Crusader Kings III

Crusader Kings III

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AGOT: Buildings and Holdings Fix
   
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Mar 6 @ 1:35am
Jul 26 @ 5:09pm
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AGOT: Buildings and Holdings Fix

Description
Abstract
Many fixes and tweak sfocusing on buildings and holdings in AGOT. See all of them in details below.

Functions
  1. Build watermills, windmills and caravanserais as it was supposed to be with cultural traditions: Forest Folks (Warden), Hill Dwellers, City Keepers.
  2. Re-enable construction of Monastey Holdings (Not sure AGOT banned them intentionally or not). For compatibility, this mod only allows construction but to make them useable, you can use this mod: AGOT: Monastery Government
  3. Temples can now construct or upgrade monastic schools again (banned by AGOT for monasteries' use exclusively, but since there are monastic schools in Old town and King's landing temples, I think they forgot re-enable these).
  4. Guild halls can now properly be constructed or upgraded in all urban terrain holdings regardless of the holding types (this was the original intention of AGOT team as their remarks in codes and they partially implemented it, and in Port Arryn, I assume they forgot it or the guy in charge changed).
  5. Adjusted AI tendency to build brewries in castles and cities (Enabled by AGOT, not me). Originally in temple they had a strong tendency if only one building slot left, they should prefer watermills or farms than this now even if there's only one slot left. I found out AI like brewries too much in my playthough, this is why.
  6. Change AI tendency to build Apiaries (AGOT custom economy building, very good for money) from zero to a little bit less as farm (same tax, but not as strong modifiers). This is why AI never build this. I think AGOT forgot and nobody reported this bug.
  7. Change AI tendency to build less castle, and more cities when conditions are met (republican or admin more cities, feudal more castles). Before this fix, all AI will construct castle when available.
  8. Allow Caravanserai in Urban. Allow watermills in the bog.
  9. Buff Steppe farm (priare farms), to make them worthier at least than hospitals and general economic buildings.
  10. Buff Slave camps, so that even without you raid for slaves, they have some values. AI are very stupid and seldom raid for slaves to get the modifier, and more ofthen than not, they disallow slavery and make those useless in the end. AI can't deconstruct, or construct over disenabled buildings, so ofthen a slave camp equals a wasted building slot. Thus make it more rewarding if it is being used.
  11. Buff slave duchy buildings, those are relocated from my other mod AGOT: Better Pirates .
  12. Buff Glass Gardens, tweak lighthouse, vineyard, scholastic guilds duchy buildings. Tweak march to have the bog tax mult.
  13. Buff Godswood, especailly for Old Gods believers, and other religions who have Weirwood Tenet (Seven of Old and New, or custom religion with this tenet). Now Godswood have difference under Faith of the Seven and Old Gods, and it would be worth it for Old Gods to build them. Before, I always cut them down for some good money buildings. Also reduce Old Gods AI tendency to build them, especially for barons.

Descriptions
As I discover more and more minor bugs in AGOT buildings and holdings, I decide to separate this from the "Monastery Government" mod I made. Since some might prefer higher compatibility with other building mods.

This fix integrates Watermills, Windmills and Caravanserai Fix I made for the base game, fixing a bug of non buildable watermills and windmills for hill dwellers (Westerman) and forest folks (Northman). The values are adjusted as AGOT intended (no more base development boost).
Let me know if there's somethings troubling you regarding buildings or any problems related.

Compatibility
Probably not with other building holdings altering mods that overrides vanilla or AGOT files. But with any other mod that don't.
It seems to be compatible with COW-AGOT and with Legacy of Valyria (Load after it).
As long as AGOT don't update buildings or holdings, this would work in any newer versions hopefully.

Load order
Load it after AGOT base mod.
I would suggest load any other submod (if not listed above) after mine, since mine's features are fixes and if not working is just playing it without like you subscribed before.

Note
Even though this mod allows you to build Monastery Holdings again, since the government type for it is feudal, you need a fix (e.g. my other mod AGOT: Monastery Government ) for that, or just neglect that it can now be built, I stopped AI's tendency to build new ones (AGOT only allows theocracies to build them anyway, and westros has very few of those).
For those don't want that government fix, I recommend you use Monasteries as breeding places, think them as pleasure palaces now since they give nothing back, as landed people have much higher chance to bear children, but never land important ones, barons can't isolate capitals or have maesters.

My other AGOT mods
AGOT: Free Cities Dynasty Legacy A new dynasty track for free cities cultures and their sub-cultures.
AGOT: Free Cities Fix Tweak free cities cultures.
AGOT: Buildings and Holdings Fix Build monastery and more bugs fix for buildings and holdings.
AGOT: Monastery Government Make Monastery working with a custom government type.
AGOT: Regional Dynasty Legacies Tweak and fix regional dynasty legacies.
AGOT: Better Pirates Substantially buff pirates.
AGOT: Actual Winter Add winter modifiers back into AGOT, thus winter advantage and other buffs are useful now.
AGOT: Defend the Night's Watch Redesign Night's Watch, and allow player to defend NW (join their war) whenever you want.

Credits
AGOT team for their wonderful work.
17 Comments
Maximum Discipline Jul 2 @ 9:19am 
Yes I upgraded building problem solved. Thank you. You are genius.
Maximum Discipline Jul 2 @ 8:58am 
Thanks for your reply. Yes I'm using Legacy of Valyria.
Kregon  [author] Jul 2 @ 1:20am 
zz_city_holding.txt also contain guild_halls change to make them buildable in urban, if you want to keep that, only delete city main holding related codes.
Kregon  [author] Jul 2 @ 1:19am 
I recently update city and castle first tier main building to change AI tendency to build more cities and less castles, that's probably why, since I didn't look into LoV for their models and arts if you are using those mods.
Can you check if second tier castle and city still have the right art? Then this should be the cause. If you are not really needing this changes, delete zz_city_holding_fix.txt and zz_caslte_holding_fix.txt under "[this mod]/common/buildings", it should solve the problem.
Sadly if both arts and features to be kept, I have to make a compatch with whatever other mod you are using, I might do that when I have time.
Maximum Discipline Jul 1 @ 11:47pm 
I dont know why but its change holding arts. (I'm playing in Valyria and this mod change beautfiul constantinople art)
Kregon  [author] Mar 11 @ 11:51am 
Now this should be fully compatible with Legacy of Valyria, load this after it.
Kregon  [author] Mar 10 @ 10:19pm 
I tried legacy of Valyria. And after a closer look, I found they altered temple and city buildings (mainly for visuals) thus making function #3 #4 #5 useless. Others should work if load after mine.
nsinger998 Mar 7 @ 7:04am 
Fix works great!
Kregon  [author] Mar 7 @ 6:21am 
holdings.txt in charges of what buildings are allowed in what holdings.
Kregon  [author] Mar 7 @ 6:20am 
Or if you sacrifce the monastic schools in temple, just load their mods after mine. Note that More Buildings Reboot might lock you out of Monasteries' buildings and holdings from what I've seen in their other edits on "00_agot_holdings.txt"