long it takes the bailiff to prospect? The default setting the developers have it on is way too long. It's obnoxious.

alexandredsg @alexandredsg

Hey my man firesofhades, the mod isn't loading when installed, on version 1.6.5. Could you take a looksie pls? Thank you

firesofhades @jeroen-tielen

you can get the beta for 1.6 above. it is not compatible with 1.5 so i can't make it an automatic update through the in-game interface (yet).

Retroman1580534777 @retroman1580534777

This is a very useful mod. But it does not work on versions 1.6.2 and 1.6.3. Update the mod as you can, please.

firesofhades @jeroen-tielen

sorry for the late response, you can grab the beta file above, it's at the very top of the list. you'll have to install it manually though.

GorgonHill @gorgonhill

Hey firesofhades, love your mod!
I'm wanting to tweak some game settings, but don't know the default values, so without that reference I'm not sure how to do this and leery of messing it up.
For maximum job distance, the in-game distance is, I think, 150 metres. Does that mean that in your mod the default value is 150? So if I wanted to make it 100m, I'd just type in 100? Will the effect of this be that my villagers will automatically move to be closer to work, or will I end up with a lot of workers who can't work?
The second one is house move delay. I have no idea what the default is, so I'm not even sure if reducing it would be valuable. Could you provide some guidance here?
In trading villages, what does replenishing amount mean, and what's the default?
Thank you in advance, and thanks for taking the additional time to answer people's questions!

firesofhades @jeroen-tielen

first of all, sorry for being this late.

i can't help you with most of the defaults, at least not without going in game and figuring them out the same way you would. when you set the mod to use a default value the mod simply doesn't override the default value the game is already using. (which is also why i chose to make the interface regarding defaults the way it is, instead of simply putting the default into the fields)

you are pretty much correct about the maximum job distance. just keep in mind that it also means your neighbourhoods will be smaller and it might be harder to find a good home for villagers (you are reducing their options after all)

i'm not sure what the house move delay is, i think it has to do with "spreading out" the moving calculations so that if there are many they won't stall/lag the game. i would personally just leave it as is.

trading villages can run out of goods and gold, their supply and demand is not infinite. the replenish amount determines the quantity by wich supply and demand is increased periodically. in the villages main settings there is "replenish delay" which determines how often the replenish amount is added to the supply/demand. i'm not entirely sure about how these values interact, but the range of the delay seems to be 0.0-1.0 (i recommend keeping the delay set to 1.0)

jewfro1585573746 @jewfro1585573746

can i spawn more than 1000 resources at once?

firesofhades @jeroen-tielen

no, you can however pick a decoration, like the bush, and switch it's building function to assignable (it's the one at the bottom of the list).
that will allow you to assign the "infinite resource functions" to bushes. the creative profile has this functionality for the decorative bush by default.
The infinite source might be more practical if you need that many resources spawned in.

keep in mind that if you switch the decoration back to its default function at a later point in time your save will crash when you click any of the previously assignable decorations.

jewfro1585573746 @jewfro1585573746

can i assign several resources to one bush?

firesofhades @jeroen-tielen

i do plan on making the cheat menu values configurable, but i can't say anything about when i would get around to it.

firesofhades @jeroen-tielen

no, multiple building functions on one building are not possible in general (atm)

MrFluffyKill @na1278553

Mine doesn't work or look like the pictures.

firesofhades @jeroen-tielen

i'm sorry, this page is a bit outdated. it isn't supposed to look like it does in the pictures.
can you define "doesn't work"? as you know what it looks like i assume it opens, so "it doesn't work" doesn't really give me much to go on...

btw, for step by step support it might be easier to use discord, you can add "Cosmic Phoenix#8494"

jewfro1585573746 @jewfro1585573746

how do i install the mod?

firesofhades @jeroen-tielen

I recommend using the in-game interface ("mods"-button in the main menu)
For manual installation you have to create a new folder in Documents\Polymorph Games\Foundation\mods (if the mods folder isn't there yet you will need to create it as well)
then place the contents of the zip inside mods\yourNewFolder

jewfro1585573746 @jewfro1585573746

thank you

heinricharnold @heinricharnold

Good Morning,

I bought the above game on March 23rd, 20 and played about 44 hours since then without any problems.
After installing a mod yesterday that also posted some changes in the game
the game can no longer be loaded.

The following error message appears when starting: Foundation could not create the log file.

firesofhades @jeroen-tielen

I don't think your issue is caused by a mod. I suggest visiting the foundation discord: and posting in the techsupport channel.

alibabba3000 @alibabba3000

Is there a way to insta-build? Or make building take less time? If not, is that something you might add in the future?
Love the mod.

firesofhades @jeroen-tielen

the time construction takes is determined by the amount of resources needed. less resources is a faster build, no resources is instant build.

with the mod you can set no construction costs by setting a line to i.e: gold, 0. (by emptying the table it will use the games default)

you can look at the creative profile for an example. unfortunately not all building parts are exposed yet, which means that it isn't possible to change costs for most monuments.