Crusader Kings II
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Flogi's Buildings & Technology Mod
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18 трав. 2014 о 16:41
6 груд. 2020 о 13:44
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Flogi's Buildings & Technology Mod

Опис
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
Популярні обговорення Переглянути всі (9)
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27 трав. 2020 о 17:44
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flogi
38
23 лют. 2020 о 17:22
Retinue
flogi
15
10 лют. 2022 о 7:55
Compatability
playboicalorie
Коментарів: 1 494
waeq17 22 верес. о 13:25 
@KrustyTheKlown Thank you very much!
KrustyTheKlown 22 серп. о 6:55 
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  [автор] 28 лип. о 3:14 
Not without a comp patch, no.
Sqzzy 27 лип. о 18:48 
does it work with agot?
flogi  [автор] 9 лип. о 11:14 
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 9 лип. о 6:49 
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  [автор] 10 черв. о 9:52 
No, cant be. There might be more tech requirements though.
Knightshade 8 черв. о 23:40 
The mod seems to not allow for hospital upgrades
flogi  [автор] 12 лют. о 6:48 
No, not really.
Seba I miss you 12 лют. о 4:13 
Do you plan new uptade or something?