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:
Screenshots:
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:
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