Crusader Kings II

Crusader Kings II

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Add New Holding Slot
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22 Mar, 2022 @ 12:12am
5 Sep, 2022 @ 12:44am
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Add New Holding Slot

Description
What is it?
Adds a new holding slot to an otherwise full province (max 7).
Allows you to build tall practically anywhere.
Open up slots throughout your realm as a non-tribal ruler.
Or, as a tribal ruler, expand your capital's holdings to grow your levies.

How?
Right-click on the title icon, click the button, voila.

Is it expensive?
It certainly adds up!
Opening a new slot will cost a lot of prestige, increasingly expensive for each new slot.
You'll need to invest in your Construction tech as a non-tribal. You can only open as many slots as your tech level.
Tribal rulers do not require Construction tech, but can only build up their capital.

Will the AI do it too?
Yes!

Requirements?
Not nomadic.
No free slots already, unless tribal.

Alternative Version
For a version that doesn't require any Construction Tech requirements, suitable for the Game of Thrones mod (AGOT) ->
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2841854090



39 Comments
Gideon 1 Jun @ 5:37am 
Thanks!
Capdaddy  [author] 1 Jun @ 4:53am 
@Gideon Yes, but you'll have to write that in yourself. Easy to do.
Open up the mod folder and find the decisions txt document. Each nth holding slot is a different decision so you're gonna add this a few times.
Under each decision, there's a from_potential block that specifies whether nomads and tribals are allowed to take this decision. Below these lines, just add 'ai = no'

That's all. Just 'ai = no' for each decision under from_potential.
Gideon 1 Jun @ 4:18am 
Any way to change it so the AI cannot do this?
Capdaddy  [author] 8 Apr @ 10:25pm 
@GoateatsGrass Ah, ok.

You might not match the conditions. This mod needs you to have a certain construction tech level equal to the nth holding you're opening up; so the fourth settlement would need Construction 4, for example. The alternative version in the mod description doesn't check for tech level so it's easier to use. They're mutually exclusive so don't be subbed to both. I prefer the other one personally.
Or maybe there are currently unused slots. You'd have to build something in them before the next one can be opened.
GoateatsGrass 8 Apr @ 6:51pm 
@capdaddy

Hello, you have misunderstood me. i cannot improve any holdings when i AM feudal.
Capdaddy  [author] 8 Apr @ 5:53pm 
@GoateatsGrass In that case, you need to become feudal. Tribals can only add to their own capital.

However, if you want to, you can dive in and change the code around. Just remove the lines that say 'is_tribal = no' from the decisions file.
GoateatsGrass 8 Apr @ 4:32pm 
@capdaddy

Hi, after testing again i can ONLY increase holdings in tribal capitals, not any feudal lands, which is my actual goal.
Capdaddy  [author] 7 Apr @ 5:12pm 
@GoateatsGrass Are you tribal? Tribals can only increase at their own capital.

Otherwise it sounds like you're at the mod limit and the mod hasn't been activated if you're not even seeing the option.
GoateatsGrass 7 Apr @ 12:50pm 
@capdaddy whenever i rightclick a shield, the thing doesn't appear and rightclicking a tile just shows me my realm.
Capdaddy  [author] 7 Apr @ 4:45am 
@GoateatsGrass Should still work, yes. Game hasn't been updated in years.

Where is the issue you're having? If it doesn't appear in your mod list, you might be over the limit. In which case, either free up some space or send me a message and I'll link you a file to download so you can add it manually.
If it's ticked in the modlist, then you need to right-click a county title to see the option.
If that's all happening and no new slots are opening up, there's a mod conflict with something like HIP which removes vanilla barony titles.