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you could technically just put them back in, but they were removed for a reason
.. okay, some reason. I honestly can't recall exactly :laugh:
more accurately, it's pending an eventual re-overhaul to make it more streamlined (ie. preserve its traditional complexity while reducing the aggregate amount of buildings for the sake of performance)

Where could I find a copy of the old buildings file? They're more interesting than the vanilla buildings and I don't mind a performance hit :p
 
Where could I find a copy of the old buildings file? They're more interesting than the vanilla buildings and I don't mind a performance hit :p
well, technically speaking they're still in there, but commented out only :laugh:

but yeah, you could alternatively access the SVN if you already do and open DarkReborn's locker. it's in the building backups folder.

... alternatively (for those who don't want to bother with the SVN), just extract this: https://www.dropbox.com/s/f6wjtg1863n2k95/building backups.rar?dl=0

that said, DR's locker files are from September 10 (rev 606). I believe some commands have to be changed post-CM, specifically build_cost -> gold_cost. so just open all of the files with notepad++, and do a quick "replace all in open documents" of that command ^_^

there's also the small issue of tribal buildings, but IIRC only the Sami peninsula was made tribal for testing purposes (at least that's what SVN logs indicate)
 
I'll leave it up to someone else to provide a torrent or mirror.
 
that said, DR's locker files are from September 10 (rev 606). I believe some commands have to be changed post-CM, specifically build_cost -> gold_cost. so just open all of the files with notepad++, and do a quick "replace all in open documents" of that command ^_^

I have been able to play for several years after making this change without noticing any problems. Thanks!

I really like the setup of the buildings 'tree' as an interconnected web, but I also value highly the granular approach i.e. spending 20g for a small tax increase instead of spending 100g for a moderate increase. It is especially interesting in the early game, where the lower cost of buildings makes for more early choices with what to do with your gold (and how much you should keep 'in reserve' in case you get attacked, etc). Later on, as income expands, some of the value of having small costs is lost.

As you make changes, consider perhaps keeping the early buildings the same and compressing more as you reach the end of the tree.
 
Could you please make torrent or upload it to MEGA, as mediafire seems to not work for me anymore?
... would dropbox work? :laugh:
(maybe we should make a ModDB account or something...)

I have been able to play for several years after making this change without noticing any problems. Thanks!

I really like the setup of the buildings 'tree' as an interconnected web, but I also value highly the granular approach i.e. spending 20g for a small tax increase instead of spending 100g for a moderate increase. It is especially interesting in the early game, where the lower cost of buildings makes for more early choices with what to do with your gold (and how much you should keep 'in reserve' in case you get attacked, etc). Later on, as income expands, some of the value of having small costs is lost.

As you make changes, consider perhaps keeping the early buildings the same and compressing more as you reach the end of the tree.

one thing we're aiming for in the redesign is to "compress" some buildings to reduce the total number of all buildings (to reduce mid-game lag among other stuff). But yeah, early-game economy certainly one factor I'd like to take into consideration. While I'll still reduce the number of early game buildings, I'll keep moderation in regards to gold costs (and possibly increase time costs to compensate).

That said, is it possible to make buildings cost BOTH gold and prestige/authority? That's what I'd really like to do for early-game buildings (or maybe even just authority) and some late-game buildings as well. And would that work for non-tribal holdings as well?



@richvh
I've updated the frontpage to incorporate this release. One reason I'm having difficulty calling it official is that I'm not sure which of the integrated mods we still use, and which are missing from the list.

below's the updated list extracted from the updated OP. could you tell me what I may have missed?
(Post-Shaytana Integrated Mods)
[currently an inexhaustive list due to design fluctuations! please inform us if a mod wasn't listed accidentally!]
Keyboard Shortcuts and Interface Adjust by Arumba
Decorus Visum by ancestral
Armories ARKO Pack by Arko
Clouds of War by antigravity
Koeppen Climate Classification by chatnoir (now only partially implemented)
Mazdayasna Zarathushtrish by Maestro Ug
Project Balance (various) by Meneth
Vanilla Immersion, Events, and Traits (traits and events) by cyberxkhan
CK2 Plus (various) by Wiz
Better Armies (tactics) by Six Gun South
Painterly CK2 (terrain map) by Fishman786
High Res Mountains by Fishman 786
Korbah's Minimaps (Embossed) by Korbah
Vyllis's SFX by Vyllis
MB-GOTW by Damocles
Consort Mod by Parsidius
No Hassles Vassals by twiggyt13
New Duel Engine by jordarkelf and AGOT team
Alternate Portraits for Mongol Children by AnaxXiphos‎
AGOT (Slavery Mechanics) by AGOT team
Various Micromods (various) by jordarkelf
LI Music, credits to the teams of 0 A.D., Europa Barbarorum, and the composers Morgan Casey, Nick Wylie, Omri Lahav, and Antti Martikainen.

also, on a random question, does anyone know how to remove the pop-up whenever I type in Notepad++?
https://www.dropbox.com/s/5yu32ieech8owy7/Screenshot 2014-11-20 08.42.49.png?dl=0
^that one? I forgot how to disable it, and I think I'm misrepresenting it when I'm google-searching how to disable it because I keep getting different hits

edit: I found it. it's the spellcheck plugin thingy.
 
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"Unofficial" LI buildings submod for LI version 0.6k2

No tribal buildings or tribal holdings (the two counties DR changed to tribal have been reverted for the purposes of this submod, due to no LI style tribal buildings), Gambia reverted to being a Punic republic.
 
I'm not sure how I did it, but I installed the 0.6k2 into the documents/paradoxinteractive/crusaderkings2/mod folder and then ran the game...and it had no counties, all blank black with no playable characters.

I did something stupid and obvious, didn't I?
 
Did you make sure to unselect all other mods (except LI Buildings, if you also downloaded that)?
 
I did, but that wasn't the problem. The problem is that I did not properly delete my old lux invicta folder and for whatever reason the new Lux Invicta is using the mod menu name for the previous version. Works just fine, no crashes though for some reason I haven't been able to autosave in years.
Quick Question though...do the Egyptian religions allow incestuous marriages ala Zoroastrianism? I figure they would due to real life pharoah pairs. I would say the


BTW the glorious conquest CB makes you take the crown laws of the title you take, which can cause issues with succession.
 
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Technology still hasn't been fixed yet. I'll stick with the older versions until Italy and Spain don't have a multi thousand troop advantage at start over the rest of the world.
 
You can help us decide where should have what tech level by participating in this thread.