As I wrote, I work at new improvements for WFaS Enhanced. We decided to include another custom party to v1.75 instead of 1.76: The ore mine.
Also I improved the code, that I can insert more production locations at the map in the future.
You can deploy prisoners there as slave / peons. Also you must buy and restore the mine, before use. The mine has a lot of options, so you can set the level of "torment" / output, you need guards, there can be a revolt and maybe random events. Also you will have casualties depending to your disposition
After thinking a lot about the time of production until a report will be shown, I decided to set it to three days instead of one or seven days. One day is too much, seven days is too less.
The mine is a "money machine". It is expensive to restore it, so it is also no cheat at beginning of a new campaign! It needs much maintenance for a high output, it needs almost no maintenance for a moderate output.
Currently it has no scene, also there are no caravans to transport the ore to towns or a seaport. Thats a feature which I'm very interested in, so I will see what I can do at the future.
Before some people will tell me, how anti-historical that feature may be: That won't interest me! The mine can be enabled / disabled as all custom features at game start or while running game!
The mine is also upcoming with 1.75. I hope I can finish scripting at saturday or sunday. There's only the presentation and prisoner management left and maybe some funny events. So maybe, the main entry could collapse or else... We will see...
So please be patient.
---
The mine is an idea from "me", but there can be parallels to other modules. Also all its features, events and else are inspirated by a long time of gaming. The code is written by me, and uses no snippets of the forum or else. For me, its important to inform you about this - before people say, its stolen, or else!