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DominusNovus

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I'm sure we all agree we'd like to see more buildings in the game. If you don't, well, get out of the mod subforum! :p

Anyone, I've got a few ideas I'd like to propose for buildings. I'm not going to claim any credit to them, so if any more ambitious modders out there want to implement them, go for it. If anyone else has any ideas, well, perhaps this will serve as a convenient centralized location for people to share ideas. Without further ado, here's my thoughts:

Commune (town-based building)
Representing towns that have developed medieval communes to protect the rights of the local citizens.
Requirements:
- lvl 1/2 city wall?
Effects:
- increased economy (due to more peasants moving there)
- increased defense (more citizens will fight to defend their commune)
- decreased levieslevies (the purpose of the commune is defense, not conquest).
Could have culture-specific varients, such as Italian (or Greek) city states, German (or Holy Roman) Reichstadts (Imperial Cities), Autonomoi (Greek, but its more a term of antiquity than the medieval era)
 
Is there room in the interface for new buildings? Thatd be a thing to check before getting stuck into it.
Maybe communes would make a good new barony type rather than a building, with a peasant in charge and be rurally themed for something as the game has one for burghers, nobles and clergy peasants are the last of the CK pops not to have one.

As to buildings, itd be nice to see some that arent military, gives a small boost in relationship between the baron/bishop/mayor and the count or gives a tiny prestige or income like the honourary titles to the baron who owns it.
Hospitals for temple holdings which give a slow trickle of piety and prestige to the bishop or count coupled with a slow trickle of gold away from him. something like that.
 
Is there room in the interface for new buildings? Thatd be a thing to check before getting stuck into it.
Maybe communes would make a good new barony type rather than a building, with a peasant in charge and be rurally themed for something as the game has one for burghers, nobles and clergy peasants are the last of the CK pops not to have one.

As to buildings, itd be nice to see some that arent military, gives a small boost in relationship between the baron/bishop/mayor and the count or gives a tiny prestige or income like the honourary titles to the baron who owns it.
Hospitals for temple holdings which give a slow trickle of piety and prestige to the bishop or count coupled with a slow trickle of gold away from him. something like that.

As far as the feudal system is concerned, burghers are peasants; just rich ones. Besides, the peasants don't really need holdings to represent agricultural areas; you can assume that they're pretty much spread across the province.
 
Just had an idea that should absolutely be in the base game:

Nomad Camp (probably castle, but could be any land)
Represents those bothersome horselords.
Requirements:
- Altaic culture
- No high level buildings (perhaps nothing higher than level 1)
- Should be dirt cheap
Benefits:
- increased light cavalry
- increased light cavalry morale
- lowered income

Gampelay-wise, this would be very helpful, as the Pechenegs and Cumans would have a chance to be something more than just an easy avenue for expansion by making them more powerful and lowering the value of their land to anyone else, since none of their other buildings would ever go beyond level 1.

EDIT: And it pretty much already exists as altaic horse breeders. D'oh. Though I think that could use quite a boost.
 
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some ideas

-health bats : sewers or alike with effects on epidemics if possible. (baths, hospital...)

-more technology search bats like the monastic school and the university.

-some "industrial" bats like there was in CK1 (forestry, iron mine, dye...)
 
As far as the feudal system is concerned, burghers are peasants; just rich ones. Besides, the peasants don't really need holdings to represent agricultural areas; you can assume that they're pretty much spread across the province.

Historically there were huge differences in living conditions and obligations to the local lord between city-dwelling burghers and agrarian peasants. Artisans and traders would negotiate with their lord for exemptions or autonomy for example.

EDIT: As for buildings go I agree with Orinsul that we need some that give prestige or piety.
 
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Historically there were huge differences in living conditions and obligations to the local lord between city-dwelling burghers and agrarian peasants. Artisans and traders would negotiate with their lord for exemptions or autonomy for example.

But in the end, they were still not nobles and not clergy. Besides, think of it this way: Who's supplying your infantry when you raise your levies? No matter where you raise it from, thats sure as heck not the nobility, clergy, or burghers. Thats the peasants, right there.
 
Holding types arent about who is the majority in the province, but who is in authority, a 'temple' is land covered in nobles and burghers and peasents but on church land and under the authority and jurisidiction of a bishop and the clergy, a barony likewise has all other groups under him but the power is in the hands of the nobility. A Commune might be where it rests in the peasents, although it occours to me now that that would mean re-writing all the power struggle events and salvage rights and market stalls and etc events to add in a fourth party. So a massively bad idea.

Anyway it was the hospital and surrounding idea for non-military or tax buildings that was my main point.
 
Holding types arent about who is the majority in the province, but who is in authority, a 'temple' is land covered in nobles and burghers and peasents but on church land and under the authority and jurisidiction of a bishop and the clergy, a barony likewise has all other groups under him but the power is in the hands of the nobility. A Commune might be where it rests in the peasents, although it occours to me now that that would mean re-writing all the power struggle events and salvage rights and market stalls and etc events to add in a fourth party. So a massively bad idea.

More to the point, when the commoners are put in charge, they become burghers. What separates a peasant farmer from a merchant? Money and power (but I repeat myself).
 
Giving all the cultures that do not have a culture specific building one, so the Irish, Scandinavians, Greeks and the others I'm surely missing would have there own building.

Adding a set of buildings that speeds/allows conversion of culture perhaps? That way if they convert to your faith before the event fires, then you can still change their culture down the road, that is if your willing to invest in it.

Perhaps a set of buildings tied to events that would allow you to trigger the events, such as traders returning from the silk road and other similar things?
 
I agree churches should provide piety, I'm just about to test this now. Also maybe terrain specific buildings? Such as forester (as stated above) in woodland, mines in mountains etc.?
 
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I agree churches should provide piety, I'm just about to test this now. Also maybe tertian specific buildings? Such as forester (as stated above) in woodland, mines in mountains etc?

Oohh, great idea! I hope its possible.
 
I dont think a church should provide piety, maybe a massive cathedral but not the first few upgrades. maintaining the church is a duty, piety comes from going beyond the call of duty. And even with a cathedral, only he who build it ought get the piety like in CK [maybe include negative piety in the cost so you get piety when you build it], not the one who later on inherits it.
For buildings that give constant piety, they should be additional things like hospitals or that sort of thing, and the bonus to piety should be meet with a penalty to tax income or a slow trickle of gold away from you.
 
Is there room in the interface for new buildings?

I think this is one of the interfaces that automatically adds a scroll bar, if there are more items than fit on the screen.

On a more basic level, I'd suggest making the culture specific buildings not disappear when your ruler's culture changes. I'm not sure what the best solution is here--perhaps once you've built one, you can only upgrade that type. Or maybe you should be able to build multiple if your culture changes.
 
Light Cav building for the polish, Representings the Hussars

Hungarian Horse archers building representing the Magyars

Portugese Light infantry representing the Lusitanian culture\

Welsh Longbowmen Archer building for the welsh

Greek Heavy cavalry building representing the Cataphracts

Norman Knight buildings representing the knights same as french

Danish and norwegian heavy infantry representing the Huscarls.

My ideas
 
I'm doubling the bonuses of Altaic Horse Breeders, to see how that helps the Seljuks, Cumans, and Pechenegs out.
 
Light Cav building for the polish, Representings the Hussars

Shrudders... Hussars within time frame of CK2? (even original Serbian/Hungarian light hussars appeared only in half of 15th century). First Polish kings/dukes were known in the region for a strong standing force ("drużyna") of heavy cavalry ("pancerni") of Norse/Eastern type. Apart from it it's hard to find any specific troop kind for Poles.