Crusader Kings II

Crusader Kings II

Republic Overhaul: Mansion and Tradeposts
57 Comments
RL - Alioshax 20 Jun, 2021 @ 3:32am 
The mod is great, unfortunately it doesn't work with the last AGOT version, now there is both modded and unmodded buildings at the same time.
RowanMaBoot  [author] 8 Feb, 2020 @ 12:43pm 
That is probably correct. This mod was a made a very long time ago, and directly ported from another mod - which removed all of the pre-existing vanilla republic buildings, due to said other mod being an overhaul. Hence the edits to vanilla files 00_buildings.txt and (much later) 00_tradeposts.txt to disable republic structures.

In all likelihood an override file set to load after those respective files could be used now with an { always = no } potential (or similar) rather than using direct edits to those files (this, however, did not work back in 2016). I may update it some time, but I've been busy with TSK.
TurtleShroom 7 Feb, 2020 @ 9:59am 
Just for the record, you do NOT need to overwrite anything to add new Buildings. Upgrades can be in separate files if the code lists them correctly!
voncolberg 21 May, 2019 @ 7:04am 
This mod does not work with version 3.1.1, since the patch changes the tech system a bit. That means that the techs requirements for a lot of temple buildings are null and void, meaning you can't build them
SillyIdea 3 May, 2019 @ 11:33pm 
So I had a lot of fun with this mod and made a personal update to make it work with Holy Fury. I could send you the files if you want. This mod has a lot of potential.
SeemsLUL 22 Jul, 2018 @ 3:12pm 
is this AGOT compatible?
Rodney Hatfield 1 Aug, 2017 @ 6:21pm 
Thank you for removing the trade post changes, now i can use Advanced Trade mod i can have a historically accurate trade system and a spectacular palace.
RowanMaBoot  [author] 11 Mar, 2017 @ 2:52pm 
I've pushed another update.

I've removed my changes to trade posts for the time being, which isn't all that bad as my buildings needed an overhaul for some time (some of the buildings weren't really worth it).
Michael 11 Mar, 2017 @ 2:06pm 
I'm very happy to see that this was updated, I was afraid it was abandoned and would eventually be unplayable. I love playing republics and this is one of my favorite mods for them.

That being said, I am also getting blank trade posts since the update.
SteelBear 9 Mar, 2017 @ 6:25am 
Very nice mod, and a good idea. Kinda wish paradox would do more with republics. More buildings is always nice. The ones that give prestige might be a bit too expensive, since they have something like 100 years payback time or more. Tradeports are blank at the moment but the buildings in the screenshot looks promising.
RowanMaBoot  [author] 8 Mar, 2017 @ 10:48pm 
Huh. That is weird, thanks for reporting.

Haven't made any major changes to how they work, so will have to look at what have might gone wrong tomorrow. Hopefully should be a simple fix!
light5_fl 8 Mar, 2017 @ 4:41pm 
Huh, tradeposts are now completely blank when the mod is active.
RowanMaBoot  [author] 8 Mar, 2017 @ 10:40am 
Updated pushed! Wish steam workshop wasn't such a pain to work with... Apparently changes I made last year were never actually added to the live version. Whoops.
RowanMaBoot  [author] 8 Mar, 2017 @ 10:16am 
It probably isn't, so I'm going to push an update for it now with a fixed 00_buildings.txt
Ffanti 8 Mar, 2017 @ 2:14am 
Is this campatible with the Monks and Mystics DLS? I need to know why my game is not starting(:steamsad:
Lord_Daemonar 27 Dec, 2016 @ 6:00pm 
@Яowan
Ok, great! Thank you!
RowanMaBoot  [author] 26 Dec, 2016 @ 8:28pm 
@Lord_Daemonar

I've not updated the mod in a reasonably long time, and need to get round with putting out an update; it *should* work with the latest version - you'll know because it'll crash before the main menu if it doesn't.

