Crusader Kings III

Crusader Kings III

Golden Dominion (Alpha)
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Update: Oct 15, 2024 @ 11:27am

Update:
- Trade Map Mode now shows who you have trade deals with.
- Small domicile building fixes.

Update: Oct 15, 2024 @ 9:12am

Update:
- Changes to domicile buildings, new market building.
- More tooltips and game concepts.

Update: Oct 14, 2024 @ 2:06pm

Update:
- Countyless merchant families now arrange more marriages.

Update: Oct 14, 2024 @ 9:23am

Update:
- You can now use the Ruler Designer on Plutocracies. If you wish to start as a merchant family vassal, use the Adventurer Ruler Designer instead.
- New internal buildings for the Barracks building in the Family Palace domicile.

Update: Oct 13, 2024 @ 7:59pm

Added: on_death_landless_fix
Should fix some (hopefully all please) of the issues where you turn unlanded.

If you die, but get no death screen, it's because you've gone unlanded if the game had its way.

Update: Oct 13, 2024 @ 2:32pm

Lots of bug fixes, still some that need to be fixed.
Savegames should be fine.

Update: Oct 12, 2024 @ 8:17pm

Hotfix:
- Improved performance
- Fixed 'Buy into Consortium'-interaction for the adventurers. Thank you @Jaysassin
- Band-aided an issue where the plutocracy_manager isn't included in the merchant_families list. Need to find root cause.

Update: Oct 12, 2024 @ 5:23pm

Forgot a damn bracket at the end of gd_plutocracy_manager_story.txt

Update: Oct 12, 2024 @ 5:09pm

Big update:
- Rewrote half the mod for plutocratic_government to be contained within the story plutocracy_manager, you can simple create a story to create a new plutocratic government, end the story and the plutocracy government ends too and cleans up after itself.
- On_actions fixed up and lots of bugs fixed related to them.

Update: Oct 11, 2024 @ 11:33am

Update:
- Added event where merchant families are called in during defensives wars (They might decline)
- Changed the logic for what realm the AI decides to negotiate a trade deal with