Crusader Kings III

Crusader Kings III

Manor Domicile (Feudal/Clan/Tribal)
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Update: 11 okt 2024 om 13:09

UPDATE:
With the Help of @Emil, the creator of Golden Dominion, we have discovered a simple solution to force the game to add domiciles mid-game for governments other than administrative. The solution involves a script that detects rulers without domiciles, changing their government to a random one, and then reverting it back to the original government (in a second). This process forces the game to scope for and add new domiciles, just as it does at the start of the game.

The "Know Issues" is gone!

Update: 10 okt 2024 om 7:17

-> Under Construction art replaced from the default camp art to the Estate variants.
-> Default artstyle for Feudal Manor is Western
-> Default artstyle for Clan Manor is Mena
-> Default artstyle for Tribal Chiefdom is Nomadic
-> Added compatibility for MHG (More Holding Graphics). No more missing arts.

Update: 8 okt 2024 om 14:47

Replaced Create Cadet Branch Decision. AI wont use it if their House Head has a Domicile. With less Cadet Branches, more houses with domiciles will survive for the late game :)

Update: 8 okt 2024 om 14:03

Known Issues: The domiciles are created at Game Start for all landed House Heads. However, the exact method the game uses for this process is unclear for me. As a result, Cadet Branches formed mid-game do NOT receive domiciles.
-> With that in mind, protect your manor by ensuring your house's inheritance of any title! Once a manor is lost, it is lost forever ;s

Update: 8 okt 2024 om 11:28

Domiciles will be for House Head only, due to the issue of domiciles being replaced upon inheriting titles. Being a House Head seems to prevent this issue.

Update: 8 okt 2024 om 5:15

Update: 7 okt 2024 om 20:09

Update: 7 okt 2024 om 19:44

UPDATE:
-> Added Chiefdom Domicile for Tribal Government
-> Its a mix between camp and estate buildings and assets
-> Unique upgrades for Main Building (handmade)

Update: 7 okt 2024 om 19:27

Update: 7 okt 2024 om 19:07