Crusader Kings II

Crusader Kings II

Destroy Holdings
11 Comments
John™  [author] 28 Aug @ 9:54pm 
@Jorde Yeah, it was never really meant for regular play, like you said. When I made this it was because I always kept having to use commands to do this and I found that making a mod was much easier in the long run
Jorde 28 Aug @ 3:38am 
This mod isn't good for regular play, but it's useful to load up with temporarily when your demesne is full of muslim-built temples and you want to replace it with cities
zorro 19 Nov, 2022 @ 4:53pm 
yep they have to fix that thing about being able to destroy things to the enemy
Jon Jonson 8 Nov, 2022 @ 6:25am 
Lol, you can remove your enemies holdings.
Closet Deadpooler 23 Feb, 2022 @ 10:31am 
@Valsalan I mean, not everyone wants to pay $15(or subscribe) for one game mechanic, so this works great.
MacedonianF34 2 Apr, 2021 @ 8:57am 
Thank you a lot, I literally could not play this game with the ai building temples all the time. :steamhappy::steamthumbsup::Crowned:
Aeterny 3 Oct, 2020 @ 11:54pm 
@Valsalan That mod is outdated by three years, are you trying to give him a hard time for fun or something?
Valsalan 3 Oct, 2020 @ 11:26pm 
Well then your out of luck. Hence why your mod is useful.

Another mod which does something related to this is Dr. Gonzo's Destruction and Depopulation. Which makes it so that every time a holding is sieged down, there is a chance some of its buildings are destroyed and, if it has few buildings, the entire holding can be destroyed. This is good if you want a game where war-torn regions will grow weaker and weaker as wars are fought. I would reccomend it, unless you are playing with mods that make building up impossibly expensive to do normally.
John™  [author] 3 Oct, 2020 @ 11:17pm 
@Valsalan, and If it is?
Valsalan 3 Oct, 2020 @ 11:00pm 
You know you can destroy any holding you control which is not of your government style, since Horse Lords, right?
Aeterny 3 Oct, 2020 @ 10:54pm 
This should've been made sooner! Here's a star and a like!