Crusader Kings III

Crusader Kings III

Automagic Architect The Lazy Lord's Construction Tool
244 Comments
가챠중독 19 Oct @ 3:41am 
Uninnovative buildings such as windmills and watermills are installed in the temple.
wowcuking 23 Sep @ 2:30pm 
is this mod ironman compatible? does it allow achievements?
Ratzinger 18 Sep @ 1:07pm 
got it, thanks
I m currently tribal :cozybrawlhalla6:
Silentnight  [author] 18 Sep @ 11:40am 
but yes its still working
Silentnight  [author] 18 Sep @ 11:39am 
@Ratzinger it only works for feudal governments currently and you also need to have the innovation unlocked for it to work, try playing as like france or england for a moment and seeing if that works
Ratzinger 18 Sep @ 11:18am 
Is this mod still working?
I added it and made decision to auto-build for me + vassals, but nothing happens.
I’ve got enough gold and prestige, but after weeks of waiting with available funds, nothing was built 🤔

Am I using it correctly, or missing something?
Silentnight  [author] 16 Sep @ 2:04pm 
@𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 I can't really speak much for other mods but this mod makes and also upgrades buildings so if AOA only does upgrading whats already there then this mod will do more, but as for being better or not that'd probably be more down to personal preference then anything
also between the two, is this better or worse than Architect of automation? I ask because i use More buildings reboot and that one has a patch.

I see from my understanding this is a heavier mod, while that one ONLY upgrades what exists in only your lands.
watch hes gonna ask again
Silentnight  [author] 16 Sep @ 7:37am 
@IFhodx It doesn't need an update, I told you before
IFhodx 16 Sep @ 4:50am 
Upd & fix please:steamthis:
Eridano2013 14 Sep @ 6:10am 
[QUOTE] Is there any way to prevent your pockets from being completely empty all the time? So that you have gold left over for regular expenses. Maybe some lines can be replaced or added so that it doesn't harm the mod's proper work? [/quote]

+1, a limit at the automatic expenses of 100-200 ...
tehhi89 6 Sep @ 8:15am 
Is there any way to prevent your pockets from being completely empty all the time? So that you have gold left over for regular expenses. Maybe some lines can be replaced or added so that it doesn't harm the mod's proper work?
Silentnight  [author] 29 Aug @ 1:45pm 
@IFhodx It doesn't need an update
IFhodx 29 Aug @ 3:37am 
Update please
Silentnight  [author] 26 Aug @ 6:52am 
@Youngevilman That's currently not something that I would be interested in adding functionality for, the camp site is too dependant on play styles so an auto build function would cause more problems then its worth
youngevilman 26 Aug @ 6:33am 
Please add Autobuilding the Camp and its slots automatically
Akkrobat 25 Aug @ 7:23am 
@Silentnight Will he appear?
Silentnight  [author] 25 Aug @ 7:15am 
@Akkrobat It does not
Akkrobat 24 Aug @ 9:29pm 
Does he work at the camp?
pc9xdod 24 Aug @ 8:04am 
could you please make a compatch mod for POD?
z1R0 23 Aug @ 5:58pm 
Windmills issue +1 . thanks for the mod btw.
Silentnight  [author] 12 Aug @ 8:32am 
I'll fix it when I have time
Dovah 10 Aug @ 7:20pm 
And like borp said, the Windmills are being build regardless of the culture's traditions or innovations. There should be checks for those as well.
Dovah 10 Aug @ 7:19pm 
The mod is building windmills in non-capital holdings, which causes them to instantly deactivate and become unusable. I feel that there should be a check for buildings like that to make sure that they are being constructed only in capital holdings.
仙人卡尔 10 Aug @ 4:10pm 
can it build building ? or only upgrade ?
borp 28 Jul @ 8:35pm 
Tried using in an ongoing save, so that might be the issue, and I also do have a big modlist but it shouldn't include anything that changes buildings. I think. Theoretically. Will need to think on that one.

The autobuild is building windmills and watermills without me even being in the right era (or being an industrious culture) and in non county capitals, as well as building for instance the courthouse building in my vassal holdings. Which obviously leads to quite a few disabled buildings, and while some of the water and wind mill buildings are enabled I still think it's a little unbalanced to have them pumping up development.
Sjin 24 Jul @ 5:20am 
saved game compatible?
skng19 8 Jul @ 12:33pm 
i hate to ask, is there a lotr version?
koppi 4 Jul @ 6:29am 
Hello there! First of all many thanks to the mod creator, you're awesome.
Had anybody succeeded in using this mod with the lotr mods? Thanks!
Silentnight  [author] 27 Jun @ 3:42pm 
Update :

AGOT compatch released - https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3510267089

There might be some errors, but I've tested it and the buildings listed seem to upgrade fine. I don't play AGOT myself so I've only done some initial testing.
DoodleBreath 27 Jun @ 1:40pm 
fixed it. It was something on my end
DoodleBreath 27 Jun @ 12:48pm 
@Silentnight it says their is a problem with the downloaded mod files and then below that it says this mod is missing a descriptor file
Silentnight  [author] 26 Jun @ 9:26am 
@VillageGuru

There is no preference no it'll just upgrade what it can based on the requirements such as gold amount/terrain etc.

