Crusader Kings III

Crusader Kings III

BCK - Extra Building Slots
23 Comments
RandyRandom 13 Aug @ 11:43am 
does AI use it?
DrakeSteele 11 Aug @ 9:19pm 
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  [author] 11 Aug @ 8:50pm 
And yes, maybe in the future I can add a +6 Cultural Tradition.
Suetam  [author] 11 Aug @ 8:49pm 
DrakeSteele, the scroll bar is the only way to maintain consistency when there are a lot of building slots.
DrakeSteele 11 Aug @ 7:11pm 
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 @ 7:11pm 
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.
DrakeSteele 11 Aug @ 6:48pm 
It'll take some juggling, I'm also using Holding Manager again which effects building slots. First attempt to launcher-load my last save CTDed.
Suetam  [author] 11 Aug @ 6:44pm 
DrakeSteele, could you please try it? I’ve added a new game rule that lets you choose whether the cost is fixed or dynamic. By default, it’s dynamic, but if you switch it to fixed, it will always be 250.
DrakeSteele 11 Aug @ 12:15pm 
:)
Suetam  [author] 11 Aug @ 8:16am 
DrakeSteele i will try to add a game rule to it.
DrakeSteele 10 Aug @ 11:14am 
That's days worth of gameplay speeding through decades to make happen. I'm personally annoyed by micromanaging building slots, especially at empire levels, and just want the slots open more than anything. I prefer my pocket book on a project being the limit, not some arbitrary blockage from starting building in the first place. Hell maybe default # of building slots to start with should be based on the terrain itself.. I could see being limited in the Mountains. Alternative would be keep the plots open entirely and just adjust construction costs based on terrains and even have some buildings be preferred-terrain tagged. Lots of directions to go on the subject of what should effect what/where building happens.
Suetam  [author] 9 Aug @ 8:04pm 
in the future maybe i can add it, but the cost reduce when you get the tecnologies that add new slots.
DrakeSteele 9 Aug @ 7:22pm 
Do you have a game rule option to turn off expansion costs entirely?
Suetam  [author] 7 Jul @ 1:10pm 
Lugarpo, only the way that the game permits.
Lugarpo 7 Jul @ 11:14am 
can i change the type of holding?
Roy Kazuma 14 May @ 5:04pm 
It works perfectly for me, honestly.
Suetam  [author] 2 May @ 10:42pm 
Guys if you can test the new version, i had done some changes in the interface!
Suetam  [author] 1 May @ 11:45pm 
For now this mod is not compatible with the new version, i am adjusting it.
Captain Smollett 26 Mar @ 10:39pm 
Why is better = easier all of the time?
Emanon 7 Mar @ 11:03am 
Cheers!
Suetam  [author] 6 Mar @ 4:08pm 
I think it only conflict if the mods alter something in the building ui.
This file here: window_county_view.gui
Emanon 6 Mar @ 4:06pm 
Thanks.
Any known conflicts with some of the more popular/known mods?
Suetam  [author] 23 Feb @ 10:38am 
I launched an updated adjusting values and improved the interface to show again the bar that show the progress of a building in the county.