However, I'm quite certain you'll lose any buildings added in the newer versions, which might be a big problem for reaper's due. Best bet would be to wait for me to update it (I'll try getting to it this week).
Lord_Daemonar 26 Dec, 2016 @ 4:53pm 
Is this compatible with the most recent patch and DLC?
Also, is this compatible with AtE?
R-r-r-remix 30 Aug, 2016 @ 6:50pm 
Of course, happy to help!
RowanMaBoot  [author] 30 Aug, 2016 @ 8:35am 
@R-r-r-remix

Thanks, good spotting there! I've fixed them and will update the mod later, and will probably make some other small edits in the meantime.
R-r-r-remix 29 Aug, 2016 @ 8:25pm 
The chapel references "the Gods" and the second level of the wine cellar mentions wines from "The Arbor to Mereen". Also, the level three trade post garrison has a period after it.
RowanMaBoot  [author] 29 Aug, 2016 @ 6:47pm 
@SillyIdea

Currently no, but I'm welcome to any (small) suggestions, and will fix any errors if need be.
RowanMaBoot  [author] 29 Aug, 2016 @ 6:42pm 
@R-r-r-remix

Mind letting me know what the references are and which buildings contain them? There shouldn't be any, and if there are any I'd like to see about adjusting them, as they were totally unintentional.

If you want to fix them yourself for your game, you can find the localisation files in:

localisation/00_row_buildings_overhaul.csv

You'll need to use notepad++ to edit the file. Make sure you don't delete any of the semi-colons, or else you'll break all of the locals.
R-r-r-remix 29 Aug, 2016 @ 6:23pm 
I love this mod, but the references to game of thrones in the building descriptions bugs me slightly. Is there any way I can edit them?
SillyIdea 21 Aug, 2016 @ 7:38am 
Any plans to expand this mod? On my personal version I edit the localisation to have more flavor and descriptions for the trade posts, wouldn't mind sending it your way if you ever want to use it.
RowanMaBoot  [author] 4 Apr, 2016 @ 9:58am 
It should be compatible, but may override some of the changes CK2+ makes to buildings (or visa-versa), as both mods edit 00_buildings.txt. When I get some time, I can look into making a CK2+ version so that any possible issues won't be present.

In short, just give it a try - it may or may not work.
Bakhan 4 Apr, 2016 @ 7:58am 
Compatible with Ck2+ or Trade++?
In_sanity 17 Nov, 2015 @ 2:24pm 
Thank you for your quick answer and it would be amazing if it could be done and if we could see it in the future.
Lord_Daemonar 16 Nov, 2015 @ 4:13pm 
Thank you for the response.
I honestly know nothing about modding and wouldn't be able to tell if After the End changes the .txt files your mod does. I hope it works!
RowanMaBoot  [author] 12 Nov, 2015 @ 3:01pm 
@balazs.gati

Hmm, certainly should be something to look into. I might be able to add a galley levy multiplier, and have it at a low percentage influenced by trade zone size. Though a side effect would be increasing the galley levy size of other nations in the process, as their cities are affected by the modifier too.

But, if it is possible, it could balance nicely with the right values.
In_sanity 12 Nov, 2015 @ 2:27pm 
I haven't noticed them being added. Maybe somehow including them to the trade zone bonus given to cities, though I don't know if that is hard-coded. It would make sense logic wise(more cities more trade) but would get easily overpowered with big trade zones.
RowanMaBoot  [author] 11 Nov, 2015 @ 3:29pm 
@balazs.gati

Sadly not - I've not been able to work out a work-around (though I haven't checked to see if the galleys are added the the capital holding of the province the TP is built on). Will see about removing the +galleys from the trade posts in a future update, so as to reduce confusion.
In_sanity 11 Nov, 2015 @ 2:03pm 
Does building buildings with "+x galleys" in a trade post has any actual effect?
RowanMaBoot  [author] 8 Nov, 2015 @ 11:44pm 
@Lord_Daemonar
It should be compatible with most mods, but in the end you'll have to just test it - it *should* be okay, but I'm not sure what that mod does exactly, and to what extent.

In brief, some mods won't be happy about my mod overwriting the buildings_00.txt file, resulting in duplicated buildings, incorrect balance (they may have modified buildings in that file) or missing buildings (unlikely, as most mods add new buildings via seperate files). Should be easy enough to see if this is a problem through a little testing.

Issue I couldn't get around, as the republic buildings are stored in that file - so had to edit the file to remove the vanilla buildings I didn't need or want.
Lord_Daemonar 8 Nov, 2015 @ 10:16pm 
Is this compatible with map changing mods, like After The End?
Darbix 5 Oct, 2015 @ 6:16pm 
Trade post doesn't provide with any galleys
do you know any way to take out that 0 modifier in the trade post
Chairman Meow (JP) 3 Oct, 2015 @ 11:29am 
@Rowan

Thanks for the quick reply. I understand if doesnt work but at leaset you'll have tried.
RowanMaBoot  [author] 2 Oct, 2015 @ 3:06pm 
@JP

Glad to hear you are enjoying the mod!

