Crusader Kings III

Crusader Kings III

Geographical Features of the World
45 kommentarer
Mightus  [ophavsmand] For 18 timer siden 
@Pineapple55555
Thanks! I will look into the unupradable buildings and the natural harbours when I have some time; although regarding the buildings I looked quickly into the code and it looks fine at first glance, what other mods that you think could interfere are your running?
Pineapple55555 For 20 timer siden 
Hi, great mod! I was playing in England and noticed that London had a modifier for a large natural harbour. I went to have a look at Poole (Dorset, Wessex) once I saw that as it has the biggest natural harbour in Europe, and it doesn't have any modifier. I think it could be cool if one was added. Once again, this mod is really great!
smolpotato For 20 timer siden 
Great work! However seems there is a bug making you unable to upgrade cattle pastures and hunting grounds in some counties for example Brysis, Kallipolis. Not sure if this is caused by interaction with other mods.
Mightus  [ophavsmand] 30. sep. kl. 21:21 
@Amicus
They encompass regions, usually a couple of of duchies, but trade ones are added case by case for counties

@LiterallyLain
Sure, I've added it 👍
LiterallyLain 30. sep. kl. 20:40 
Can you add the Korean translation mod link? Thanks!

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3578021325
Amicus 30. sep. kl. 20:26 
How spread out are these modifiers? Are they single county?
Mightus  [ophavsmand] 30. sep. kl. 10:56 
Cool, good to hear
BlueberryJush 30. sep. kl. 10:10 
Just tested with the Smaller World Map mod and can confirm it does work! Many thanks.
Mightus  [ophavsmand] 30. sep. kl. 9:35 
I honestly don't know, theoretically it should, but it could as well crash the game trying to assign modifiers to non existing provinces, so idk you would have to try yourself
BlueberryJush 30. sep. kl. 8:18 
Hi- just wanted to ask if this works with mods that remove provinces/counties altogether such as the Smaller World Map mod? Many thanks!
Cirdan the Chadwright 29. sep. kl. 22:51 
Thanks, and I get it, the game is stupid easy already.
Mightus  [ophavsmand] 29. sep. kl. 17:43 
@Oddloaf
I forgot about it, I will surely add it

@Cirdan the Chadwright
Hmm, I don't want to give too much flat modifiers, but I will think what buildings to unlock keeping that in mind
Cirdan the Chadwright 29. sep. kl. 14:39 
@DoodleTheDeal
Pretty sure bogs are the primary source of iron for most of history. Having a tiny MAA discount would be cool too.
Oddloaf 29. sep. kl. 10:16 
Have you considered adding a trade modifier for Visby? It was the most important Hanseatic city in the baltic sea and was a major trading port.
Mightus  [ophavsmand] 29. sep. kl. 5:28 
@renaud
Thanks! I think All Under Heaven won't touch pre-existing title tags that I use to assign the modifiers, maybe some in India, but it is honestly hard to tell without seeing the actual file changes; although I would probably need to adapt the mod a bit for trade centers to be consistent with the recently teased silkroad.

@DoodleTheDeal
I see, maybe I could unlock farming building there and give it a natural harbour, speaking of swamps, I wonder if something similar should be done with the swamps of East Anglia, although as far as I know some of them should theoretically be under water.
DoodleTheDeal 28. sep. kl. 16:28 
Wetlands and swamps have always been centers of human connectivity, so its always stood out that paradox makes them almost uninhabitable in game
DoodleTheDeal 28. sep. kl. 16:25 
The western bogs of ireland were home to husbandry and a source of food and defense, there is also the viking port cities to the east with dublin, waterford, cork, etc
renaud 28. sep. kl. 14:54 
Love your work! If you're planning to keep the mod active, I would wait a little before including counties which will be majorly changed and affected by the All Under Heaven DLC.
Keep going, modders like you make this game absolutely amazing :)
Mightus  [ophavsmand] 27. sep. kl. 22:14 
Finished Iberia, and tweaked other regions with new buildings, silk production in particular (btw I know Low Countries didn't produce it but I added it as stand in for textiles in this case)

And remember that if you want to update the mod mid-playthrough just type "effect geo_fetures_apply_effect_test" in debug console
Mightus  [ophavsmand] 27. sep. kl. 20:37 
I think England should get some bonus buildings for boost in the late game, while being relatively poor in the early game, correct me if I'm wrong though
Mightus  [ophavsmand] 27. sep. kl. 20:36 
Ok, I covered France, next I will look into the Iberia, and later British Isles, I think HRE is fine, it got some modifiers for Rhine and Danube, but I am always open for suggestions
Mightus  [ophavsmand] 27. sep. kl. 20:29 
I've made vengi a major trade convergence, do you think it is important enough for exceptional one?
Riaman 27. sep. kl. 20:15 
1. Fergana valley area
2. Eastern coast of India (Area that mostly forms Chola Kingdom) Pandya duchy main county, chola duchy main county and Vengi duchy (is plains in vanilla game, but was highly prized posession, saw massive conflicts Between kannada and tamil rulers for this place).
Tabitha 27. sep. kl. 19:57 
Sounds good! :D
Mightus  [ophavsmand] 27. sep. kl. 19:38 
I actually covered Levant with a lot of trade centers (especially the coast), and also unlocked the orchards for them :>
Tabitha 27. sep. kl. 19:25 
If you haven't already considered it, maybe something for the Levant that refers to its rich history of cities being crossroads of trade and development like Damascus and Tripoli. Very cool mod otherwise, just found it right now.
Mightus  [ophavsmand] 27. sep. kl. 19:16 
I might add some modifiers though, especially Rhone, seeing it having rather poor terrain in the game
Mightus  [ophavsmand] 27. sep. kl. 18:54 
Ok thanks, although I already know about those things, I am just not sure which buildings to assign; Low Countries are easy, windmills and watermills + natural ports and trade convergences, I've also covered Rhone and Paris with trade stuff too; and I would like to avoid simply adding deterministic population density modifiers, since I think development covers it well, however abstract it may be
One Proud Brazilian 27. sep. kl. 18:03 
Three levels of "Population Density", for the major populated areas. Chat GPT can help figuring out the populated areas.

