Crusader Kings III

Crusader Kings III

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File Size
Posted
Updated
1.110 MB
4 Jun @ 8:12pm
26 Aug @ 5:53am
32 Change Notes ( view )

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More Holdings For Tribal

In 1 collection by MikkyV
Mikky's Mods
5 items
Description
LATEST UPDATE:
New icons for Foraging Huts and Flax Weavers
Can now feudalize Tribal Temples into Feudal Temples

Tribal playthroughs can become a bit boring sometimes, so I wanted to spice things up a bit and add new buildings and a new holding type!

I recommend playing this mod with extra buildings slots mod, so you can build more of the new tribal buildings!

New Holding Type:
Tribal Temple
Level 1: Spirit Circle
Level 2: Sacred Hall
Level 3: High Sanctum

Can upgrade tribal temples to feudal temples upon feudalization

New Buildings:
Farms - Levels 1 - 3
Weavers - Levels 1 - 3
Gathering Huts - Levels 1 - 3
Mines - Levels 1 - 3
Forestries - Levels 1 - 3
Apothecaries - Levels 1 - 3
Jewellers - Levels 1 -3

Added an extra level of Tribal Holding -
Level 3: Reinforced Tribal Holding
14 Comments
Dystopianist 1 Sep @ 1:02pm 
Oh, thanks!
MikkyV  [author] 31 Aug @ 3:10pm 
I have just now had a look, the mods you have listed all work with my mod on their own since they don't add to a holdings.txt
Dystopianist 27 Aug @ 7:15pm 
Oh, uhhh... I kind of use all three in my current modpack, which might be a bit much to ask haha.
MikkyV  [author] 26 Aug @ 11:44pm 
On its own, this mod can't be compatible with any other mods that add new buildings. I have made a compat mod for more buildings + but no others at the moment, are there any you would like in specific?
Dystopianist 26 Aug @ 10:50am 
Hi, how's the compatibility of this with other building mods? RICE, COW3, Medieval Arts?
MikkyV  [author] 26 Aug @ 6:01am 
Thank you! I have updated the mod just now adding in the feudalization and added some icons for the buildings. Thank you for the information!
RandomMurderer 20 Aug @ 6:05am 
should be else = {, not else_if ={, my bad
RandomMurderer 20 Aug @ 6:03am 
Also, I noticed you were replacing a lot of the files without changing all of the substance, which makes the mod less compatible. For example, in 00_tribal_interactions.txt you didn't change the tribalize_holding_interaction, so it would be better to create a separate file, call it xxx_tribal_interactions or w/e, and put in there the other edited interactions. The CK3 wiki [ck3.paradoxwikis.com] has decent modding advice for when a single object can be overrided as opposed to a full file.
RandomMurderer 20 Aug @ 6:03am 
So in order to allow upgrading to a feudal church there are a few things you can do. First of all, in the feudalize_holding_interaction, you can replace

if = {
limit = { exists = scope:target.title_province }
scope:target.title_province = {
set_holding_type = castle_holding
}
}


with

if = {
limit = { exists = scope:target.title_province }
if = {
limit = { scope:target.title_province = { has_holding_type = t_church_holding } }
scope:target.title_province = {
set_holding_type = church_holding
}
}
else_if = {
scope:target.title_province = {
set_holding_type = castle_holding
}
}
}

That will allow you to feudalize each individual tribal temple. You should probably also edit the convert_whole_realm_to_feudalism_effect (in 00_decision_effects.txt) to replicate the tribal_to_feudal_building but with t_church_holding and church_holding instead of tribal_holding and castle_holding.
MikkyV  [author] 10 Jun @ 4:00pm 
I'd also like to add, my first comment about how it should work with feudal buildings mods is wrong (lol), any mod that adds buildings will require a compat mod editing the holdings.txt and maybe other files if they have the same names.