Crusader Kings III

Crusader Kings III

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BCK - Extra Building Slots
   
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22 Feb @ 6:33pm
11 Aug @ 6:43pm
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BCK - Extra Building Slots

In 1 collection by Suetam
Better Crusader Kings
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Description
BCK - Extra Building Slots


This mod introduces a new way to add building slots to your counties—and to the counties of your direct vassals. Currently, the AI does not use this system to expand.

This mod is based on the original:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2891294108

What I did was apply some tweaks and slightly change how the expansion mechanic works. Now, a county can only be expanded if it has no available building slots left.

The cost to expand is influenced by:
  • The current number of building slots
  • Innovations that unlock new slots
  • The type of holding
  • The development level of the county
  • There is a game rule that let the cost be fixed in 250


About my mods


Hey everyone! I’m creating a series of modular mods, small, focused improvements, that enhance different aspects of the game. Since they’re modular, you can pick and choose only the features you want to include in your gameplay experience.

Links


[ko-fi.com]
[github.com]
[github.com]
23 Comments
RandyRandom 13 Aug @ 11:43am 
does AI use it?
DrakeSteele 11 Aug @ 9:19pm 
I found a pack of traditions that applies "Always has" traits across the populace. I'll probably abuse some of those, better make a +8 and +10 one while you're at it, or wrap them all into one mod that just has a game rules to change the quantity of additional traditions/tenets. Yeah, the tenets one could be bundled in two. One mod could cover all of that with 3 rule sets for how many traditions, tenets to add, and what speed bonuses to reformation can be adjusted. While you're at it, cost multiplier rule set would make it one of the most complete mods of its type.
Suetam  [author] 11 Aug @ 8:50pm 
And yes, maybe in the future I can add a +6 Cultural Tradition.
Suetam  [author] 11 Aug @ 8:49pm 
DrakeSteele, the scroll bar is the only way to maintain consistency when there are a lot of building slots.
DrakeSteele 11 Aug @ 7:11pm 
I'm also using your +4 Cultural Traditions mods right now. Can you throw up a +6 version? I like to tweak and add nuance with those things but would prefer not to use the +1000 mods. Also, the Reform phase takes nearly a decade; I don't know if you can devise adding multiple traditions at once, but there's another mod that reduces it down to a month; if you could integrate that function as a game rule toggle to set modifiers on the reform times, that would eliminate redundant mods that should be balled into one.
DrakeSteele 11 Aug @ 7:11pm 
K, second load passed. Exited, enabled BCK Extra Building slots (With holding manager still on) and loaded successfully. My character only has a few maxed holdings (Ad noticed and amusing anomaly with Holding Manager, haven't tested without, but the building slots scroll horizontally rather than stacking to fill the GUI space), so switched to the countess wife. Her Gaze expansion was going to cost 850 for a slot, hit in-game menu, game rules, found the filter category, changed to fixed, applied, went right back to Gaza, price was 250. Mod change is mid-save compatible.
DrakeSteele 11 Aug @ 6:48pm 
It'll take some juggling, I'm also using Holding Manager again which effects building slots. First attempt to launcher-load my last save CTDed.
Suetam  [author] 11 Aug @ 6:44pm 
DrakeSteele, could you please try it? I’ve added a new game rule that lets you choose whether the cost is fixed or dynamic. By default, it’s dynamic, but if you switch it to fixed, it will always be 250.
DrakeSteele 11 Aug @ 12:15pm 
:)
Suetam  [author] 11 Aug @ 8:16am 
DrakeSteele i will try to add a game rule to it.