Crusader Kings II

Crusader Kings II

Districts!
59 Comments
Sol  [author] 3 Jun, 2020 @ 5:43pm 
I will reinstall and see what I can do. I am excited about CK3.
Harald Hardrada 3 Jun, 2020 @ 9:54am 
We are still waiting mate, I used your mod with more than ten overhouls, once I changed the mod for making compatible with warhammer :P But still, I'm only a mere shadow of your talent and creativity, please turn back while there is time
Sol  [author] 9 Apr, 2020 @ 8:20am 
I doubt it. I advocate anyone who likes this mod to clone and improve it - in fact, some people have made more recent and better versions. This is still the O.G., but I am waiting for CK2.
Ricky 9 Apr, 2020 @ 7:49am 
Does this work with 3.2/3.3
Sol  [author] 28 Feb, 2019 @ 9:20pm 
I am American, but I will certainly do it soon, as this game is focused on Europe.
Scarelya 27 Feb, 2019 @ 11:43am 
could you correct the spelling of "labor" to "labour"?
Sol  [author] 30 Dec, 2017 @ 4:34am 
Sorry about the long absence. My PC got fragged, a new job with very high time and energy demands came along, and I took a long break. I am now looking at some of my work and I will reboot this mod when I have the time.
KevQuixote 20 Jul, 2015 @ 2:07pm 
I love this mod. Is there an update planned for latest version?
Zakarus 17 Jul, 2015 @ 3:45am 
does ot work with the lastest patch.
helping 21 Apr, 2015 @ 3:25am 
And the grand inn.
helping 21 Apr, 2015 @ 3:24am 
Oh- and the private gardens city opinion thingy is off.
helping 21 Apr, 2015 @ 3:21am 
Good mod, well executed- far better than my own, which were always quite buggy. You only have two issues that I can see- The Town Squares lower revolt risk modifier doesn't work, and the monthly prestige for the Noble District is incorrectly input.
Sol  [author] 14 Apr, 2015 @ 12:22pm 
I will have more time to update soon as semester nearing the end. Still have finals to go.

I never knew you could create a mod to destroy a holding... would be neat to either have on intrigue tab for your own cities, or perhaps on a councilman command to destroy someone elses. There are a few instances of code about destroying holdings (mostly relating to Viking Raids?).

I wonder what would happen if a Holy Site were destroyed in this manner.
lemuria 16 Mar, 2015 @ 11:59am 
you could create a MOD to destroy a Holding. Example: I won Genoa and it has 02 cities, 01 and 01 Catelo church, do not want to have 02 cities and would destroy 01 city to build in the place a castle you could do this when conquer a territory have the otion to destroy a holding company that does not want
Zacho 9 Mar, 2015 @ 1:52pm 
@Silver-Shite
Your comment is unreadable. Please try again.
Silver-Rayz 6 Mar, 2015 @ 8:51am 
hmmmmm

i dont undrstan what u means about ""distirct"" ???
Silverain 23 Feb, 2015 @ 2:58am 
I would like to point out that for the labour quarter there is no point in building many of its level 3 buildings as they just give a - to taxes.
Silverain 23 Feb, 2015 @ 2:57am 
@alebwforan
I am playing it with "your personal castle" with no issues and the districts can be built in any land you directly control.
Faux 20 Feb, 2015 @ 1:59pm 
Is this compatible with RAW, unique buildings and/or your personal castle?

Are these buildings just in the capital?
Silver-Rayz 20 Feb, 2015 @ 11:55am 
the capitol
Silver-Rayz 20 Feb, 2015 @ 11:55am 
District 13
Mabbl 20 Feb, 2015 @ 7:13am 
I am using HIP, and i have no problems with Districts.
Kriuz 18 Feb, 2015 @ 1:07am 
Can this become compatible with HIP?
Mabbl 17 Feb, 2015 @ 12:41pm 
@steven Thx, it works now. The process is just very confusing and way more complicated than for Civ5 mods for example.

Great mod, now i will NEVER run out of buildingoptions.
Silverain 11 Feb, 2015 @ 6:03am 
Really like it, it adds so much more to cities and building up your capital.
Sol  [author] 8 Feb, 2015 @ 8:42pm 
Have been working on RL lately, will update when I have time.

