Crusader Kings III

Crusader Kings III

More Buildings Reboot
Showing 31-40 of 49 entries
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Update: 1 Aug, 2023 @ 9:02am

Maintenance update.

Update: 26 Jul, 2023 @ 3:03pm

Fixed bug with character modifiers.

Update: 18 Jul, 2023 @ 12:37am

Fixed bug where the GR to add one building slot was not working.

Update: 22 Jun, 2023 @ 10:49am

v2.1.1 see discussion thread for changes.

Update: 13 Jun, 2023 @ 1:51pm

Split the Coach House into three separate buildings for normal, steppe and desert terrain. All three buildings have the same functionality and descriptions.

Added a player alert for save game compatible conversion of existing Coach House buildings to the appropriate terrain type.

Update: 28 May, 2023 @ 2:28pm

Version 2.0.0

Game rules
==========
Refactored the GR to allow for the reduced slots in Lance.

In order to remain save game compatible the original save game rules names have been retained though their function and description has been changed.

Game rules
default = no change in the number of building slots
plus 1 = + 1 building slot
plus 2 = + 2 building slots
plus 3 = + 3 building slots

Embassy
=======
Added prestige lump sum gain on completion of construction for consulate and embassy

Civil Engineering
=================
This new player only building adds a building slot to the province once it completes construction. The civil engineering building itself has no other function and automatically removes itself once construction is complete.

Because adding a new slot is such a big boost to a province, and therefore a player's realm there has to be an associated cost. In the case of civil engineering it comes in the form of an initial investment of gold, and the loss of a building for the duration of the construction of the building slot.

On completion the county owner gains a lump sum of prestige.

Requirements
County development level >= 5
Cultural Innovation Public Works

Coach House
===========
Refactored the stables building as the Coach House. See the discussions page for details.

Warden's Station
================
Refactored the militia building as the Warden Station. See the discussions page for details.

Save Game Compatibility.
========================
MBR v2.0.0 is save game compatible with v1.0.0

However there may be a very slight lag at game start, which you probably won't notice in order to main convert existing stables and militia buildings to v2.0.0 functionality.

I aim to remove this from the mod but choosing the correct time to do so is tricky as I have no idea how long people run campaigns for, so have no idea when everyone will only be playing MBR v2.0.0 games.

Update: 15 May, 2023 @ 2:15pm

Added missing German localization for the militia buildings.

Castle expansion tier 4
Added light/heavy/archer/camel cavalry stationed damage/toughness/pursuit buffs starting mid buff tier increasing every 2 building tiers

Common stables tier 1
Added light/heavy/archer/camel cavalry stationed damage/toughness/pursuit buffs starting buff tier 1 increasing every building tier

Common stables tier 3
Added travel time buff starting at tier 1 increasing every level

Militia building tier 1
Added travel danger nerf starting at -3 decreasing by 3 every level
Added light/heavy/archer stationed damage/toughness buffs starting at tier 1 increasing every building tier
Removed the tax nerf of the first 4 tiers of this building, and reduced the nerf on the remaining tiers to encourage AI to build these holdings to increase realm travel safety.

Update: 13 May, 2023 @ 11:36am

Dialed down the consulate & embassy development growth, left the test values in by mistake.

Also another attempt at fixing the game rules.

Update: 13 May, 2023 @ 5:13am

Lance (1.) fix game rules and link into new GR categories.

Update: 12 May, 2023 @ 4:41pm

Fixed Korean and German loc bug.