Crusader Kings II

Crusader Kings II

Flogi's Buildings & Technology Mod
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Update: 12 Dec, 2018 @ 10:59am

Update: 9 Dec, 2018 @ 2:26pm

Update: 22 Nov, 2018 @ 1:28pm

- Fixed some issues still with Holy Fury, put the new buildings to the mod standards

Update: 17 Nov, 2018 @ 3:14pm

Update: 17 Nov, 2018 @ 8:38am

Update: 16 Nov, 2018 @ 1:13pm

Update: 14 Nov, 2018 @ 9:36am

Update: 14 Nov, 2018 @ 9:35am

Update: 13 Nov, 2018 @ 1:59pm

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########### Version 6.6.3 (TJSZ) with Trade Route Addon (CJIQ)
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########### General
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- Adjusted files to work with the new patch

Update: 5 Nov, 2018 @ 7:33am

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########### Version 6.6.2 (XKBB) with Trade Route Addon (SCBP)
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########### General
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- Added 5 Game Rules: Map Selection (for CK2+ and HIP Compatibility), Retinue (Vanilla/Techmod/Ck2+), Laws (Vanilla/Techmod), Economy Decisions (Vanilla/Techmod), Revolt System (An/Aus)
- Small Fixes
- Improved Compatibility with other mods
- Removed some old code not needed anymore
- Removed tax modifiers from bank laws
- Removed higher chance for the chancellor to fabricate claims
- All mod events using namespace now
- Added Ck2+ Comppatch (seperate Mod)

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########### Buildings
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- Ck2 Plus + HIP Compatibility for resource buildings (choose the correct map on your game options)
- Fort: 6 new building chains (Main Building, Outpost, Keep, Barracks, Range, Stables)
- Fishing Ports are now buildable on great lakes and rivers as well
- Nomad buildings have higher and more tech requirements
- Tribal buildings have higher and more tech requirements
- Hospitals have higher and more tech requirements
- Treasure Chambers (capital building) will provide some fort level
- Capital Buildings are no longer deleted when you move your capital. They are just deactivated and can be used again if the capital is moved back
- New capital Building_ Garrison
- New captial Buildigns: Special Troop Training Grounds, erlaubt, allows recruiting special retinue if you are employing the correct marshal
- Improved building logic of the AI