Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
After the latest demand of the pope to send them 100K to support their latest silly crusade, I'm ready for Byzantine to send more priests to "spread the word" to my Uppland, Empire of the North. The Papal states have lands everywhere it seems, including in Africa. I imagine I'm paying for it.
I fully, fully, FULLY agree and understand!!
Mod 1 - 'Max number of buildings' mod needed:
Like CK3, KOH2 has a limit on buildings you can build, luckily with a CK3-mod this bug has been fixed. Yes!! i think of this as a serious bug.
All those cool buildings and you can't build them all.... what the hell???
Mod 2 - 'Max number of knights' mod needed:
Did you all notice that there is a maximum of 8 knight slots, however you can choose 5 types of knights.
So why not 10 or 15 knight slots???
"Like CK3, KOH2 has a limit on buildings you can build, luckily with a CK3-mod this bug has been fixed. Yes!! i think of this as a serious bug."
A bug? lol. No. In fact the building mechanic in KoH2 is one of the best I ever see in a game of this genre,
"So why not 10 or 15 knight slots???"
- To prevent any kingdom to become OP.
- To force the player to make hard decisions with the limited resources.