Crusader Kings II

Crusader Kings II

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Flogi's Buildings & Technology Mod
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1.406 MB
May 18, 2014 @ 4:41pm
Dec 6, 2020 @ 1:44pm
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Flogi's Buildings & Technology Mod

Description
Idea of the mod/What does it do?

As we all know, Crusader Kings II is a complex game. However in terms of complexity concerning buildings and technology it is not as complex as I would’ve liked it to be. So I decided to change that as good as possible. This modification adds over 40 new buildings and its extensions to the game.There are numerous new ones, but the most exciting are terrain specific buildings like corn farmes that boost your income and do other useful things. There are stone pits and mines in mountains, vineyards in hilly terrain and lumberjacks in forests.
Apart from that every settlement type has a new basic building that reflects the size of the settlement. For cities this is, for example Village, Small Town, Town, Large Town and Metropolis.

But that’s not all. You will be able to invest a good amount of money to individually design your capital as well, similar to the family places you can build when playing a republic.

As for technology I always found it a bit odd that you could if you really wanted concentrate on 3-4 different technologies and don’t suffer anywhere. Now it will be neccessary for you to invest in each and every technology at hand because they all play a great role in unlocking the buildings. Almost every building has 3 or 4 technology stages required. To boost technology growth nearly every building you can build somewhere affects your technology points. This might be another good reason to also develop the properties of your vassals.


Direct Download via Forum:
Strategie Zone[www.strategie-zone.de]
(FirstPost, Downloadlink)Trade Route AddonCk2+ AddonMod features in overview and summary: - Over 50 new buildings and its extensions - Terrain specific buildings that will boost your income - Individual development of your capital- All buildings have numerous requirements in the technology section- 20 new resources and buildings- Nearly all buildings give a small boost of technology points- Rebalanced ship and troop maintenance costs to a more handy (ships) and realistic (troops) level; Readjusted retinue costs and bonuses accordingly- New units: Crossbowmen and Berserkers- New laws: Economy & Justice- New investment & money lending systems- 77 new mercenary stacks- New trade routes spanning nearly the hole map- Supported languages: English, French, Spanish and German!Compatibility with other modsThe mod works with:- Your personal castle- Historical buildings mod- It should generally work with every mod that does not change the vanilla building files. As I have to overrite them for this mod this should be the only files that don't have their own file in my mod- HIPThe mod does work with:- CK2+ but will need my additional compatibility patchCredits:- The great "Game of Thrones" Mod that allowed me to use their Battle tactics sprite.- Ardrianer for Ideas and Testing- Korreden, Blacklist3d and Napoleon V for French Localisation- Improved German Localisation by RaschidalDin- Laskenet for Spanish localisation
Popular Discussions View All (8)
54
May 27, 2020 @ 5:44pm
Suggestions
flogi
13
Oct 18, 2020 @ 1:14pm
Compatability
Chef G
38
Feb 23, 2020 @ 5:22pm
Retinue
flogi
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1,389 Comments
duysen4 Dec 24, 2020 @ 4:09am 
Found a small bug that the special steppe buildings that come with the cities that when you try to upgrade them past the first level you can't because they require castle walls one which you can not get in a city of course and wanted to mention it specifically because those building are part of you mod specifically and not ones you get in the base game with cities unfortunatly.
GriffinIsHere Dec 21, 2020 @ 3:06pm 
Wish it was compatible with Old World
flogi  [author] Dec 9, 2020 @ 3:41am 
@Biwi: The AI is a bit tricky on that one. If your liege is arbitrary it should have a higher chance to change back and forth. I guess it can be quite annoying, but the whole logic behind the AI changing anything there is not fully modable.
Cambo Dec 7, 2020 @ 1:56pm 
yo Flogi thanks for making this mod and keeping it updated all these years. CK2 is unplayable for me without this mod. You have a real talent for game design and I hope you use that for bigger and better things. :charm:
Biwi Dec 7, 2020 @ 9:25am 
So, my last commentary has been a bit unpolite and I want to apologize for it.

As I played as a count in Bulgariya using HIP and your splendid mod, my wise Tsar (May his name be blessed) decided every now and then to change the legal system of his realm.
The message always came back to my small demesne over and over and over again and so I was forced to turn the legal system off in my current playthrough, which is not fair to your work.

Do you maybe know, what causes these mindchanges of my Tsar and maybe it has something to do with the conditions when the AI may use them?


Pritomoni Nov 7, 2020 @ 12:58am 
I figured the hospital bug out, this is for people who have it too. It was 'extra buildings', I did not have it installed but I have it checked. Remove that and reinstall this mod, that fixes it.
Pritomoni Oct 25, 2020 @ 8:48am 
I cannot upgrade hospitals even though I have all the technologies. Same with militia training ground. Am I missing something?
lalarukh3 Oct 14, 2020 @ 7:38pm 
Isn't it weird that the whole world follows "Roman Law" to begin with (even Muslims in India...) and that there is a universal -5 opinion modifier for everyone in the same realm attached to it? Just wondering what the intention here was. Would be nice to at least have a different localisation depending on Culture / Religion.
FrancisNile Oct 14, 2020 @ 11:18am 
:steamhappy:thanks for the answer. Yes, in the vanilla version theres only one german culture i think, but HIP breaks it down in like 5 or 6 different german cultures, that later in the game (i dont know when exactly) become an unified german culture (i think the low saxon and frisian culture remains, tho). Your mod probably does not count these various HIP german cultures as "german", so they can have access to their cultural retinues and buildings. Just asking, are you planning to release any further updates to your mod or are you focusing on ck3 right now?
flogi  [author] Oct 14, 2020 @ 7:14am 
@FrancisNile: This is probably a hip feature right? As for the retinue its possible that the files for HIP are not updated yet, so that would be the reason. As for the buildings - if its a hip feature the issue is probably also not full compatibility.