Crusader Kings III

Crusader Kings III

[Abandoned] GRANDER Building Compatch - Trade Goods Holding Extension
8 Comments
Dr Jimothy  [author] 23 Sep, 2022 @ 9:45am 
Still needed. Works fine but I need to add more building IDs from the main mod to it so it includes more mods (it will work fine but some buildings won't appear until I've added the building IDs).
CaliBlueBear 23 Sep, 2022 @ 9:24am 
Is this compatch still needed or has it been integrated into the main one?
Dr Jimothy  [author] 1 Apr, 2022 @ 12:00am 
@roxasvonbielefield I completely forgot! I'm about to go to sleep as I'm typing this but will hopefully remember this time. It should work if it works the way I think it does, being that you just need to put a building's id in the holding file and you can build it there, and outside of that it's probably possible to just replicate the buildings as normal buildings.
roxasvonbielefield 31 Mar, 2022 @ 12:34pm 
Hello good sire! i was wondering if you do got to get around the duchy buildings in regular slots, is just that im still to curious to see if it is possible. thank you for your time and have a magnificent day!
Dr Jimothy  [author] 15 Mar, 2022 @ 7:12pm 
@Zenneh {Salt Overdoser} for now the gods of balance breathe sighs of relief because I've started work on a big mod that will keep what realms of balance I had yet to personally crush like eggs safe until I'm done, so it may be some time... but I won't forget this comment or the ones before it. In fact they will likely be made once I'm done making the first major Daevite artifact.
Madness and pure imbalance will reign, and when the Daevites - themselves born to crush all concept of balance - are done I will be coming back upon these ideas.
Rest assured, the gods of balance will be slain. One by one. I will find every limitation and remove it in the name of freedom, and freedom will be the end of balance, the weapon with which even the puniest of humans may slay a god of balance. Freedom is why there will never be an overpowered enough Genghis Khan, because with the simple freedom to act with wisdom the player becomes unbeatable if they only know how to apply this power.
Zenneh 15 Mar, 2022 @ 12:27pm 
@DR Jimothy You truly are a madlad. I wish you luck in your endeavour - if it works it will be a feat equal to building the tower of babel and if you somehow succeed at that - will you try to implement a similar system of great works from CK2? (yanking your chain)
Dr Jimothy  [author] 14 Mar, 2022 @ 8:41am 
@roxasvonbielefield you're a madman who will end us all. Unfortunately, no you can't build duchy buildings in normal building slots with this mod, but all "normal" (built in building slot) buildings from a lot of mods become buildable in the special holding type added by Trade Goods, including tribal buildings.

Duchy buildings are coded a little differently from normal buildings, basically with normal buildings you just code a normal building and then you go to where you've coded the holding type and assign that building to the holding, whereas with a duchy building you put that it's a duchy building in its code and don't need to assign a holding type to it.

That said, you've got me wondering what would happen if I were to assign a duchy building to a holding. That might actually result in it being possible to build duchy capital buildings in the regular building slots of that holding. If it works like I'm thinking it will, I'll make another mod that grants your wish.
roxasvonbielefield 14 Mar, 2022 @ 12:42am 
.... Does this makes possible to build duchy buildings in normal slots? I use the mod extra duchy capital buildings, that are both expensive and OP, if it was possible to have more than one, and cities of wonders 2... I'm trembling with the sheer potential, the possibility to build a city so great, so mighty, so powerful, that you could have it as your single holding, and still be able to beat the everloving sheet of every empire in the world...