Crusader Kings II

Crusader Kings II

Flogi's Buildings & Technology Mod
1,521 Comments
flogi  [author] 8 Apr @ 9:29am 
You can join my discord and contact me there: https://discord.gg/xPtq2WpM
Dynhus 8 Apr @ 9:15am 
Ok so it's normal, good to know! I will translate it for my game, but I'm bad at english so it will be approximate lol. If you want i can share you when I finished?
flogi  [author] 8 Apr @ 9:08am 
The french localisation was not updated to the latest version. There were some ppl providing it as my french is not the best.
Dynhus 8 Apr @ 8:56am 
Hi Flogi! The french localisation have some problems, I share you screenshots of the game and of the localisation file: https://imgur.com/a/iseG9a1
Do you know why this csv file do that? 😅
Btw, thx you so much for this wonderful mod ❤️
Mehrbandak 20 Mar @ 4:02am 
im loving it but with hip the ai seems to get itself into a debt spiral most larger rulers have large loans taken out?
Varainger 23 Feb @ 8:20am 
The link to Strategiezone doesn't seem to work for me.
Steam appears to add "amp;" after the &.
The address for the Strategiezone modding forum though works :
https://www.strategie-zone.de/forum/viewforum.php?f=773
flogi  [author] 21 Feb @ 6:57am 
Ok, should be fixed now.
Ammanas 20 Feb @ 1:57pm 
Sorry, it was Cav1, not Cav_1.
Here's a couple image showing what I mean. The first image is clearly the vanilla Calvary retinue. The second image is clearly the Flogi's second tier Calvary retinue. This is from the same game.
https://imgur.com/a/zPsX3rf

Game Rules are
Map Selection: Vanilla
Retinue Options: Flogi's Mod Retinue
Additional Laws: Flogi's Mod Laws
Additional Economy Decisions: Flogi's Mod Decisions
Revolt System: Activated

Latest version of the game, all DLC enabled, only this mod enabled.
flogi  [author] 20 Feb @ 1:33pm 
As for the retinue thing: Which game rule are you using? I cant find Cav_1 in the files.

As for the special marshal dependent capital buildings, they do provide the bonus that if you have a marshal of that certain culture you can recruit special those special troops, for example berserkers for your retinue.
Ammanas 19 Feb @ 11:15am 
Not a bug report:
The first level of cultural Training Grounds buildings (eg Berserker Training Grounds) don't give any bonuses (aside from tech points) on the build menu screen. This appears to be intentional design because it is consistent across the cultural buildings, but looks like a bug from a user perspective because buildings usually have bonuses.
Ammanas 18 Feb @ 12:22am 
Bug Report:
Cav_1, the first normal Calvary unit is the vanilla unit instead of the modded unit. It shows up as 400/100 for 145g in the Retinues menu, but you only get 200/50 for 73g. Most importantly it retains the vanilla +20% Calvary modifier.

