Crusader Kings III

Crusader Kings III

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Architect of Realm: Better Buildings Expansion & Optimization
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Balance, Fixes
Compatible Version: 1.18 'Crane'
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2.344 MB
9 feb @ 0:48
28 okt @ 10:10
33 ändringsnotiser ( visa )

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Architect of Realm: Better Buildings Expansion & Optimization

I 1 samling av Citruslux
建筑师合集 Architects Collection
5 artiklar
Beskrivning
“Rome wasn't built in a day.”

This MOD adds 20 new common buildings, 6 innovations, and significantly optimizes the construction conditions of the Vanilla common buildings.

Optional contents
The following can be adjusted in the game rules:
  • Capital Building Restrictions: enable every buildings to be built in any barony.
  • MOD Common Buildings: if you don't like a building added by this mod, it's possible to disable it.
  • MOD Innovations: If you don't like the innovations added by the mod, it's possible to disable it.
  • Agrarian Traditions Enhancement: If you don't want to enhance the agrarian traditions, it's possible to disable it.

Innovations and Common Buildings
Added 6 innovations: Hydraulic Structures, Scribes, Training Grounds, Horse Ranch, Private Estates, Plantation.
Added 20 common buildings: Aqueduct, Public Bathhouse, Tax Office, Library, City Hall, House of Worship, Plaza, Knight Training Ground, Checkpoint, Leather Workshop, Royal Manor, Royal Residence, Secret House, Herb Garden, Vineyard, Olive Grove, Pilgrims' Bazaar, Kiln, Tea Plantation, Sericulture.
Some Vanilla can also unlock mod common buildings.
Check the Discussion for the details.

About the requirements of some buildings:
  • Vineyard: The construction conditions are similar to the Vanilla brewery, and it can't be constructed in desert/steppe/jungle/taiga terrain and can't be constructed in Polar-Siberia areas/Tropical areas/the Great Steppe/the Tibetan Plateau.
  • Olive Grove: Initially, it is only available in the Mediterranean coastal areas. Unlocking the Plantation innovation will make this building available in more areas around the Mediterranean.
  • Kiln: Can be constructed in holdings that are Mountains, Desert Mountains, Hills, Paddy Hills, or other terrain types that allow Quarries, as well as in the Emperor's Capital.
  • Tea Plantation: Can be constructed in mountains/hills/terraced hills/floodplains terrain of East Asian tropical/subtropical monsoon regions.
  • Sericulture: Can be constructed in farmlands/plains/terraced hills/floodplains terrain of East Asian subtropical/temperate regions.
If you can point out other regions that are grape/olive/tea/silk producing areas, I will add them to the MOD. (Please consider the limitations of the eras and technology)

Vanilla BUG Fixes
Fixed the BUG that windmills and watermills could not be properly unlocked through the Windmill innovation when having the Hill Dwellers/Forest Folks/Forest Wardens tradition.

Vanilla Building Optimization
Added a game rule to allow windmills/watermills/caravan stations/qanats/murex fisheries and other buildings to not be restricted by county capitals.
Added the tropical/subtropical monsoon region, allowing Plains and Farmlands located within the monsoon region to also utilize the Paddy Field building.
Strengthened the Agrarian and Intensive Farming Traditions, allowing cultures with these traditions to freely construct Manor Houses and Orchards in Farmlands, Plains, and Floodplains provinces.

Optimized Building Requirements:
  • Windmills/Watermills: Available in holdings that have Qanat/Aqueduct/Water Management after unlocking the Hydraulic Structures or Waterworks innovations.
  • Qanat: Available to any culture after unlocking the Hydraulic Structures innovation.
  • Manor Houses/Farms and Fields: Available in holdings that have Aqueduct at level 5 or higher.
  • Regimental Grounds: Available in holdings that have Militia Camps/Barracks/Stables after unlocking the Training Grounds innovation.
  • Warrior Lodges: Available in any holding after unlocking the Training Grounds innovation.
  • Hillside Grazing Lands: Available in holdings with any Mountain or Hills type terrain after unlocking the Horse Ranch innovation.
  • Horse Herds: Available in any holding after unlocking the Horse Ranch innovation.
  • Breweries: Available in any holding (including Castles) after unlocking the Hydraulic Structures innovation, no longer restricted by religion/culture.


Please note:
  • Newly added general buildings may conflict with other MODs that modify buildings. Please also subscribe to the GRANDER Building Compatch MOD.



If you like this mod, please also give a subscribe like favorite trifecta!

There may be problems in the MOD. If you find errors or bugs, please raise it in the comments section and we'll try to fix it quickly.

Although I will update them normally even if there is no benefits, buy me a cup of coffee can make me become more diligent!
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Populära diskussioner Visa alla (2)
0
9 feb @ 0:52
MOD 革新 & 建筑
Citruslux
0
9 feb @ 0:50
MOD innovations & Buildings
Citruslux
64 kommentarer
Citruslux  [skapare] 16 timmar sedan 
@Cyrus-X:由于原版增加了最大建筑槽的设置,所以为了提高兼容性,添加建筑槽的决议已经迁移至“地产建筑师”MOD中,还请见谅。
Cyrus-X 19 timmar sedan 
天朝制无法添加格子
Citruslux  [skapare] 20 okt @ 7:36 
@喵小喵:请同时订阅万能建筑兼容MOD。
喵小喵 19 okt @ 6:47 
与其他更多建筑类mod冲突吗?
UKaMiSaMa 10 sep @ 0:05 
加冕礼的誓言建筑会被顶掉
雪域之殇 9 sep @ 7:44 
好像需要更新一下,加冕礼新加的建筑修建不了
CHXiaoHua 8 sep @ 8:24 
解锁水利系统后,坎儿井还是不能建
JimmyG1970 17 jul @ 10:45 
AGOT friendly?
华歆 9 jul @ 8:57 
大佬求一个能改建封臣地产建筑功能 以前有个MOD有可惜没更失效了
finallyciv 7 jul @ 6:03 
I have translated your mod into German (AI assisted) and added the localization to my translation mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3355568022
Of course, you can extract the files and add them to your own mod, or include a link to the mod in your description — or do neither. As you wish! ☺︎