A quick question about france, lead to this:

Very Densely Populated Regions
These were the demographic “cores” of medieval France.

Île-de-France & Paris Basin
Fertile soils, good rivers (Seine, Oise, Marne), political heart of the Capetian monarchy.
Paris began growing rapidly in the 11th–12th centuries, becoming one of Europe’s largest cities.

Flanders & Artois (north-east)
Exceptionally rich farmland, early urbanization (Ghent, Bruges, Arras, Lille).
Textile trade linked to England and Italy.

Rhône Valley & Provence
Lyon, Vienne, and Avignon flourished as river trade hubs.
Provence had Mediterranean trade links (Marseille, Arles).
Mightus  [ophavsmand] 27. sep. kl. 11:11 
Ok, I've added a modifier for Tibet

And I would really appreciate if anyone gave me feedback on Italy setup and on France; since I know Italy was one of the richest regions on the planet, but I am not sure which part of it should get what buildings; and France was the most populous region of Europe, but I am not sure how to represent that either
Riaman 27. sep. kl. 10:22 
Yeah, Indo Tibetan border being nerfed would be good, since unlike mountains of Afghanistan, historically it was very very rare almost near to nil that any Indian based kingdom ventures deep into other side of the Himalayas (unless you count during victorian era, maybe few nepali kingdoms tried over the years,but I guess they didn't cause any substantial change). And tibet is a very low population desert. I kinda hate how CK3 has given them gazzilion counties.
Mightus  [ophavsmand] 27. sep. kl. 10:07 
@Riaman
I could add something for Himalayas, but I think Afghanistan is fine, cause from what I know it was a quite important trade hub.

@DoodleTheDeal
Could you give more detail on what modifiers/buildings could be applied, I am not very familiar with Irish history or geography.
DoodleTheDeal 27. sep. kl. 8:20 
west ireland boosts would be cool
Riaman 27. sep. kl. 6:17 
Can you add anti development/supply features like himalyan range, except kashmir valley. (it's a plain county anyways) and mountains of afghanistan, so any campaign there is kinda tough nut to crack.
Mightus  [ophavsmand] 27. sep. kl. 5:15 
Sure, I'll add it
牛奶大魔王 26. sep. kl. 21:01 
Greeting! i have translation it in CK3 mod Chinese submod,
Would u include a line in description?

Here's my Chinese translation:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3403925213
Mightus  [ophavsmand] 26. sep. kl. 20:07 
You can type a consle command "effect geo_fetures_apply_effect_test"", and it should work, I think
Dalden246 26. sep. kl. 16:28 
This looks really cool! Does it work with on-going saves?
Mightus  [ophavsmand] 26. sep. kl. 11:32 
Ok, I've added some slight modifiers for development decline when plagues hit, they are largely analogous to the growth ones; i might increase them later but I didn't want to go overboard, and I also don't want to alter the plague outbreak itself, cause the changes to it might be hard to predict
Mightus  [ophavsmand] 26. sep. kl. 11:11 
Great idea, I could add some modifiers to boost the development loss when plagues hit
Lepattaja 26. sep. kl. 10:59 
Very interesting and needed addition to the game world, definitely looking forward to seeing this develop further.

Forests of Eastern Europe definitely caught my eye the most, something positive with slight negatives sprinkled in is just the kind of thing that shapes how you play the game in certain regions instead of just stacking bonus upon bonus.

With that in mind I would maybe offset some of the buffs to Development Growth with Plague Risk or some other factor. Nothing too drastic, but just to depict that rapid urban growth comes with a cost as well. This would have to be tested first of course, no idea how my suggestion would interact with the rest of the game.
Mightus  [ophavsmand] 26. sep. kl. 4:02 
Hey, guys, I've added some more geographical features; if you want to update them on your already started playthrough you can type "effect geo_fetures_apply_effect_test" in debug mode.
Mightus  [ophavsmand] 25. sep. kl. 15:34 
Thanks!
Interestingly vanilla CK3 does something similar, but only for Yemen, which received its own modifier allowing to build farms in the mountains, which is a cool nod, cause Yemen had been the most populous part of the Arab peninsula, but I wish there were more instances of it, so I made this mod
One Proud Brazilian 25. sep. kl. 15:27 
Another one for the list: "it should be part of the base game"

Very Clever of you! Well done! Keep expanding :)
Mightus  [ophavsmand] 25. sep. kl. 15:26 
btw I lowered some modifiers compered to the pictures, for balance, and cause I want building unlocks to be the primary benefits