Crusader Kings II

Crusader Kings II

96 ratings
Peachy's building mod
 
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0.013 MB
Jan 4 @ 4:58am
Jan 9 @ 4:38am
5 Change Notes ( view )

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Peachy's building mod

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In 1 collection by PrivatePeachyButt
Peachy's mods
3 items
Description
This mod currently adds 19 new buildings.

Castles:
Battlements - Increases fort level and provides some extra archers
Brothel - Increases tax income and at later levels increases troop morale too (place where they can unwind)
Granary - Increases fort level and garrison size
Blacksmith - Increases levy size and generates military techpoints
Church - Increases monthly piety income
Monument - Increases monthly prestige income

City:
Tavern - Increases tax income
Mercenary Guilds - Increases retinue size
Guardhouses - increases garrison size
Theatre - Provides a little bit of tax income and decreases local revolt risk
Drydocks - Increases galleys and at lvl 3 increases trade depot cap by 1

Temple:
Wine cellars - Increases tax income
Monastary Hospital - Increases levy reinforce rate and increases local desease resistance

Tribal:
Healers tent: Increases levy reinforce rate and increases local disease defence.
Slave market: Increases tax income.
Initiation grounds: Increases levy size and improves light infantry morale.
Ceremonial grounds: Increases monthly piety.
Treasure hoard: Increases monthly prestige.
Ironforge: replaces light infantry with heavy infantry and improves their morale.

This mod is compatible with all mods and dlc including the EU IV converter and even seems to be compatible with old saves.

Patch notes:
V0.2.1: Tribal upgrades to feudal & higher requirements for existing at start

V0.2: Tribal buildings added

Plans for the next version:
V0.3: Buildings wich can only be built in 1 county (think theodosian walls for example)

Plans for the future:
Events
Better mod name
More buildings
Buildings wich can only be built in 1 county (think theodosian walls for example)
Cultural and religion exclusive buildings
Buildings on holy sites that can only be built if that religion holds it (possibly with a chance of spawning event troops)
Capital exclusive buildings (think National monument generating prestige for example)
opinion modifying buildings
Popular Discussions View All (3)
31
Aug 19 @ 1:52pm
PINNED: Suggestions
PrivatePeachyButt
11
Aug 18 @ 11:25am
Wich unique buildings would you like to see in the future unique building update?
PrivatePeachyButt
2
Nov 2 @ 6:59am
PINNED: Bugreport
PrivatePeachyButt
< >
84 Comments
Sendrid Nov 3 @ 6:32pm 
is this compatible with CK2+??
Swamp Oct 24 @ 12:59pm 
How does the monument work? It doesnt give me any prestige.
Benemuel™ Aug 19 @ 10:10am 
Out of curiosity is this compatible with CKII+?
Sketch (SpaceViking1) Aug 18 @ 11:21am 
c-could I have a hug?
__ Aug 10 @ 7:42pm 
Great mod, but can you fix the level 4 temple wine cellar name? It's named tp_wine_something instead of the regular name.
Archmage Ivan Jul 10 @ 1:33pm 
compatible with ironman?
I just discovered the cause of this mod not being automatically enabled at launcher. It turned out that because the mod path are not automatically put in quotation mark in settings.txt unlike in EU4, this causes any mods whose path name has space in it to not be automatically selected at launcher. Therefore, I recommend renaming it to something like peachys_building_mod for both folder name and MOD file.
Spearton May 22 @ 10:39pm 
The thing I like most is that you didn't added tons and tons of building, but just some. It gives flavour to the game without doing a mess.
civisterra Mar 26 @ 3:07pm 
Could you please put a manual download link? Most people have problems with workshop you know :/
lemuria Mar 16 @ 11:59am 
you could create a MOD to destroy a Holding. Example: I won Genoa and it has 02 cities, 01 and 01 Catelo church, do not want to have 02 cities and would destroy 01 city to build in the place a castle you could do this when conquer a territory have the otion to destroy a holding company that does not want