Crusader Kings III

Crusader Kings III

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Historical Irrigation Systems
   
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4.001 MB
Oct 1, 2024 @ 9:26am
Oct 3, 2024 @ 4:14am
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Historical Irrigation Systems

Description
This mod adds an "irrigation building" to regions where it is appropriate, and which I think has been made too weak, due to low barony count, but which were significantly more wealthy and powerfully in real history.

Various tiers of irrigation special building are placed in Egypt, Mesopotamia, and in India; I based them on vanilla windmills, but irrigation ones are available early game.
You can upgrade those buildings depending on regions potential (displayed as county modifier).

I've also added a "Lighthouse of Alexandria" for... well... Alexandria...
6 Comments
TurtleShroom Oct 2, 2024 @ 9:14am 
Oh, that's fantastic.
Mightus  [author] Oct 1, 2024 @ 5:11pm 
Currently nothing in the code, only added files; however it assigns building on start of the game, so anything that modifies map might not work with it, and also, it replaces (through "on_actions" command special building in a few places in India, so that to allow everyone to hold it, but I think I will remove that as well, for compatibility sake.
TurtleShroom Oct 1, 2024 @ 4:56pm 
What does this Mod overwrite?
Mightus  [author] Oct 1, 2024 @ 4:52pm 
Let me know if the buildings are not too strong, cause I think I might nerf them.
Mightus  [author] Oct 1, 2024 @ 4:51pm 
Oh, and if you have already started your game with the mod, you won't get new improved stuff, but it should work, cause I left legacy files for that purpose.
Mightus  [author] Oct 1, 2024 @ 4:45pm 
I reworked the mod because I were not satisfied with special building implementation, and so I changed it to regular building for provinces with assigned appropriate county modifier.