Kingdoms and Castles

Kingdoms and Castles

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150 Comments
baliguatt 20 Jul @ 4:59am 
the bank dont work no more, needs update brother
閃光の王奶奶® 19 Jul @ 10:55pm 
chinese translate
随着你的王国不断壮大,你需要更庞大的基础设施来支撑。

隆重推出中心服务!这是一系列建筑,旨在促进更大规模的人口增长并赋予独特加成。

本模组中的首个建筑是市场大厅。这是一个庞大的市场,雇佣了30名村民,足以维持任何大型城市中心的运转。

新增的第二个建筑是银行。它根据周边房屋的幸福度和人口密度,提供少量金币。

目前,此模组处于测试阶段。我正逐步为其增添更多内容。

未来计划新增内容:

钟楼——本质上是一种早期时钟,钟楼能提升附近生产建筑的效率。

或许还有更多?

想要更多建筑吗?别忘了查看我的另一个模组——新房屋!:KCSmile::KCSmile:
KoffeeDoggo 10 Jul @ 4:35am 
@Rakceyen Thanks! been searching for this mod, but not sure which. i though it was a standalone mod only for roads only.
Rakceyen  [author] 8 Jul @ 7:10pm 
@KoffeeDoggo, that is the No Limitations mod
KoffeeDoggo 8 Jul @ 7:11am 
what is that mod youre using on the first picture where you can add stone roads on buildings instead of the usual green grass.
The Griffin King 6 Jul @ 3:12pm 
thx for for the fix i love this mod
pwrite2020 6 Jul @ 12:29pm 
Alright, thank you so much! I appreciate it! 😊
Rakceyen  [author] 6 Jul @ 12:17pm 
The buildings do show up in the latest update and seem to work. I think there's some issues with the build menu. I have not experienced those same issues yet.
pwrite2020 5 Jul @ 11:51pm 
Hello! Does this mod work or does it need to be updated? I see a comment saying it doesn’t work but I wanted to double check
Boombaya 88 9 Jun @ 7:40am 
:steamhappy: :steamthumbsup:
咖喱啊 9 Jun @ 1:25am 
Celebrating the first anniversary of this mod:steamhappy:
Vanthegamingman 30 May @ 9:33pm 
Hey I have two bugs I've found:
1. Either before you unlock or before you select the buildings, after loading a game, those 3 dots that usually signify a building subcategory appear.
2. The bank can only be built after a small treasury is constructed, a large treasury doesn't count.
On an unrelated note would it be possible to add the banks's revenue to the yearly projection of gold?
Rakceyen  [author] 16 May @ 8:24pm 
Okay, I think I know what's going on there.

As a potential temporary work around, try adjusting the UI scale. I think the issue happens when the build tab takes up two rows. I play on an ultrawide monitor, and I do not experience the troubles that others have.

I'll see about moving the structures to different menus.
The Griffin King 16 May @ 5:28pm 
This is a totally awesome mod I absolutely love it. But it appears to be a conflict with the dragons pack and infrastructure pack. It does not allow you to build infrastructure such as parks statues cemeteries and burial plots.
Rakceyen  [author] 16 May @ 8:35am 
What issues are you having? I loaded up the new update and things seemed to be working fine, though I have not built any of the dragon buildings.
The Griffin King 11 May @ 2:25pm 
yes it dose need to be updated. if you are useing the dragons update you cant use this mod
Bokune 11 May @ 11:57am 
Does it need an update or are you just saying update with out testing it
The Griffin King 27 Apr @ 4:02am 
update
Rakceyen  [author] 26 Apr @ 7:55pm 
@Sidedlist I used the no limitations mod for the promo images.
Sidedlist 26 Apr @ 2:31am 
is there actually a way to put stuff on roads like in the picture?
咖喱啊 17 Apr @ 10:57am 
I hope the mod author can continue to update this mod
Flaiguimer 16 Apr @ 6:24pm 
excelent mod!! thank you!! Please put more workers, maybe 60 or more
DangerBoy0422 8 Apr @ 9:07pm 
lol, @VoidArchon
Lady Liberty 26 Mar @ 12:24pm 
when you use the mod to use parks statues and cemetery hold down when you click to select it and drag it across the screen a little, its a work :steamhappy:around ive found @ The Drip Inspector
VoidArchon 22 Mar @ 12:26am 
mfer wants to add capitalism to my medieval game
The Drip Inspector 16 Mar @ 3:52pm 
for some reason, when i have this mod i cant use the cemetary, parks or statues. Still interested for the others buildings
Lasagna Man 15 Feb @ 9:06pm 
thank you dearly
The Griffin King 9 Feb @ 1:32pm 
can you update for the dragons update. i cant use this on there.
imcommandercody 9 Feb @ 9:00am 
Very epic. My only suggestion would be to make large treasure rooms count towards the dependency to unlock banks.
Omnisonix 6 Feb @ 10:17am 
This is so amazing, thank you for letting us use this
hamzanuseibeh 29 Jan @ 9:55am 
one of the only good mods for KAC
Playstasionpro1 20 Jan @ 11:30am 
Haven't tried this mod jet but new houses is a god mod so I hope this while be to
Playstasionpro1 20 Jan @ 11:28am 
Sounds cool
haruman 18 Jan @ 5:11am 
this mod is great
Jesus H Christ 15 Jan @ 3:51am 
more please this looks awesome
咖喱啊 9 Jan @ 1:45pm 
happy new year~
Kaleb 19 Dec, 2024 @ 4:52pm 
when update coming?
ToeSama 18 Dec, 2024 @ 12:20pm 
Did a few runs for fun. I think the Bank needs a radius marker similar to the way the Forester has one, to display its coverage so multiple banks don't cross over into one another's territory. It's a pain to have to build, break and rebuild to play with squares to account for it when city planning.
launing_moon 14 Dec, 2024 @ 6:08am 
A great Mod. Thank you very much ( ^ _ ^ )
JT1527 6 Dec, 2024 @ 3:02pm 
For balancing, I would up the worker amount to 40-45. If you want your market hall to be more efficient, I would make it 50 flat. Just a suggestion from feedback, hope it helps.

