Knights of Honor II: Sovereign

Knights of Honor II: Sovereign

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Farming District Changes
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8 Mar, 2023 @ 7:22am
25 Mar, 2023 @ 2:56pm
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Farming District Changes

Description
Condensed the Farming District into two buildings instead of three, making the missing buildings into upgrades for the other two, and also retooled the Irrigation building to be more useful.

This is meant for a new game as it can cause issues in an already running game.

Major Changes:
Split the Windmill and it's upgrades into the crops and food market.
Crop farming got the windmill and granary as an upgrade.
Food Market got the Drying ovens and grain trade as upgrades.

In addition, The river building, "irrigation" got a lot of changes, including four new upgrades and pics to accompany them.
I also changed the stats so it mostly dependent on getting even one crop farm as a map feature to make building it less desirable everywhere else.

Comes with Spanish and French translations for all the new upgrades

Specific stat changes are shown in the images and within the mod's folder inside "Farm_changes_stats_readme.txt"

Updated to 1.03: Added 3 extra upgrades to Irrigation, Drainage, Watergates, and Wells.
14 Comments
BIOS 25 Oct, 2024 @ 1:15pm 
I created a german translation for this mod (mod id:3353195929).

@author
I would be happy if you would add this to your mod, then I will delete the translation again.
Selez  [author] 30 Jun, 2024 @ 2:53pm 
It should, it's a self contained mod only affecting the farm district.
Tal'Raziid 29 Jun, 2024 @ 8:30pm 
Does this still work?
Sld.2me.Classe 30 Aug, 2023 @ 4:04pm 
mod incompatibility with lot of mod
Gman9090 13 Apr, 2023 @ 11:10pm 
Thank you for this MOD as well @Selez, this one will definitely be being used in my next campaign!
Selez  [author] 22 Mar, 2023 @ 10:35am 
@DPFLH @Timerlane
You were both right, I just didn't have time to overlook and see the cause until today.
Thanks to Zerg from the modding discord I was was able to fix the issue and then I simplified the code base to the bare necessities for both better mod compatibility and smaller filesize.

I am not sure if it will work well on an already running game, but in a fresh game there were zero issues.

I might consider making more upgrades to Irrigation later now that I got the coding down.
Timerlane 21 Mar, 2023 @ 2:35pm 
I actually truly like this Mod…

Splitting the Windmill and integrating it in the Crop Farming and the Food Market makes a lot of sense. Just a small note:
- It is possible to create Granaries without the Windmill, even though that it is a pre-requisite
- Also, it can be built multiple times, without marking it as complete
(presumably coming from the programming)

The split allows the Food Market to be more accessible, otherwise you are asking yourself if it is worth investing so many slots. I kind of miss the Merchant Guild from KoH1. Perhaps this could be a nice addition as a 3rd building? 2 looks a bit meagre.

And the Irrigation? Adding a totally new building – that‘s genius! Yet again, if it can be added 1 or 2 more, it will be more complete. Maybe something like Cultivation, Water Lifting cranes, maybe Wells or perhaps Channels?

But in general - @Selez :
Oh man, such a good Mod! Thank you for taking time to make this!
DPFLH 20 Mar, 2023 @ 4:55am 
I understand, I upgraded the granary, but it can be upgraded forever, the progress can't really be completed
Selez  [author] 20 Mar, 2023 @ 4:34am 
@DPFLH
You do have to build the Granaries upgrade first before being allowed to build the Drying ovens upgrade.
DPFLH 19 Mar, 2023 @ 12:22am 
the drying ovens not be upgrate ,because the granaries