Crusader Kings III

Crusader Kings III

Manor Domicile (Feudal/Clan/Tribal)
Showing 11-20 of 31 entries
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Update: 4 Nov, 2024 @ 11:06am

Update: 23 Oct, 2024 @ 6:16am

Update: 22 Oct, 2024 @ 10:09am

added korean localization by Wolf

Update: 12 Oct, 2024 @ 7:02am

Main Manor build now gives prestige instead of gold

Update: 11 Oct, 2024 @ 6:43pm

Improved buildings art sizes.

Update: 11 Oct, 2024 @ 5:51pm

Added main domicile building level upstart based on title tier (so, no longer will everyone start with a level 1 domicile)

Update: 11 Oct, 2024 @ 1:59pm

Built-in compatibility for More Bookmarks+ new government types (mandala, nomadic, etc).

Update: 11 Oct, 2024 @ 1:09pm

UPDATE:
With the Help of @Emil, the creator of Golden Dominion, we have discovered a simple solution to force the game to add domiciles mid-game for governments other than administrative. The solution involves a script that detects rulers without domiciles, changing their government to a random one, and then reverting it back to the original government (in a second). This process forces the game to scope for and add new domiciles, just as it does at the start of the game.

The "Know Issues" is gone!

Update: 10 Oct, 2024 @ 7:17am

-> Under Construction art replaced from the default camp art to the Estate variants.
-> Default artstyle for Feudal Manor is Western
-> Default artstyle for Clan Manor is Mena
-> Default artstyle for Tribal Chiefdom is Nomadic
-> Added compatibility for MHG (More Holding Graphics). No more missing arts.

Update: 8 Oct, 2024 @ 2:47pm

Replaced Create Cadet Branch Decision. AI wont use it if their House Head has a Domicile. With less Cadet Branches, more houses with domiciles will survive for the late game :)