Banks are absolutely awesome and perfect btw. Great mod overall
JT1527 6 Dec, 2024 @ 3:02pm 
Feedback from the Market Hall

I did a stress test on the Market Hall in creative mode. Some of my houses (towards the furthest end from the market hall) were going hungry. I immediately switched it out with 2 markets, and 4 small markets (same exact space, just 12 extra workers essentially). They did better, no houses went hungry after about 15 years. But they were just as empty.

I then swapped to 3 markets and deleted 2 roads (same amount of tiles as a 3x4 used for markets) to make room for them. After about 20 years, they started slowly holding extra pork and fish. After about 40+ years (i went afk and let it ride) the markets were slowly filling up with fruit/wheat and were mostly stocked on pork/fish. So the market hall is inefficient compared to 3 markets while using the same amount of tiles. I cant say by how much, but they are inefficient.
Milleツ 23 Nov, 2024 @ 4:08pm 
great!
Kaleb 21 Nov, 2024 @ 3:50pm 
please add the castle piece ( looks like the big part of the keep but flipped)!!!
Kaleb 20 Nov, 2024 @ 5:41pm 
pecs i wamted more castle building
咖喱啊 18 Nov, 2024 @ 9:32pm 
What is the next updated building
Pecs 12 Nov, 2024 @ 3:43pm 
Sorry to spam. I had to break this into 5 parts and only posted 4 because it's huge. I hope you consider some of these, as I think they outline some key network bottlenecks that could benefit from upgrades in the later game.

Great mod, I look forward to more :)
Pecs 12 Nov, 2024 @ 3:42pm 
- Metal processing structure, requires being connected to shallow water + a mine OR a noira + a mine. Multiplies output by 1.25. So 5 iron where a regular mine gets 4. Play with ratio for balance. This would make low iron maps that are otherwise great a bit easier to play.

- City Morgue. A larger gravekeep that sports more positions for employ and functions like a graveyard itself. The model might look like an old morgue with a mausoleum on the side. Ostensibly connects to a crypt.

- Army tavern, a structure that serves to rejuvenate injured troops but does not train new ones. I particularly like this one, as attrition can quickly break a military if there isn't enough money to fund additional barracks to train and heal in parallel.

- Farmhouse, is a 2x2 windmill x house with a 4x4 zone, so it has 12 farms rather than 8. Same boost as regular windmill. Does not store crops for harvest, but functions as a house.
Pecs 12 Nov, 2024 @ 3:42pm 
My own suggestions:
- A water wheel that either increases blacksmithing efficiency OR increases bakery yield of bread/further crop yield. You can designate in the UI which you want.

- A larger version of the Tavern, perhaps called a hostel or something, that simply has a wider radius and can store food of all types like a home, but functioning like a combined bakery/butcher/fishmonger? Seems sort of OP, but spamming smaller structures is annoying. Might be a good in between logistical piece for huge market networks.

- A "water path" that spawns little boat models with people in them, and it just speeds up water travel and acts as a road. Only works 2 tiles into deep water, works infinitely on shallow water. Not sure how it will work with models, but the boarding mechanism from war galleys might work to render/unrender the models.
Pecs 12 Nov, 2024 @ 3:41pm 
- A castle or fort might function similarly to the Keep, a purely defensive structure with a LOT of health combined with a logistical storage, but only for weaponry. It might boost the recruitment and training speeds of nearby training structures, and the attack/defenses of nearby military structures like gatehouses, ballista, archer towers. It might also give a smaller defensive boost to troops nearby.
Perhaps it would behave structurally different than the Keep by joining with walls via a model that adapts to which side has a wall connected?
Pecs 12 Nov, 2024 @ 3:41pm 
To build on Kaleb's suggestions:
- A palace could grant a tax or logistics speed boost and a military damage boost, ostensibly because palaces are logistical/political centers and the military would be proud. The palace would also theoretically specialize training for guardsmen, so if you're up to it a new military unit that gets a big defense/attack bonus in range of the palace effect might be cool. Otherwise identical to melee troops. Perhaps the model can have pila, or spears and shields.