To confirm that it's not a mod conflict I booted up the game with only this mod active and the 'problem' persisted. All other Retinues I've checked were the proper modded Retinues.
flogi  [author] 24 Jan @ 9:29am 
Its british english dude.
General WVPM 23 Jan @ 4:28am 
Corn farms in medieval Europe? I think not.
flogi  [author] 7 Jan @ 10:59am 
Yes.
Mehrbandak 7 Jan @ 10:54am 
by editing the law file in common?
flogi  [author] 7 Jan @ 8:19am 
HIP is not the issue with that. If you want the AI to be able to change the laws, its not difficult to achieve that they wont change them all the time.
Mehrbandak 7 Jan @ 3:05am 
does anyone know a way i can edit the files to implement a cooldown for the laws on my hip playthrough? thanks, love the historical law options
flogi  [author] 29 Dec, 2024 @ 4:08am 
That can happen when using mods that create a seperate save folder. You have to delete your Documents/CK II/Flogi's Techmod/gfx/flags folder to reload the flags.
psantos.insti 28 Dec, 2024 @ 8:41am 
Am I the only one who has the kingdom flags changed when activating this mod?
flogi  [author] 15 Dec, 2024 @ 2:50pm 
Well you could make a patch yourself. Right now, as I have stated now multiple times the patch is not updated and thus will not work with the newest version of ck2 plus and without an update it is not going to work.
Game star 14 Dec, 2024 @ 9:38pm 
The trade routes in TradeRoute addon are HORRIBLY messed up, covering the entire map in a buggy mess.
flogi  [author] 8 Dec, 2024 @ 1:41am 
What building are you talking about???
neidhard 7 Dec, 2024 @ 10:32pm 
why does upgrading lower building stats???
Dr. Tryhard 4 Dec, 2024 @ 2:54pm 
Thanks for the reply! To answer your question, no, I only play with English. Is there any other possible causes for this error?
flogi  [author] 4 Dec, 2024 @ 2:00pm 
Well supported languages for this mod are only English, German and French. Maybe you are playing in another language?
Dr. Tryhard 3 Dec, 2024 @ 9:42pm 
Hey flogi, my mod has a localization error with the unique retinues, at least for Berbers. The Berber retinue shows RETTYPE_RETINUE_CUL_BERBER instead of the intended name. Haven't checked other cultures, but I suspect the same for the mod-specific retinues. Am I missing something?
Andr 23 Oct, 2024 @ 10:10am 
the only issue i have found with this mod and hip, is that when i use this mod the qasar khagan of 870s bookmark is dead before starting the game, so after u start he dies and the khaganate becomes a tribe
waeq17 22 Sep, 2024 @ 1:25pm 
@KrustyTheKlown Thank you very much!
KrustyTheKlown 22 Aug, 2024 @ 6:55am 
For anyone bugged by how inactive capital buildings are visible/buildable, in every holding you own in your capital province.
The problem is they check all holdings, not just their own, for whether the building exists.
Fixing it requires replacing:
has_building = ha_geb_*********
with:
FROMFROM = { has_building = ha_geb_********* }
in the potential blocks for each building.
flogi  [author] 28 Jul, 2024 @ 3:14am 
Not without a comp patch, no.
Sqzzy 27 Jul, 2024 @ 6:48pm 
does it work with agot?
flogi  [author] 9 Jul, 2024 @ 11:14am 
The problem has to be on your end, either incompatible mod or corrupted file cause everything is fine for me. Don't know why I even checked cause this is working for years now.
sadhandjob 9 Jul, 2024 @ 6:49am 
This mod seems to cause serious problems with hospital upgrades, i.e. none of them are available since the tooltip says "One of the following must be true: X" with no requirements within this. I think I fixed it by simply patching 00_hospital back to vanilla. Furthermore, all of the new cultural buildings seem to face the exact same issue, I think it's a problem with having multiple different tech requirements withing the same 'trigger' bracket, or possibly due to the 'potential' variables containing a has_building requirement of the same building level you're trying to build. I'm by no means an expert modder/coder but cutting out these extra requirements and just leaving the vanilla ones seems to make the buildings actually work again, without making them all instantly buildable and breaking the game balance.
flogi  [author] 10 Jun, 2024 @ 9:52am 
No, cant be. There might be more tech requirements though.
Knightshade 8 Jun, 2024 @ 11:40pm 
The mod seems to not allow for hospital upgrades
flogi  [author] 12 Feb, 2024 @ 6:48am 
No, not really.
Seba I miss you 12 Feb, 2024 @ 4:13am 
Do you plan new uptade or something?
flogi  [author] 13 Jan, 2024 @ 6:49am 
Try to reinstall the mod or use the direct download version if this does not help.
VoidrealmØØ 13 Jan, 2024 @ 6:45am 
I can not put points in Majestly Legalism and what's in between
flogi  [author] 19 Nov, 2023 @ 3:44am 
I think HIP also changes technologies.
manouchiala 18 Nov, 2023 @ 2:36pm 
why dosent work with hip
flogi  [author] 18 Nov, 2023 @ 7:28am 
I dont really know. It generally should, if there are no real overlaps. This mod does not change vanilla files where possible.
manouchiala 18 Nov, 2023 @ 5:27am 
does the mod work with trade league mod
flogi  [author] 15 Aug, 2023 @ 9:41am 
Yeah some rulers tend to do that. I have not really found a good way to avoid it.
commanderjap 10 Aug, 2023 @ 1:54pm 
Oh! Thanks for the response. I have one question tho, Why liege constantly changing laws? Like for a month, he can change twice and it always repeats every month then...
flogi  [author] 10 Aug, 2023 @ 10:53am 
Yes.
commanderjap 10 Aug, 2023 @ 7:19am 
Using the mod seems granting every kingdom more than 20k troops. France can even field 130k troops. Is that normal?
flogi  [author] 22 Jul, 2023 @ 7:30am 
Yes.
Clevaryo 19 Jul, 2023 @ 6:08am 
why it always have the ahead penalty add 200% is it intentional?
flogi  [author] 20 Jun, 2023 @ 2:06pm 
Some people had issues with the new technologies before. I can't really put my finger what causes it, but it only seems to happen for some ppl. Using the direct download version of the mod has fixed it for most though. I never found out what causes the bug.