Crusader Kings II

Crusader Kings II

Better Forts
90 Comments
Pledra Aug 6, 2024 @ 11:27am 
can the AI use this too?
Jef Mar 5, 2023 @ 5:48am 
Is it possible to somehow make this mod compatible with Flogi's Buildings & Technology?
darkstardereroberer Feb 10, 2022 @ 8:11am 
compatible with elder kings?
Riekopo Dec 18, 2021 @ 8:50pm 
Does need updated?
Gallium Mar 2, 2021 @ 9:45am 
Amazing work!!!
Romanos Jan 22, 2021 @ 3:23am 
Neat.:steamthumbsup:
Bigmachingon Mar 27, 2020 @ 5:24pm 
Please post a link for external download
White Reaper 2552 Feb 9, 2020 @ 7:46pm 
What DLC do i need?
cfh1985 Feb 2, 2020 @ 11:26am 
"Dannyboi12233 [author] 15 Nov, 2019 @ 3:01pm
@ChingPowWingWow Yes sadly, this is a hardcoded feature that I have not found a way to circumvent."
you could run a yearly maintenance event, if fort buildings are present add a flag for each building to the province, the same yearly event could place buildings if the flag is present but not the building
of elrick Dec 22, 2019 @ 12:00am 
@Dannyboi12233 Oi, I was just wondering if it would be possible to add disease resistance to the fort clinic? Something very weak however like 1% res or 0.50. Also, perhaps an upgrade to the toll road to upgrade it from a toll road to a small fort market?
FENRIR Dec 10, 2019 @ 3:44pm 
@Dannyboi12233 ive been playing the agot mod recently and i have noticed that the forts load in with no extra buildings for me to construct on them
FieryLoveBunny  [author] Nov 15, 2019 @ 7:01am 
@ChingPowWingWow Yes sadly, this is a hardcoded feature that I have not found a way to circumvent.
Fritz Schnackenpfefferhausen Nov 15, 2019 @ 2:12am 
Do forts disappear if they get completely sieged or assaulted by another army?
FieryLoveBunny  [author] Oct 17, 2019 @ 10:53am 
This should always be a usable mod due to how lightweight it is,as long as paradox doesn't touch forts (which I highly doubt they will) and they don't redesign the whole engine this mod should always be up to date.
PokeMageTech - ProNetNeutrality Oct 3, 2019 @ 6:44pm 
Is this up to date?
nobleheretic Sep 2, 2019 @ 7:15pm 
Forts are so cheap and easy to build. I build them primarily to slow down the enemy. It would mainly be nice if they could just be upgraded to have a higher fort level and reduce the amount that can be looted from the province before they are taken.
FieryLoveBunny  [author] Aug 13, 2019 @ 6:53am 
@Rafiki It wasn't possible when this mod was released, since the addition of great wonders I'll have to relook at the code
RafikiBlue565 Jul 28, 2019 @ 11:33am 
I have tried adding, for example, "light_cavalry = 100," to one of the buildings, yet it does not actually increase the levy size or allow me to raise them. Am I missing something or is it just not possible?
FieryLoveBunny  [author] Jun 11, 2019 @ 4:19am 
That was an original feature, however the disease resistance didn't actually add to the province and I haven't found a way to make it work, so it was removed prerelease
Unnamed_Shadow Jun 10, 2019 @ 8:09pm 
i love this mod. I feel the Clinic Building should add a very small bonus to Disease Resistance. Not as big as the buildings in the Hospital, but just a bit.
Grzesio Apr 3, 2019 @ 2:49am 
Can you add a "imperial roads" building option for imperial goverments? thanks
FieryLoveBunny  [author] Mar 2, 2019 @ 5:31am 
It is compatible with HIP, if it isn't letting you enable the mods, make sure you have cloud sync enabled and if it still doesn't work, try restarting steam
CassioJR Feb 26, 2019 @ 1:58pm 
Is it compatible with HIP?
Darevit Feb 21, 2019 @ 3:01pm 
Finally, i really needed a mod like this. Congratz
Candesco Feb 18, 2019 @ 4:40pm 
Well, i have changed the fort_consumed_in_settlement_construction to 0, but the fort still get destroyed when i build a new holding. And it's in defines.lua, which i had changed with notepad.
Any ideas why it doesn't work?
Candesco Feb 15, 2019 @ 6:25pm 
Thanks for posting a little fix, Snootch. Cause the mod that Dannyboi added to prevent forts getting consumed doesn't work and also conflicts with changing to feudalism. Gonna test if changing the line doesn't conflict, but since it's only one line now probably not.
Snootch Feb 11, 2019 @ 2:12am 
@Dannyboi12233, so yeah... my temple holdings are reading as Baronies, not as Bishoprics. Not sure what has happened.
FieryLoveBunny  [author] Feb 10, 2019 @ 10:46pm 
@Snootch Barony is the rank of the holding, if you make the priest the holder of the county it will upgrade to a county and the castle will become a barony, likewise with cities. The main title is always a county, the rest are baronies to make it simple
Snootch Feb 10, 2019 @ 9:34pm 
@Dannyboi12233, do you know why all my temples have their names as baronies? I am wondering if I did something with a mod or something... It says it on the pop-up description as well as in the list (like when I want to grant the title to somebody). For example, I built a temple in Jaroslav (county Peremyshl) - it says Barony of Jaroslav. Ugh... Figured you might know. ;)
FieryLoveBunny  [author] Feb 8, 2019 @ 8:06am 
it should work fine with other building mods
mrcoolize Feb 7, 2019 @ 9:43am 
Doesn't work with mods that add building to forts?
\/oron Agrrav Feb 6, 2019 @ 3:00pm 
you can just have the Single line inside a Defines file and it'll work Fine with anything that doesn't have the same line
has been something that has been in place for a few years
Snootch Jan 25, 2019 @ 8:24am 
Now we need to figure out how to prevent a Fort from getting wiped-out completely after an enemy sacks it. ;)
FieryLoveBunny  [author] Jan 24, 2019 @ 9:22pm 
Snootch is correct! Just make sure if you do it manually you remember to do it every time the game updates, otherwise it will stop working until you do.
Snootch Jan 24, 2019 @ 8:45pm 
Or, you could just make a very simple change yourself.

