Crusader Kings III

Crusader Kings III

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Architect of Realm: Better Buildings Expansion & Optimization
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2.160 MB
9 Feb @ 12:48am
24 May @ 7:51am
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Architect of Realm: Better Buildings Expansion & Optimization

In 1 collection by Citruslux
建筑师合集 Architects Collection
5 items
Description
“Rome wasn't built in a day.”

This MOD adds 17 new common buildings, 6 innovations, and significantly optimizes the construction conditions of the Vanilla common buildings.

Optional contents
The following can be adjusted in the game rules:
  • Capital Building Restrictions: enable every buildings to be built in any barony.
  • MOD Common Buildings: if you don't like a building added by this mod, it's possible to disable it.

Innovations and Common Buildings
Added 6 innovations: Water System, Scribes, Training Grounds, Regarders, Private Estates, Plantation.
Added 17 common buildings: Aqueduct, Public Bathhouse, Tax Office, Library, City Hall, House of Worship, Plaza, Knight Training Ground, Checkpoint, Leather Workshop, Royal Manor, Royal Residence, Secret House, Herb Garden, Vineyard, Olive Grove, Pilgrims' Bazaar.
Check the Discussion for the details.

About Vineyards and Olive Groves:
Vineyard: The construction conditions are similar to the Vanilla brewery, and it can't be built in desert/steppe/taiga terrain and can't be built in northern areas/the great steppe/the Tibetan Plateau.
Olive Grove: Initially, it is only available in the Mediterranean coastal areas. Unlocking the Plantation innovation will make this building available in more areas around the Mediterranean.
If you can point out other regions that are grape/olive producing areas, I will add them to the MOD.

Vanilla BUG Fixes
Fixed the BUG that windmills and watermills could not be properly unlocked through the Windmill innovation when having the Hill Dwellers/Forest Folks/Forest Wardens tradition.

Vanilla Building Optimization
Added a game rule to allow windmills/watermills/caravan stations/qanats/murex fisheries and other buildings to not be restricted by county capitals.
  • Windmills/Watermills: Available in holdings with level 5 or above Qanats/Aqueducts after unlocking the Water System innovation.
  • Qanats: Available for any culture after unlocking the Water System innovation.
  • Manor Houses/Farms & Fields: Available in holdings with level 5 or above Aqueducts.
  • Legion Training Grounds/Warrior Guilds: Available in holdings with level 5 or above Militia Camps/Barracks after unlocking the Training Ground innovation.
  • Hillside Grazing/Horse Pastures: Available in holdings with level 5 or above Stables after unlocking the Forester innovation.
  • Breweries: Available in any holdings (including castles) after unlocking the Water System innovation, no longer restricted by religion/culture.

Other optimizations
Added a decision that can add building slots to specified holdings.

Please note:
  • Newly added general buildings may conflict with other MODs that modify buildings. Please also subscribe to the GRANDER Building Compatch MOD.



If you like this mod, please also give a subscribe like favorite trifecta!

There may be problems in the MOD. If you find errors or bugs, please raise it in the comments section and we'll try to fix it quickly.

Although I will update them normally even if there is no benefits, buy me a cup of coffee can make me become more diligent!
[ko-fi.com]



Updates
  • v1.0 25/02/09
  • v1.01 25/02/27
  • v1.1 25/04/28 Added a new common building
Popular Discussions View All (2)
0
9 Feb @ 12:52am
MOD 革新 & 建筑
Citruslux
0
9 Feb @ 12:50am
MOD innovations & Buildings
Citruslux
57 Comments
JimmyG1970 17 Jul @ 10:45am 
AGOT friendly?
华歆 9 Jul @ 8:57am 
大佬求一个能改建封臣地产建筑功能 以前有个MOD有可惜没更失效了
finallyciv 7 Jul @ 6:03am 
I have translated your mod into German (AI assisted) and added the localization to my translation mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3355568022
Of course, you can extract the files and add them to your own mod, or include a link to the mod in your description — or do neither. As you wish! ☺︎
织田信长 13 Jun @ 4:45pm 
我看了一下代码,算是搞明白了。
建筑无需文化改革这个游戏规则是属于你另一个MOD【奇观建筑师】,而且【奇观建筑师】完全包含了【王国建筑师】的内容。
【奇观建筑师】可以通过特殊建筑来解锁通用建筑。而【王国建筑师】可以通过文化改革来解锁建筑,两种条件达成一条,都可以解锁相应建筑。
我觉得游戏规则的名称有必要区分一下,简介也可以说明一下,不然我们都以为无需文化改革就可以造通用建筑。
织田信长 13 Jun @ 4:11pm 
我已经设置游戏规则无需文化改革,可建筑还是不能造,难道是因为文化没到中世纪早期?
HeirandtheSpare 9 Jun @ 7:27pm 
Is this compatible with More Buildings Reboot? I don't want the big compatch.
焕风 9 Jun @ 6:31am 
大佬 为啥mod不起作用了呀...是和哪个mod冲突了嘛
Citruslux  [author] 30 May @ 2:23am 
@雪域之殇 现在大巴扎更名为集市,由抄书吏革新解锁。我忘记写说明文本了,但实际还是能解锁的。
雪域之殇 30 May @ 12:43am 
大佬好,我这里革新里没看见解锁大巴扎,请问是删除了吗?还是我这儿MOD冲突了?
AlphaUK 27 May @ 12:53pm 
anyone have any idea why the plaza and afew other buildings do not come up for me? the pilgrims baazzaar is there but its missing afew buildings