Crusader Kings II

Crusader Kings II

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Rowan's Resource System Rebalanced and Expanded
   
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Jun 4, 2021 @ 8:39am
Jun 4, 2021 @ 10:43am
3 Change Notes ( view )

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Rowan's Resource System Rebalanced and Expanded

Description
This submod rebalances a few aspect of the mod focusing on the buildings aspect, lowering requirements in feudalization, and porting over some code for resources building that hasn't been yet done by Rowan

•Buildings
-Rebalanced a few building cost and required technology, mainly the settlement building. The first tribal settlement building is now free to help kickstart their progess.
-The tech cost now prevents provinces outside the ERE from having stone castle or bastions and other advanced buildings in pre-1066 start dates making tribals on par with feudals
-Some building effect has been edited as well such as castle towns now providing more levies and taxes, while the tax malus from the patrols are removed and gives trade value to the province.


•Feudalization
-Lowered the requirement from the seventh tribal settlement upgrade to the fifth one. The cost has also been scaled (making it easier to reach the fifth upgrade)
-Built buildings will now correctly convert into it's corresponding type when converted into a city or town (or destroyed if none are applicable and feedback in this regards is very welcome)
-Tribals are more upgraded in later start dates

•Resources
-Buildings that could be build on plains and similar open terrain from the main TSK mod such as vineyards, orchards, and pastures are now enabled depending on the region (again feedback is very welcome)
-Can now build lumberyards in both forest and jungle provinces

My other submod 'Rowan's Harbor and Infrastructure' is included in this mod therefore remember to deactivate it if you intend to use this one.

https://steamcommunity.com/sharedfiles/filedetails/?id=2501581017



•To do list :
-Update the Viking Age event so it properly creates tribal piers so Norse can actually raid overseas ✅ Should now fire properly in the 800s and for the 867 start date and beyond triggers a slightly modified event to ensure Norse cultures have boats on start up








5 Comments
Endovelicus Jan 31 @ 10:54am 
compatible with the version for HIP?
BreadandYeast Aug 21, 2022 @ 8:29am 
thank you for fixing the norse fleets issue
KingZork Jan 25, 2022 @ 3:26pm 
Compatible with HIP?
gamer157 Oct 4, 2021 @ 11:00am 
Just started in the 769 start date. The Viking age event fired, but from checking, no shipyards spawn. No norse character has a fleet levy.
Merp Jul 3, 2021 @ 11:17pm 
Neat!