Crusader Kings II

Crusader Kings II

56 ratings
Sin Resources
   
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File Size
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248.765 KB
14 Mar, 2016 @ 4:17am
23 Oct, 2016 @ 3:26pm
9 Change Notes ( view )

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Sin Resources

In 2 collections by SinStar87 (He/Him)
Sin's A Game of Thrones Mod Collection
57 items
Sin's Influence Collection
34 items
Description
Request and design input from Steam User Azrael the Accursed, this mod adds resources into the game, Dukes+ can use a title diplomacy to send out prospecting surveys within their realm to try and sniff out a resource for 10 gold pieces, if found it will enable an exploiting building in the capital holding of the province.

Ai should search as well, if they have the money to.

Current resources:
Gold - Gold mine Increased Taxes
Silver - Silver mine Increased Taxes
Iron - Iron Mine Increased Taxes, Iron has a modifier for increased land morale(idk if these work properly)
Timber - Logging Camp Increased Taxes, Timber lowers province building time and cost
Stone - Stone Quarry Increased Taxes, Stone lowers province building time and cost.

Merchant Guild - Tax increase, can't build if there's a guild within 3 provinces(unless you are king or emperor tier)

To use with a conversion mod, you need to use a text editor, like notepad, to add a dependency to Sin Resources.mod in the mods folder, E.G. ***\Documents\Paradox Interactive\Crusader Kings II\mod

AGOT example:
dependencies = { "A Game of Thrones" }

http://www.moddb.com/mods/sinful-mods-for-enhanced-gameplay-and-flavor/downloads/sin-resources
47 Comments
st_magus 2 Dec, 2024 @ 5:59pm 
Great mod, thank you.
Ilion 14 Jun, 2019 @ 12:15am 
It is possible to modify the decision to allow the Player to "re-prospect" a "barren" county.

In the mod's "decisions" folder, modify the "sin_resources_decisions.txt" file (following is partial text of the decision, showing the necessary changes. Note: TDH is my initials, it's there only to show the changes) --
Ilion 14 Jun, 2019 @ 12:15am 
allow = {
location = {
NOR = {
has_province_modifier = sin_prospecting
## has_province_modifier = sin_nothing # TDH (replace)
## This actually allows player to re-prospect # TDH
## not only his own realm, but foreign realms # TDH
AND = { # TDH
has_province_modifier = sin_nothing # TDH
FROM = { ai = yes } # TDH
} # TDH
has_province_modifier = sin_stone
has_province_modifier = sin_timber
has_province_modifier = sin_iron
has_province_modifier = sin_silver
has_province_modifier = sin_gold
}
}
}
effect = {
ROOT = {
location = {
remove_province_modifier = sin_nothing # TDH
add_province_modifier = {
Ilion 20 Mar, 2019 @ 1:15am 
What about adding 'grain' as a resource, weighted toward Farmland and Plain? It could increase the supply limit and/or reinforcement rate.
SinStar87 (He/Him)  [author] 14 Dec, 2018 @ 4:28am 
no
antoniomldavidbb 14 Dec, 2018 @ 2:27am 
is there any way to, via console, to clear the current province resource/barren and manually add another?
SinStar87 (He/Him)  [author] 22 Aug, 2018 @ 12:51pm 
All the code is in the mod itself so should never require updates.
Soulbourne of the Midlands 22 Aug, 2018 @ 11:56am 
This mod will work with the latest updates I assume, aye? Even though it's a bit old?
Nerdman3000 6 Jan, 2018 @ 8:20am 
This is a good mod, but it would really help if we had some way of tracking where each resource is. Like a decision menu that tells us which provinces in my Empire has gold, which has silver, which has stone, etc.
SinStar87 (He/Him)  [author] 1 Dec, 2017 @ 3:13am 
random-ish they are weighted based on terrain