Go to the Steam folder on your hard drive (C:\Program Files (x86) or wherever), and then to \Steam\steamapps\common\Crusader Kings II\common

There is a file called defines.lua. You can open it with Notepad. Then just change one very simple line from a 1 to a 0:

FORT_CONSUMED_IN_SETTLEMENT_CONSTRUCTION = 0
FieryLoveBunny  [author] Jan 24, 2019 @ 7:04pm 
I've added a mod to the workshop that makes it so forts are no longer consumed in the construction of new holdings, note this will not be compatible with any mod that changes the defines in any way. https://steamcommunity.com/sharedfiles/filedetails/?id=1634328750
malices.gossips Jan 8, 2019 @ 9:01am 
Psyentific,yes, the current vesrsion of the mod makes forts just an expensive glass toy that would break apart every time the evil wolf comes to huff on your house.
Sexy Potato Jan 6, 2019 @ 9:32pm 
Really i imagine the next dlc may do something like this with forts
GabeC1997 Jan 5, 2019 @ 5:36pm 
...I've always enjoyed using them as disposable speed bumps, so I could raise and unite my levies in response.
Psyentific Jan 3, 2019 @ 1:39pm 
I spent a lot of money and built a really nice fort, but it was destroyed when the province was sieged. That sucks.
Kilkakon Jan 2, 2019 @ 11:18pm 
Thanks for the reply. I thought of doing something similar at one point but the fact they die when occupied stopped me :( Still cool that you did it anyway
lex talon Jan 2, 2019 @ 4:58pm 
Will ai use the forts and build/upgrade them?
rlk77 Jan 2, 2019 @ 12:18pm 
How about you ad a dropbox link to your nice mods? I really like to try your comander training mod as well, please give the link for direkt download, steam isn´t working in no case, as Rather fast, Too furious well discribted.

Happy New Year to all of you!
Commander Mordan Jan 2, 2019 @ 11:27am 
@Echo, wow really? first iv heard that cloud sync and workshop could be linked....ill investigate that thank you!!
Echo Jan 2, 2019 @ 7:42am 
In saying that, I consider the current version of the mod excellent. Thanks a lot for your work!
Echo Jan 2, 2019 @ 7:31am 
Personally, I like the risky nature of the forts. I think you should keep the additional buildings to a minimum and not try to make the fort comparable to an actual holding in terms of resilience/garrison etc, since they are primarily the first line of defense.
If anything, I would play off this mechanic and just make (re)building the forts cheaper or faster.
FieryLoveBunny  [author] Jan 2, 2019 @ 6:36am 
Thanks for all the love guys! I'm still planning on adding more to the forts, mainly based off of the terrain they are located; including trade routes.

@Killakon, The forts are still destroyed once they are raided/sieged. This seems to be a hardcoded function of the game and I'm not sure there is anything I can do about it. I hae been thinking about giving additional buildings to increase the garrison/fort levels so that they aren't instantly destroyed later in the game, while still maintaining a higher risk/reward ratio than traditional holdings.



I've sent friend requests to those of you requesting a DL link, just know that it won't be hotfixed/updated as quickly as the version on the workshop.
Echo Jan 2, 2019 @ 5:43am 
@Rather fast, Too furious.
A common problem with mods and CK2 is that you don't have cloud synchronization turned on, either in your global Steam settings or the game properties.
Commander Mordan Jan 2, 2019 @ 5:22am 
@Misu96 Clearly your new to steam. Allow me to explain a sad fact with many steam mods
Clicking subscribe is ment to download and install a mod, making it ready to activate in your game. But, and here is the sad fact! It dont always work, some of us, myself and the man you told to subscribe(love that you assumed he didnt and must have totally missed the massive green button) included, have clicked that green button of dreams....downloaded a few kb of whatever....and nothing....no mod, no ability to activate it in the game launcher, nothing.(mod folder does not have the mod either, so it never downloaded or if it did, it went to the wrong place)

Now, i have done the usual, (restarted, ran as admin, unsubbed and resubbed multiple times in different ways, restarted comp, cleared internet cache ect ect ect) and it has not worked, so like rlk77, i too am looking for a download link.


Happy new year!
Kilkakon Jan 2, 2019 @ 3:32am 
I have a question about forts--are they still destroyed when you raid them?