It can build new builds and upgrade current ones, it builds based on a list, this can be moved in the game files if needed but if you'd prefer not to just make sure you place one of the buildings that you want to be upgraded and it'll do that.

It can not make cities/castles or temples no, but it can make builds and upgrades in the ones that you do build.

It ticks every 15 days .
VillageGuru 26 Jun @ 9:04am 
Hey mate, loving your mod so far and it has helped me massively in my Caliphate game.
I have a few questions though:
- Is there a preference for upgrading vassal buildings, i.e rank, distance from capital ?
- Is the auto build limited only to upgrading the buildings or can it also build new ones if there's a spot for them ?
- Can the auto build also found cities/castles/temples ?
- How often does the auto build ''tick'' ? Monthly ? Weekly ?
Spencer 26 Jun @ 8:42am 
W!!!!!
Silentnight  [author] 26 Jun @ 2:36am 
Update:
AGOT compatch coming soon
Silentnight  [author] 26 Jun @ 1:21am 
@doodlebreath can you post the the error or the issue you are having
DoodleBreath 25 Jun @ 5:04pm 
anyone know how to fix the this mod is missing desciptor file thing
lobosan 24 Jun @ 1:00pm 
Thank you! Holding Manager hasn't been updated for a while and this mod looks promising.
Silentnight  [author] 24 Jun @ 4:14am 
Not yet, but it will be soon
Unstable Energy 24 Jun @ 1:44am 
Compatible with AGOT or other overhauls?
FunGaming44 24 Jun @ 12:27am 
awesome update thanks
Silentnight  [author] 23 Jun @ 6:29pm 
Automagic Architect V2 – Massive Update!




✨ New Features ✨
Brand-new interactive GUI window for easy management
Simultaneous auto-upgrades for both player and vassals
★ Now upgrades castles, cities, and temples (not just castles anymore!)
Exploit fixes: no more buildings appearing where they shouldn’t
Expanded building chains : Breweries, Scriptoriums, and more
Fully updated for CK3 v1.16.3
Fresh new artwork : banners, icons, and backgrounds




Localization
★ Full support for: English, French, German, Spanish, Polish, Russian, Korean, and Simplified Chinese
★ Huge boost to accessibility for players worldwide!




Other Improvements
★ Cleaner, reorganized mod files
★ Smarter, improved automation logic

Put a lot of work into these updates, hope you all enjoy the improvements!
Silentnight  [author] 21 Jun @ 2:56am 
@Ereldun You can’t, it’s how the mod functions “ Instant Construction: With Automagic Architect, building and upgrading structures is instantaneous, saving you time and effort. It automatically upgrades buildings to the highest level available with your current technology.”
Silentnight  [author] 21 Jun @ 2:55am 
@obin0684 Not at the moment, I’m working through the final creases, adding mod compatibility is a new avenue for me so there’s been some problems but I’m hoping to have it updated maybe today or in the next few days.
Ereldun 20 Jun @ 11:16am 
How can I turn off instant construction?
obin0684 20 Jun @ 7:24am 
Is this the updated one? It still says Updated Dec 21, 2024 @ 6:26pm.
Silentnight  [author] 20 Jun @ 2:33am 
Update:

I have patched the mod for the latest update, I've improved the UI and have now made it possible to have both build for player and build for vassal be enabled at the same time. I'm currently patching compatibility for some popular mods such as AGOT but they're proving a little difficult. I hopefully should have the update pushed out soon.
Silentnight  [author] 14 Jun @ 7:24am 
Update Note:
For those interested, I’m currently updating the mod to work with the latest CK3 patch and adding in any missing buildings. I haven’t been actively playing recently, so any help spotting new buildings or bugs would be appreciated.

This isn’t a request for new features — I’m currently focused on maintaining and updating the existing content. However, I might start considering new features in the future.

If there’s something you’d like to see added, please create a Discussion post rather than leaving a regular comment. I don’t check the comments often, and Discussions make it much easier to keep track of feedback on specific ideas. If a suggestion gains enough interest and it’s realistically doable, I might include it.

Regarding compatibility with other mods — that’s not something I’m actively working on, as I’m not too familiar with how it works. I can look into it, but I make no promises.