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N0body

First Lieutenant
83 Badges
Dec 21, 2012
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Not much to it! A little mod for CK2 I've been working on, featured in my other mod (TSK / The Seven Kingdoms). Overhauls the vanilla building system, introduces provincial resources, and other stuff of this nature.

Open to suggestions and input.

You can find it on steam here.
An HIP release is also available here.

Features:
  • A unique resource system with 28 resources. Virtually every province is awarded a resource of some kind, based on region, terrain, and climate.
  • Various climate related modifiers (Arid, Arctic, Bleak, and the sort).
  • Around 1,000-1,200 buildings/upgrades, spread between castle, city, temple and tribal holdings.
  • Buildings that exploit provincial resources, and upgrades that require that specific resources or modifiers are present.
  • No tech locking (currently) - buildings are gated by infrastructure and provincial roads, which are upgraded on a province level via a settlement decision.
  • Dynamic and randomly generated - rank of the province holder, whether or not it is their capital holding, the geographic region the character is based in, and the start year affects what infrastructure and roads are present, and what buildings have been built.
  • Created with balance in mind - with tall playstyles in mind. It is expensive and difficult to upgrade many holdings to higher levels, as some buildings (such as the core settlement structure) use prestige or piety instead of gold, avoiding in some cases gold snow-balling. Some building trees grow more expensive the more you invest into them, whilst others (such as resource exploiting structures) start off very expensive and produce little, but grow cheaper and give greater rewards with each following upgrade.

Screenshots:

Untitled.png
Capturecastle.PNG
Capturecity.PNG
Capturetemple.PNG
 
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I have a question. Are save games using this mod convertible for EU4? I am just asking.
I've honestly not got a clue, as I'm not sure what the converter does or needs - if the converter takes into account buildings present in the holdings themselves, then I shouldn't expect that it'll work as expected. I personally don't own it, so I'm also not in a position to make a compat patch if it supports such, unfortunately.
 
I've honestly not got a clue, as I'm not sure what the converter does or needs - if the converter takes into account buildings present in the holdings themselves, then I shouldn't expect that it'll work as expected. I personally don't own it, so I'm also not in a position to make a compat patch if it supports such, unfortunately.


Fair enough, I was just wondering because I start committing to a megacampaign.
 
Hello, is it intended that the event 'core_building_setup.1' does not give Constantinople any roads? Constantinople is skipped because it has the province flag 'manual_prov_assignments_cap', and 'core_building_setup.2', which assigns the roads has this limit:
Code:
limit = {
    NOR = {
        has_province_flag = manual_prov_assignments_cap
        has_province_flag = manual_prov_assignments_all
    }
}
 
Hello, is it intended that the event 'core_building_setup.1' does not give Constantinople any roads? Constantinople is skipped because it has the province flag 'manual_prov_assignments_cap', and 'core_building_setup.2', which assigns the roads has this limit:
Code:
limit = {
    NOR = {
        has_province_flag = manual_prov_assignments_cap
        has_province_flag = manual_prov_assignments_all
    }
}
Not quite! That would be an oversight - I'll get that patched up, as Constantinople should have roads.

As for the other pointers - that is intended behaviour. There are two systems: manual and then generated. Constantinople is one of a number of provinces with manual definitions, which means they start with specific modifiers, infrastructure, and roads. As such it won't be affected by random generation/assignment. I'll probably add an option to disable this when using random new world.
 
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Hello, I think I found a bug for one of the nomad buildings. Specifically, inside '00_nomad.txt', 'no_fishing_village_5 ' up to its last level has 'borders_lake = yes' in the location trigger, but not in the activation trigger, which means that it stops being active after you upgrade it past level 4.
Code:
no_fishing_village_5 = {
    desc = no_fishing_village_desc
    trigger = {
        FROM = { TECH_CITY_CONSTRUCTION = 2 }
        location = {
            OR = {
                port = yes
                borders_major_river = yes
                borders_lake = yes
            }
        }
    }
    is_active_trigger = {
        location = {
            OR = {
                port = yes
                borders_major_river = yes
            }
        }
    }
    gold_cost = 90
    build_time = 540
    ai_creation_factor = 97
    extra_tech_building_start = 1
        
    upgrades_from = no_fishing_village_4
        
    population_growth = 0.02
}
 
Hello, I think I found a bug for one of the nomad buildings. Specifically, inside '00_nomad.txt', 'no_fishing_village_5 ' up to its last level has 'borders_lake = yes' in the location trigger, but not in the activation trigger, which means that it stops being active after you upgrade it past level 4.
Code:
no_fishing_village_5 = {
    desc = no_fishing_village_desc
    trigger = {
        FROM = { TECH_CITY_CONSTRUCTION = 2 }
        location = {
            OR = {
                port = yes
                borders_major_river = yes
                borders_lake = yes
            }
        }
    }
    is_active_trigger = {
        location = {
            OR = {
                port = yes
                borders_major_river = yes
            }
        }
    }
    gold_cost = 90
    build_time = 540
    ai_creation_factor = 97
    extra_tech_building_start = 1
       
    upgrades_from = no_fishing_village_4
       
    population_growth = 0.02
}
The nomad file in this case is completely vanilla - I haven't gotten around to nomad structures yet, so this bug appears to be present in vanilla.
 
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