Crusader Kings III

Crusader Kings III

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BCK - Extra Building Slots
   
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22 feb @ 18:33
10 sep @ 16:53
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BCK - Extra Building Slots

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Better Crusader Kings
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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]
27 kommentarer
Constantin Valdor 29 sep @ 11:00 
Is it normal that the button that's supposing to increase the number of active building slots says: "X Duchy has 0 free building slots " when I just began a game? If not, what's to do in order to settle the problem?
Taiatari 28 sep @ 12:05 
is there a chance that this mod will be extended to include nomadic tribes and their yurts? because I'd love that.
Suetam  [skapare] 6 sep @ 20:02 
Comrade Dyatlov, try to change the mod order, put this as the last.
Or verify if they change the same files that i change.
Comrade Dyatlov 6 sep @ 15:40 
Any advice/knowledge on how to use this with Fallen Eagle?
RandyRandom 13 aug @ 11:43 
does AI use it?
DrakeSteele 11 aug @ 21:19 
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  [skapare] 11 aug @ 20:50 
And yes, maybe in the future I can add a +6 Cultural Tradition.
Suetam  [skapare] 11 aug @ 20:49 
DrakeSteele, the scroll bar is the only way to maintain consistency when there are a lot of building slots.
DrakeSteele 11 aug @ 19:11 
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 @ 19:11 
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.