Crusader Kings III

Crusader Kings III

336 ratings
Flogi's Buildings and Technology Mod
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41.519 MB
Jul 8, 2021 @ 8:01am
May 6 @ 12:41pm
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Flogi's Buildings and Technology Mod

Description
Flogi's Buildings and Technology Mod for Crusader Kings III

This is the legacy mod of Flogi's Buildings and Technology Mod for CK II

Key Features
  • Added a completely new building system (50+ new buildings + changes to vanilla buildings)
  • Added 5 new resources to the game: Wood, Stone, Metal, Luxury Goods and Technology Points
  • Added 15 completely new special capital buildings
  • Added a completely new technology system to the game (added 61 technologies)
  • Added a Market function to the game, where you can buy and sell the resources (Wood, Stone, Metal, Luxury Goods)
  • Redesigned the interface for the needs of these features
  • For a more complete list of the changes check out the changelog
  • Supported languages: English, German & Russuab (thx to maksimsl)

Having a problem?
  1. Please report bugs in the discussion on the workshop page or in my Discord[discord.gg]
  2. Having a suggestion? Use the discussion on the workshop or the channel in the discord.
  3. Make sure to check out the FAQ in the discussions.

Useful links:
Mod Discord[discord.gg]
Flogi's Buildings and Technology Mod for CK II
If you want to support my work, here's my patreon page[www.patreon.com]


Credits:
Big thanks to the creators of the free icons I used in this mod. Check them out here[www.flaticon.com]
The authors are: Kiranshastry, Freepik, Eucalyp, Smashicons, PonksakornRed, photo3idea_studio, t-rex, Icongeek26, Good Ware, Pause08, Iconixar, dDara, Flat Icons, DinosoftLabs, Vitaly Gorbachev, Good Ware & Nikita Golubev.
Popular Discussions View All (5)
49
Apr 7 @ 2:55pm
PINNED: Bug Reports
flogi
17
Feb 4 @ 1:18pm
Suggestions
flogi
7
Aug 17, 2022 @ 12:27am
Mod Incompabable
Booty-Ass Fingers
285 Comments
kurotenshi Mar 21 @ 3:04pm 
compatible?
flogi  [author] Mar 9 @ 6:55am 
You certainly require a certain tech level you might not have in 769.
Smiling Knight Mar 9 @ 6:52am 
Well, I still can't construct any dutchy builing for some cultures. For example Ireland petty kings. Do I require some technology? Can't find out
flogi  [author] Mar 9 @ 6:04am 
I transfered the unique buildings to be regular buildings. Dont know about the comp patch, have not tried it.
Smiling Knight Mar 9 @ 5:29am 
Still have one problem. For some nations I can't construct any builing except burial site. Don't know why and some of unique builings (for example Notre Dame de Paris) just dissapeared(not even unique builing slot left).
Seems some of builing mods that I use have a conflict :steamsad:
Smiling Knight Mar 9 @ 5:14am 
What if I use this compatch with your mod, RICE, Medieval Arts and Architect of Wonders? :koukoulion:
https://steamcommunity.com/sharedfiles/filedetails/?id=2980903256
flogi  [author] Mar 9 @ 3:09am 
Im not sure RICE is fully compatible, there might be buildings missing if some are added that require editing of the holding.txt file. Medieval Arts I myself use in my playthroughs, Architect of Wonders is certainly not fully compatible.
Smiling Knight Mar 8 @ 5:29pm 
Also, is your mod compatible with:
Regional Immersion and Cultural Enrichment (RICE)
Medieval Arts
and Architect of Wonders ?
I wanted to play with both those mods and yours :crusader_helmet:
Smiling Knight Mar 8 @ 5:24pm 
Thank you for your advice! Will try it out!
flogi  [author] Mar 8 @ 5:15pm 
The AI does construct, put I recommend enabling the AI building bonus via the game rule. This will give the AI a random building every x years. Its cheating but the AI is very competetive like this and the game can get pretty hard occasionally.