Crusader Kings II

Crusader Kings II

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Destroy & Convert Settlement Enhanced
   
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14 Feb @ 9:02am
4 Mar @ 3:33pm
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Destroy & Convert Settlement Enhanced

In 1 collection by DonJulan
My Mods 4 Vanilla Map
6 items
Description
This is an updated and enhanced version of great "Destroy and Convert Settlement" mod made by Carmichael.
Partial credit goes to that excellent gentleman.


Please - even if you use Steam app - download this mod from NexusMods page so I can contribute from my own work. Link at the bottom.


# Featuring
1. Tribal rulers will now be able to salvage some of the feudal buildings found in a castle holdings they capture.
The rule of thumb is: "the more advanced the building, the more you lose".
  • level 1 and 2 castle buildings will be salvaged to level 1 tribal counterpart
  • level 3 and 4 castle buildings will be salvaged to level 2 tribal counterpart
  • level 5 and 6 castle buildings will be salvaged to level 3 tribal counterpart
This is especially fair and useful when you reconquer the land you lost either by conquest or by inheritance and new feudal owner converted your hard earned buildings to their castle counterparts. Now you can at least get something back.

2. Converting to tribe gives a small local levy and garrizon (size and reinforce rate) bonus for 20 years.

3. Destroying settlement reduces local construction time for 10 years.
(FYI: cost reduction modifier for tribes doesn't work - thx PDX)

4. You will now be able to destroy non-capital tribal holding in a rare instance you build one for your vassal but he converts his capital in the meantime by himself.

5. You will now get a high priority notification if you can convert a holding (good for tribals - bad for feudals though, but can be disabled).

6. Small UI fix now let's you distinguish at first glance if you can "convert" or "destroy" a holding without digging in - previously both options were shown as "destroy".

7. Small modifier icon adjustments to reflect modifiers at first glance.

# VOLOUNTARY DONATIONS
If You enjoy the content I make and want to support me and my future developments You can support me at Patreon[patreon.com]. All Your donations are greatly appreciated!

[patreon.com]
# Important
Make sure you choose correct set of buildings.
"Vanilla" is by default because you can still play on HIP mod with that setting (albeit it's not recommended).
Don't choose HIP if you dont use that mod as it will most likely CTD your game on loading the map.
Don't add mid-game as all tribal and castle buildings will be erased.

# Compatibility
Fully compatible with every mod that doesn't change buildings apart from HIP which it is compatible with via correct option settings.
Main functionality (convert/destroy) compatible as original mod was - added functionality (tribal) compatible only with vanilla and HIP mod buildings.


Alternative Download
NexusMods - Destroy & Convert Settlement Enhanced[www.nexusmods.com]
4 Comments
DonJulan  [author] 30 Apr @ 7:56am 
@Pekpk
Firstly: I clearly stated above that this mod, due to it's feature (conversion to tribe), may not be compatible with any that adds buildings apart from HIP.
Secondly: It would be helpful if you were more specific as stating that "half the map is wiped off the face of the earth" is definitely not precise.
Thirdly: Launch the game with only those two mods activated and confirm your problem.
Pekpk 29 Apr @ 11:36am 
the original mod was compatible with elder king. Isn't it now? I play with it and half the map is wiped off the face of the earth)
DonJulan  [author] 15 Feb @ 2:25am 
@Tacty - in order to make this mod compatible with vanilla buildings and HIP mod buildings (which imho albeit now abandoned is still the most polished and least bugged overhaul one) I had to rewrite all buildings adding potential to them which required to "erase" original files and add new ones.
Tacty 15 Feb @ 1:51am 
Don't add mid-game as all tribal and castle buildings will be erased.

What kind of magic is this?