Sadly adding new holdings is not possible, due to it being a hardcoded mechanic (unless something has changed, which as far as I am aware, it hasn't). This is sort of simulated through the construction of say, a shipyard, in the manor house. Or even in the city holding itself.

As for trade posts providing a levy, it'll have to be something I'll need to look into. I'm a little curious about it myself, but I'm certain that it will unbalance the game in some pretty major ways. Trade posts are a big income source and thus help provide a retinue and mercenaries.
Chairman Meow (JP) 2 Oct, 2015 @ 2:48pm 
@Rowan

I love this mod so much and cannot play a republic without it. Is it possible to make trade posts provide a levy because they feel useless in war. Also, do you think its possible to create extra holdings for republics with their own buildings such as a personal shipyard of warehouse. These would be based in you republic capital but is upgraded and controlled like a family manor. Thanks.

JP
RowanMaBoot  [author] 4 Sep, 2015 @ 10:49pm 
I've not used Peachy's building mod, but unless the author has modified 00_buildings.txt (you can check easily by opening the mod zip and going into common/buildings and checking if a copy is in there) and shipped it with his download, everything *should* be fine compatibility-wise.

As for why it doesn't work for you, I'm not sure. You're the first to report this issue, which makes working out the problem a little... Problematic. Have you tried the mod without any other mods or just without Peachy's mod?
Reddawn89 4 Sep, 2015 @ 4:39pm 
i used a peachys building mod, but that only affected the Fuedal syste building not the republic, but even without it didnt work for me
RowanMaBoot  [author] 4 Sep, 2015 @ 4:28pm 
Using any other mods? Could be a compatibility issue. As far as I known, CK2+ and other large mods are not compatible out of the box.

If not, after you subscribe, the mod should appear in the CK2 launcher. Make sure you've enabled it - can be easy to miss or forget, especially as it sometimes gets unticked after a game restart.

If you've downloaded from the dropbox, make sure you drop it into your (roughly) documents/paradoxplaza/crusaderkings2/mod folder.
Reddawn89 4 Sep, 2015 @ 4:24pm 
so can anybody help,i dont get any of the content, with dropbox or the workshop
Venser's Prodigy 4 Sep, 2015 @ 2:47pm 
Thanks for the quick response. I was confused more than anything, and having a strong garrison is probably a good idea for the capital. I also maxed out the practice range which dwarfs the grand 20 archers I was going to get, so its not really a problem.
RowanMaBoot  [author] 4 Sep, 2015 @ 2:38pm 
Nah, it's not a stupid question. The levy numbers you see on the tradeposts contribute to the garrison (defending force) rather than a raisable levy. This is because the tradepost building itself has a global levy size multiplier of 0 - this prevents any levy at all. This is a vanilla change, and not a file I've touched.

This means the garrison building only provides a garrison. So the garrison will be made up of archers, pikemen and any other troops listed. Mind you, the troop type in the garrison doesn't really matter outside of assaulting - if it even matters then. But I also like to believe it adds a little flavour. This could be changed, but I suspect adding a levy to tradeposts could be quite unbalanced.
Venser's Prodigy 4 Sep, 2015 @ 1:31pm 
I have a very stupid question. I am playing a costal tribal on a trade route, and haven't (yet) become a republic. Since the province is coastal, I can build the trade post upgrades normally, including the garrison. I had hoped to gain access to pikemen and archers. However, I cannot gain levies from the garrison upgrade. It shows the base levies, the multiplier, but has a "final *levy type here*: 0", with a yellow zero. I haven't played in a long time, so I may be something very stupid. On the other hand, I noticed no indicator this should happen on the wiki. I thought I would ask on the mod page before asking on the forums, which is why I'm putting this here and not under the ck2 bug report forum.
Reddawn89 27 Aug, 2015 @ 10:33am 
i dont get any of this, with the DL link or the workshop
RowanMaBoot  [author] 24 Aug, 2015 @ 5:59pm 
@Holy Athena
Forgot about getting an alternative DL up. Just stuck in up on dropbox, so here you go: https://www.dropbox.com/s/o52i5ungz19re0q/republic_overhaul.zip?dl=0
RowanMaBoot  [author] 18 Aug, 2015 @ 6:28pm 
@andristanstanster

It should be, you'll have to install both of them and see if there are any glaring issues (such as the changes from either mod not being present).
andristanstanster 18 Aug, 2015 @ 11:39am 
is this mod compatible with personal castle?