Crusader Kings II

Crusader Kings II

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Flogi's Buildings & Technology Mod
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1.475 MB
May 18, 2014 @ 4:41pm
Apr 11 @ 4:22pm
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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.


Also check out the continuation of this mod for CK III

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 (9)
54
May 27, 2020 @ 5:44pm
Suggestions
flogi
38
Feb 23, 2020 @ 5:22pm
Retinue
flogi
15
Feb 10, 2022 @ 7:55am
Compatability
playboicalorie
1,521 Comments
flogi  [author] Apr 8 @ 9:29am 
You can join my discord and contact me there: https://discord.gg/xPtq2WpM
Dynhus Apr 8 @ 9:15am 
Ok so it's normal, good to know! I will translate it for my game, but I'm bad at english so it will be approximate lol. If you want i can share you when I finished?
flogi  [author] Apr 8 @ 9:08am 
The french localisation was not updated to the latest version. There were some ppl providing it as my french is not the best.
Dynhus Apr 8 @ 8:56am 
Hi Flogi! The french localisation have some problems, I share you screenshots of the game and of the localisation file: https://imgur.com/a/iseG9a1
Do you know why this csv file do that? 😅
Btw, thx you so much for this wonderful mod ❤️
Mehrbandak Mar 20 @ 4:02am 
im loving it but with hip the ai seems to get itself into a debt spiral most larger rulers have large loans taken out?
Varainger Feb 23 @ 8:20am 
The link to Strategiezone doesn't seem to work for me.
Steam appears to add "amp;" after the &.
The address for the Strategiezone modding forum though works :
https://www.strategie-zone.de/forum/viewforum.php?f=773
flogi  [author] Feb 21 @ 6:57am 
Ok, should be fixed now.
Ammanas Feb 20 @ 1:57pm 
Sorry, it was Cav1, not Cav_1.
Here's a couple image showing what I mean. The first image is clearly the vanilla Calvary retinue. The second image is clearly the Flogi's second tier Calvary retinue. This is from the same game.
https://imgur.com/a/zPsX3rf

Game Rules are
Map Selection: Vanilla
Retinue Options: Flogi's Mod Retinue
Additional Laws: Flogi's Mod Laws
Additional Economy Decisions: Flogi's Mod Decisions
Revolt System: Activated

Latest version of the game, all DLC enabled, only this mod enabled.
flogi  [author] Feb 20 @ 1:33pm 
As for the retinue thing: Which game rule are you using? I cant find Cav_1 in the files.

As for the special marshal dependent capital buildings, they do provide the bonus that if you have a marshal of that certain culture you can recruit special those special troops, for example berserkers for your retinue.
Ammanas Feb 19 @ 11:15am 
Not a bug report:
The first level of cultural Training Grounds buildings (eg Berserker Training Grounds) don't give any bonuses (aside from tech points) on the build menu screen. This appears to be intentional design because it is consistent across the cultural buildings, but looks like a bug from a user perspective because buildings usually have bonuses.