Crusader Kings II

Crusader Kings II

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Republic Overhaul: Mansion and Tradeposts
   
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7 Aug, 2015 @ 4:21pm
11 Mar, 2017 @ 2:51pm
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Republic Overhaul: Mansion and Tradeposts

Description
Republic Overhaul: Mansion and Tradeposts

Republic Overhaul: Mansion and Tradeposts is a lightweight building overhaul for republic mansions and trade posts.

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The mod has been updated to the latest game version, however my trade post buildings to not appear to work currently. For now the tradeposts will use the Vanilla buildings (which should be more balanced regardless, as some of my buildings were not really 'worth' building.

This should also fix the lack of Silk Road buildings.

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Description

Originally made for and included in the AGOT RP submod (used by the GoT MP group), this version has since been released as a seperate standalone mod for users of other compatible mods and/vanilla.

The mansion tree has been overhauled with various new buildings for republics of varying levels of wealth. From a frivolous merchant who owns a small merchant to a grand palace. Varous buildings may be constructed to bolster prestige, piety and your wealth - some costing prestige to construct, others costing large sums of gold that grow as your estates do.

Trade posts recieved some love to make them a little more interesting and strategic. As tradeposts may be destroyed (through events and presumably through siege), investing in them heavily can be at great risk, but the rewards themselves can be great in the long run, due to higher potential trade power value per TP and greater base tax.

The overall idea behind this 'mod mod' was to fix an issue that had been reported (and experienced) in GoT RP games repeatedly - Republics maxing their mansions and trade posts far too quickly, and making far too much gold in such a small space of time. This then meant huge investment in cities, resulting in the old 'republic cash cows'.

Buildings take longer to build (the mansion takes over sixty years to max, costing thousands of gold along with some prestige for certain structures - this is versus the previous 10-30 years with a total cost of close to 1500 gold), but is worth more and has extra benefits on the long run, including diplomatic boosts, greater clergy boosts, greater gold income, slightly larger levy and more.

Arguably this isn't so much an issue in Vanilla CK2, but it does offer players (if they wish) a more complex building system that requires considerably more time and investment, but potentially offers greater returns.

This mod has not been extensively tested for balance, so things may not be as expected.

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Features:

- New selection of buildings for republic mansions and trade posts.
- Made with a greater number of levels and a slightly larger amount of complexity as to what order certain buildings may be built and how much you need to invest before getting certain buildings.
- A currently deactivated resource system. Active in the GoT RP submod, but removed for the time being from this mod. Resources, if present, allow the construction of resource tradeposts.

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Plans

- Events for republics and those with republic trade posts in their lands. Riots, civil disorder and that stuff to help keep them spending.

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Compatibility:

The mod will be compatible with most mods, as long as they do not edit:

00_buildings.txt -- found in [modname]/common/buildings
00_trade_posts.txt -- found in [modname]/common/buildings

If a mod edits 00_buildings.txt, which ever mod loads last will override the mod that loads first. This will result in strange effects if this mod is loaded last, such as vanilla/other mod republic mansion buildings being present alongside this mod's buildings, which will break balance.

If a mod edits 00_trade_posts.txt, whichever mod loads last will override the other mod. This won't really break anything serious - you'll either get this mod's buildings or whatever mod wins the conflict.

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Also please note this mod will likely be updated on an irregular basis (it is to be updated as the AGOT RP mod requires). Unless serious balance issues crop up (which full well could), things are unlikely to change drastically. The mod was made to suit a specific style of gameplay, and may not be what everyone is looking for.

On the otherhand, if you enjoy this mod, feel free to give feedback! Though new buildings isn't on the table (though I won't say it won't ever happen), balance suggestions are more than welcome. Though, please note the design philosophy behind the mod - it is meant to be slow and expensive!

The screenshots will likely not fully reflect the current state of the mod. Everything has reasonably large build times - nothing builds in a single day, though the odd structure may have a small build time if it makes sense to have one (such as setting up a study in a spare room, or renting out a warehouse).

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For users having issue with Steam Workshop, you can download from dropbox here: https://www.dropbox.com/s/o52i5ungz19re0q/republic_overhaul.zip?dl=0

If you have any issues with the download link (such as it having expired), please let me know via the comments section.

Other Links

My Europa Universallis Mods:
Dynamic Colonial Cultures Mod: http://steamproxy.net/sharedfiles/filedetails/?id=748342752
57 Comments
RL - Alioshax 20 Jun, 2021 @ 3:32am 
The mod is great, unfortunately it doesn't work with the last AGOT version, now there is both modded and unmodded buildings at the same time.
RowanMaBoot  [author] 8 Feb, 2020 @ 12:43pm 
That is probably correct. This mod was a made a very long time ago, and directly ported from another mod - which removed all of the pre-existing vanilla republic buildings, due to said other mod being an overhaul. Hence the edits to vanilla files 00_buildings.txt and (much later) 00_tradeposts.txt to disable republic structures.

In all likelihood an override file set to load after those respective files could be used now with an { always = no } potential (or similar) rather than using direct edits to those files (this, however, did not work back in 2016). I may update it some time, but I've been busy with TSK.
TurtleShroom 7 Feb, 2020 @ 9:59am 
Just for the record, you do NOT need to overwrite anything to add new Buildings. Upgrades can be in separate files if the code lists them correctly!
voncolberg 21 May, 2019 @ 7:04am 
This mod does not work with version 3.1.1, since the patch changes the tech system a bit. That means that the techs requirements for a lot of temple buildings are null and void, meaning you can't build them
SillyIdea 3 May, 2019 @ 11:33pm 
So I had a lot of fun with this mod and made a personal update to make it work with Holy Fury. I could send you the files if you want. This mod has a lot of potential.
SeemsLUL 22 Jul, 2018 @ 3:12pm 
is this AGOT compatible?
Rodney Hatfield 1 Aug, 2017 @ 6:21pm 
Thank you for removing the trade post changes, now i can use Advanced Trade mod i can have a historically accurate trade system and a spectacular palace.
RowanMaBoot  [author] 11 Mar, 2017 @ 2:52pm 
I've pushed another update.

I've removed my changes to trade posts for the time being, which isn't all that bad as my buildings needed an overhaul for some time (some of the buildings weren't really worth it).
Michael 11 Mar, 2017 @ 2:06pm 
I'm very happy to see that this was updated, I was afraid it was abandoned and would eventually be unplayable. I love playing republics and this is one of my favorite mods for them.

That being said, I am also getting blank trade posts since the update.
SteelBear 9 Mar, 2017 @ 6:25am 
Very nice mod, and a good idea. Kinda wish paradox would do more with republics. More buildings is always nice. The ones that give prestige might be a bit too expensive, since they have something like 100 years payback time or more. Tradeports are blank at the moment but the buildings in the screenshot looks promising.