Crusader Kings II

Crusader Kings II

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Flogi's Buildings & Technology Mod
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1.474 MB
2014年5月18日 16時41分
2020年12月6日 13時44分
66 項目の変更履歴 ( 表示 )

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Flogi's Buildings & Technology Mod

解説
Idea of the mod/What does it do?

As we all know, Crusader Kings II is a complex game. However in terms of complexity concerning buildings and technology it is not as complex as I would’ve liked it to be. So I decided to change that as good as possible. This modification adds over 40 new buildings and its extensions to the game.There are numerous new ones, but the most exciting are terrain specific buildings like corn farmes that boost your income and do other useful things. There are stone pits and mines in mountains, vineyards in hilly terrain and lumberjacks in forests.
Apart from that every settlement type has a new basic building that reflects the size of the settlement. For cities this is, for example Village, Small Town, Town, Large Town and Metropolis.

But that’s not all. You will be able to invest a good amount of money to individually design your capital as well, similar to the family places you can build when playing a republic.

As for technology I always found it a bit odd that you could if you really wanted concentrate on 3-4 different technologies and don’t suffer anywhere. Now it will be neccessary for you to invest in each and every technology at hand because they all play a great role in unlocking the buildings. Almost every building has 3 or 4 technology stages required. To boost technology growth nearly every building you can build somewhere affects your technology points. This might be another good reason to also develop the properties of your vassals.


Also check out the continuation of this mod for CK III



Direct Download via Forum:
Strategie Zone[www.strategie-zone.de]
(FirstPost, Downloadlink)

Trade Route Addon
Ck2+ Addon

Mod features in overview and summary:

- Over 50 new buildings and its extensions
- Terrain specific buildings that will boost your income
- Individual development of your capital
- All buildings have numerous requirements in the technology section
- 20 new resources and buildings
- Nearly all buildings give a small boost of technology points
- Rebalanced ship and troop maintenance costs to a more handy (ships) and realistic (troops) level; Readjusted retinue costs and bonuses accordingly
- New units: Crossbowmen and Berserkers
- New laws: Economy & Justice
- New investment & money lending systems
- 77 new mercenary stacks
- New trade routes spanning nearly the hole map
- Supported languages: English, French, Spanish and German!

Compatibility with other mods

The mod works with:

- Your personal castle
- Historical buildings mod
- It should generally work with every mod that does not change the vanilla building files. As I have to overrite them for this mod this should be the only files that don't have their own file in my mod
- HIP

The mod does work with:

- CK2+ but will need my additional compatibility patch




Credits:
- The great "Game of Thrones" Mod that allowed me to use their Battle tactics sprite.
- Ardrianer for Ideas and Testing
- Korreden, Blacklist3d and Napoleon V for French Localisation
- Improved German Localisation by RaschidalDin
- Laskenet for Spanish localisation
人気スレッド 全て表示 (9)
54
2020年5月27日 17時44分
Suggestions
flogi
38
2020年2月23日 17時22分
Retinue
flogi
15
2022年2月10日 7時55分
Compatability
playboicalorie
1,493 件のコメント
KrustyTheKlown 8月22日 6時55分 
For anyone bugged by how inactive capital buildings are visible/buildable, in every holding you own in your capital province.
The problem is they check all holdings, not just their own, for whether the building exists.
Fixing it requires replacing:
has_building = ha_geb_*********
with:
FROMFROM = { has_building = ha_geb_********* }
in the potential blocks for each building.
flogi  [作成者] 7月28日 3時14分 
Not without a comp patch, no.
Sqzzy 7月27日 18時48分 
does it work with agot?
flogi  [作成者] 7月9日 11時14分 
The problem has to be on your end, either incompatible mod or corrupted file cause everything is fine for me. Don't know why I even checked cause this is working for years now.
sadhandjob 7月9日 6時49分 
This mod seems to cause serious problems with hospital upgrades, i.e. none of them are available since the tooltip says "One of the following must be true: X" with no requirements within this. I think I fixed it by simply patching 00_hospital back to vanilla. Furthermore, all of the new cultural buildings seem to face the exact same issue, I think it's a problem with having multiple different tech requirements withing the same 'trigger' bracket, or possibly due to the 'potential' variables containing a has_building requirement of the same building level you're trying to build. I'm by no means an expert modder/coder but cutting out these extra requirements and just leaving the vanilla ones seems to make the buildings actually work again, without making them all instantly buildable and breaking the game balance.
flogi  [作成者] 6月10日 9時52分 
No, cant be. There might be more tech requirements though.
Knightshade 6月8日 23時40分 
The mod seems to not allow for hospital upgrades
flogi  [作成者] 2月12日 6時48分 
No, not really.
Seba I miss you 2月12日 4時13分 
Do you plan new uptade or something?
flogi  [作成者] 1月13日 6時49分 
Try to reinstall the mod or use the direct download version if this does not help.