Crusader Kings II

Crusader Kings II

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Add New Holding Slot
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22 Mar, 2022 @ 12:12am
5 Sep, 2022 @ 12:44am
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Add New Holding Slot

Description
What is it?
Adds a new holding slot to an otherwise full province (max 7).
Allows you to build tall practically anywhere.
Open up slots throughout your realm as a non-tribal ruler.
Or, as a tribal ruler, expand your capital's holdings to grow your levies.

How?
Right-click on the title icon, click the button, voila.

Is it expensive?
It certainly adds up!
Opening a new slot will cost a lot of prestige, increasingly expensive for each new slot.
You'll need to invest in your Construction tech as a non-tribal. You can only open as many slots as your tech level.
Tribal rulers do not require Construction tech, but can only build up their capital.

Will the AI do it too?
Yes!

Requirements?
Not nomadic.
No free slots already, unless tribal.

Alternative Version
For a version that doesn't require any Construction Tech requirements, suitable for the Game of Thrones mod (AGOT) ->
https://steamproxy.net/sharedfiles/filedetails/?id=2841854090



38 Comments
DonJulan 4 Apr, 2023 @ 9:10am 
@Capdaddy: Nonetheless - nice work on the mod. :)
Capdaddy  [author] 4 Apr, 2023 @ 3:56am 
@DonJulan I did suspect that might've been the case, that part of the 'immersion' was to remove content from the game. Didn't think I should say in case it was libellous :p But CK2 actually added a full slate of barony names to vanilla, presumably with whichever DLC added the Shattered World mode that allows for a full 7-slot province at game start. Even Kolguyev, the most remote arctic circle island of nothingness, has 7 named baronies.
This also means the other version won't work for you. But at least now you know which HIP file is the issue.
DonJulan 4 Apr, 2023 @ 3:33am 
@Capdaddy: Solved this mystery. Every province has baronies (aka holdings) - easiest way to find them is in "landed titles" file. HIP has it as "swmh landed titles". Each province can have as many holdings as many baronies are listed in those file for each county. It's reasonable bacause the game does not make up names but uses the ones that are hardcoded. So if a province has 3 hardcoded names for baronies it can only have 3 holdings total because after third it ran out of names. #####
The easiest way to check it out on vanilla would be to look for some god forsaken land in siberia or africa and check if a province consists of less than 7 baronies (although vanilla game may give every province enough barony titles to fill it up entirely). If less than 7 then test the holding adding decision on said province untill baronies are "depleted" but still less than 7 holdings in a province. Next time decision should not add a new holding.
Capdaddy  [author] 3 Apr, 2023 @ 3:54pm 
@DonJulan Yeah, there's nothing particularly fancy about the code here. And it's just copy/pasted a dozen times with some values swapped. There's no reason it shouldn't ever work, unless a megamod creates a conflict that prevents it.
DonJulan 3 Apr, 2023 @ 7:19am 
@Capdaddy: No worries mate, I'm a bit of a CK2 modder myself. ;) I disabled your tech requirements and replaced it with wealth. It was working in some provinces and in others it wasn't (the only thing changed was actually a province id) And as I can see requirements and effects it should work anywhere. Why it doesn't I'm truely clueless... ;)
Capdaddy  [author] 3 Apr, 2023 @ 4:50am 
@DonJulan I realised after the fact that I could have made it a game rule, yeah. Too late now ¯\_(ツ)_/¯

Alrighty, thanks for clarifying that. I did check it out this morning trying to replicate your issue. It worked when my capital had the tech, despite the tech level in the target province being lower. I even moved my capital afterwards and it stopped working because my new capital now didn't have the required tech level. That's working as intended. Also note that if a barony can be built, the option won't show.

The only thing I could recommend at this point is to unsub from this mod and sub to the other one which only requires prestige. There might be some tech shenanigans going on with HIP. This was the case with the AGOT mod too, which is why I made the other version. If you feel like trying to identify HIP as the problem, I'd be happy to know about it - but I do know that this mod works fine for the vanilla game.
DonJulan 3 Apr, 2023 @ 1:39am 
@Capdaddy: It doesn't work with Historical Immersion Project mod as intended. For whatever reason there are provinces that do not add a holding slot while others do. There is no reasonable pattern for this to happen. Also HIP doesn't add any similar mechanics so I'm entirely clueless...
DonJulan 3 Apr, 2023 @ 1:11am 
@Capdaddy: Also a hint - you could have added a game rule: tech/no tech and spice this mod up instead of creating a separate one... ;)
DonJulan 3 Apr, 2023 @ 1:08am 
@Capdaddy: I did and the game ran for another year - it did not work. It did at the capital and didn't at my other province. You may wanna check it out.
Capdaddy  [author] 2 Apr, 2023 @ 5:29pm 
@DonJulan The tech requirement is correctly (and intentionally) scoped to only your capital. Tech spreads painfully slow, so it would take a horrendously long time to upgrade provinces if the tech was scoped to the target province.
And there are two reasons you may not be seeing a new slot open up. Either you're subscribed to the other 'no tech requirement' version which I honestly prefer, or you're not clicking off the selected province once you've grown it. New slots are very shy and won't appear while you're watching. Click away and click back and it'll be there.