Crusader Kings II

Crusader Kings II

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Persistent Cultural Buildings
   
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Tags: building
File Size
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129.537 KB
12 Mar, 2017 @ 12:20am
9 Jun, 2019 @ 1:59am
4 Change Notes ( view )

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Persistent Cultural Buildings

Description
With this mod cultural buildings in castles are based on the culture of the province owner, but unlike in older versions of the game they will not be instantly destroyed if the owner doesn't have the right culture. Instead they continue to exist until the castle's owner decides to build a different cultural building. Only then will they be destroyed. You can still only have one type of cultural building at a time in any single castle.

For example let's say you are Greek and you have Cataphract Training Grounds built in your capital, but your heir is German. When he inherits the Cataphract Training Grounds will continue to exist in all your castles until you start building Jousting Lists to replace them.

Warning: I have done basic testing, but have not done extensive testing of all culture and their buildings. I don't expect there to be any problems, but make back-up copies of any important save files before you run the mod just in case. And do let me know if you run into any bugs.

The mod also doesn't yet cover tribal cultural buildings, but those are planned for a future update. The mod has been updated for version 3.2 of the game (Iron Century update).

ADDITIONAL CHANGES

In addition to the mentioned basic functionality the mod also introduces a new heavy infantry building for the Assyrian culture to go along with the unique Assyrian retinue, which I think should've been included in the unmodded game.

Perhaps more importantly, it changes the Roman culture building to provide Heavy Infantry instead of Pikemen.

Both the Assyrian and Roman buildings will give a balanced mix of +5% attack, +5% defense, and +5% morale to Heavy Infantry per tier of the building.

COMPATIBILITY

The mod changes the checksum of the game and as a result it will prevent you from getting achievements.

It changes only one file:
1) Crusader Kings II/common/buildings/00_CastleCulture.txt

As a result it should be compatible with the vast majority of other mods, with the exception of those that also change that same file.

SHAMELESS SELF-PROMOTION

If you like this mod, you might also be interested in Elegant Warfare, a mod that streamlines the combat tactics system.

I also made several other mods.

Finally, I'd be grateful if you could rate the mod with either thumbs up or thumbs down. The button for it is up just below the mod cover image.




28 Comments
deadmeat 10 Jul, 2020 @ 9:42am 
Hi,
Thx for your mod :)
I found a little problem with gompa monasteries and your mod.
If i play with your mod activated, i can't build gompa monasteries.
It appear but can't be enable.
But if i load the same game without your mod, i can build it.
So, we can play gompa monasteries without fix by disabling and re-enabling your mod.
If you want to fix it i will really thank you !
Thx again for your time !
PS : sorry for my poor english
Lord Farious 12 Jun, 2019 @ 12:12pm 
Thanks, the second version that you posted fixed my problem! I am not using Holy Fury, and I started my current campaign literally days before the patch released, so maybe that attributed to my issue. Either way, my save is playable again! Thanks!
Dragatus  [author] 10 Jun, 2019 @ 12:49pm 
Try this first: https://www.dropbox.com/s/618hu4do5wamyh2/PCB_test.zip?dl=0

If that fails, use this: https://www.dropbox.com/s/72grx7gq6j9bbkm/PCB_test_2.zip?dl=0

The first one is the current version of the mod, but with Roman building positioned after the special monastery for monastic feudals. For the record, I put the roman building inbetween the monastery and the Tibetan building only because that's what PDX did in the Holy Fury update. With luck that will fix the problem. If it doesn't, the second one removes all the newly added buildings, which does leave some cultures without their special building.
Lord Farious 10 Jun, 2019 @ 10:50am 
I don't believe that it is from interaction with the two mods, since Unique Buildings only adds historical sites like the Hagia Sophia and ruins of Hadrian's Wall. The Small Radhanite Compounds are associated with trade posts for Jewish rulers, and Elephant Camps are available for a nomadic capital, based on location. I had assumed that the addition of the new buildings some how moved around their ID numbers, I've had similar happen with trait mods which is why I only use specific ones that I know get updated, but since I did not make the mod, I could not be sure. Is there any way that I could get the version of the mod before the most recent update, rather than having to scrap my current campaign?
Dragatus  [author] 10 Jun, 2019 @ 4:29am 
It must be some sort of interaction between my mod and Unique Buildings, assuming that one didn't update and cause the problems on it's own. Elephant Camp and Small Radhanite Camp are not buildings from my mod or the unmodded game, so I'm guessing they were added by Unique Buildings.

In the update to my mod I added several new buildings at the bottom of the list of cultural buildings. It may be that this somehow confused the game, but the exact mechanics of it elude me.
Lord Farious 10 Jun, 2019 @ 3:40am 
In Ingria, instead of building a Shipbuilder, an Elephant camp was built instead, and in multiple other counties, instead of building a Practice Range, Small Radhanite Camps were being built. All of that construction stops immediately upon unpausing the game, however. Most of my mods are graphical in nature, primarily for character portraits, so the only other one that would interact with yours that I could think of is the Unique Buildings mod, but I don't think that one would necessarily interact with yours, especially since I was not having this issue until the update.
Dragatus  [author] 9 Jun, 2019 @ 11:20pm 
And my apologies for causing this. I had no idea it could happen.
Dragatus  [author] 9 Jun, 2019 @ 11:20pm 
That's strange. Can you specify which building exactly didn't get built and which got built instead? Are you using any other mods that could interact with this one?
Lord Farious 9 Jun, 2019 @ 5:26pm 
The buildings that I was in the process of constructing all were changed to different buildings that I either already had constructed, or from a different culture, so they completely cancel construction when I unpause the game as soon as I load my save. Nothing that I had already built was lost, but I did lose my funding into those upgrades and construction.
Dragatus  [author] 9 Jun, 2019 @ 5:16pm 
To clarify, you were in the progress of upgrading some buildings and that progress was lost? But you didn't lose any existing building levels?