I will also do some rebalancing and add research values.
TheSquirrelofHuscurl 8 Feb, 2015 @ 4:44pm 
Jesus christ, that is a shi* ton of buildings to build......
StevZero 8 Feb, 2015 @ 3:59pm 
Launch the game from your steam library and see if that works
Mabbl 6 Feb, 2015 @ 3:53am 
I would love to use this mod, but unfortunately i can´t download any CK2-mods from Steam, the game simply doesn´t recognize them.
Please, can you provide an external download-link?
Havoc 5 Feb, 2015 @ 5:56am 
Ah i found a bug, the labour district bonus of reduced build cost, is pitifully low, all does is reduce build cost by .05 of a coin per level (max of .15).
I assume it was supposed to reduce costs by a % but so far it doesnt
Havoc 4 Feb, 2015 @ 2:52am 
I agree that I found this one to be the best, it allows cities (republics) to field fully varied armies, instead of just pikes, light inf and archers. Also it adds a new level to holding development, do i invest money on a barracks, or on labor yards for cheaper construction? for example.
Silmarod 1 Feb, 2015 @ 4:53am 
Great work : after trying 3 other building-mods I found to like this one best, especially its timing and options (still I would like to see some buildings to improve research).

I think the mod will balance out nicely when the Ai will just have the use of the same building options as the player has.I stopped to use the other building-mods because they changed pricings,benefits of vanilla-buildings and/or base-retinue sizes,thus changing my games with unlovely things like later affordability of retinues and forging of claims through chancellor-missions.You seem not to have changed any of these,which I appreciate.

If you plan to restrict the building options not allowing every holding of a county to have all districts build, I would like a version without such restrictions,as long as the AI gets the use of the same options I have.

Thanks again : I really like your work :) .
Sol  [author] 30 Dec, 2014 @ 2:53pm 
I will correct the retinues. Maybe a building that lets you make a decision once a year to "gamble" and gain/lose gold.
stoferb 30 Dec, 2014 @ 1:43pm 
Nice mod idea thank you. I think above all what CK2 vanilla lacks in buildings is ability to build up your economy peacefully. Things like watermills, wineyards, mines e.t.c. Two other overlooked building lines are citadels for cities and castle improvements like gatehouse, moats e.t.c. About balance it seems to me atleast that 500 retinue from a first tier city square is extremely overpowered.
Sol  [author] 30 Dec, 2014 @ 12:18pm 
Many of the features are in game, triggered by events. I look at modifiers that are fun and look to reapply them.
Dallas 27 Dec, 2014 @ 6:34pm 
Nice to see something that helps with things such as disease resistance and revolt risk. Features that seem to be fairly nonexistent in the vanilla game (unless there are higher level upgrades that I simply haven't gotten the technology for).
Dallas 27 Dec, 2014 @ 6:29pm 
Very nice.

And thanks, that's helpful information.
Sol  [author] 27 Dec, 2014 @ 8:19am 
I changed the description to show what buildings do, my apologies. I thought I had done that already.

The pic was taken at Hocking Hills, Ohio.

I was scaling up a ledge with some friends. When we made it to the top we saw the most awesome mushrooms, and I am obssessed with "micro world" pictures that show how the world would look if humans were the size of ants. Or, if small objects were large, like a mushroom jungle. The cap was bright red, a classical mario shroom. A work of nature's beauty.
Dallas 27 Dec, 2014 @ 7:00am 
So what specifically do these buildings do? Provide troops, tax income, etc?

Also, your profile picture looks like a place I was at near Artemas, PA last year. Is that where it's from?
Muffins 23 Dec, 2014 @ 9:12pm 
Thanks, Thadian. Keep up the good work!
I'm a member of S.T.A.R.S.! 23 Dec, 2014 @ 4:11pm 
Would it be possible for you to upload this somewhere else as well?
Sol  [author] 23 Dec, 2014 @ 6:24am 
Ragamuffin_Gunner - Right now, the AI may not build these buildings. This is because I am still balancing. This mod is currently V1.2.

V1.3 will come with a full set of rebalancing. Then, hopefully, V1.4 will have in some events associated with various buildings in this mod. Lastly, V1.5 will allow the AI to build these, and any restrictions (capital only, etc) will be determined.

I don't want one county with 5 holdings to each have all 4 districts.
Muffins 23 Dec, 2014 @ 3:20am 
Can the AI build these as well, or no?
Mass Deporter 21 Dec, 2014 @ 5:49am 
Gotcha, thanks for the speedy reply Thadian!
Sol  [author] 21 Dec, 2014 @ 3:45am 
Yes and No.

This mod Should™ be compatible with CK2+ mod. I am using a unique set of names, and don't overwrite the files.

If CK2+ replaces common/buildings, you will have to use the .mod file (and .descriptor inside the archive) of Districts! to set CK2+ as a dependency. If you do, the game will load my files "on top" of his (his files first, then mine). Once you do this, there should be no issue.

This holds true with Game of Thrones, Elder Kings and other mods which replace the common/buildings file. This compatibility trick tends to generally work whenever you want a mod which adds a file (like mine) to be compatible with a mod that replaces the directory the file is in (CK2+, Elder Kings, AGoT, etc).
Mass Deporter 21 Dec, 2014 @ 2:56am 
Compatible with 'CK2+' ?
Sol  [author] 20 Dec, 2014 @ 9:14am 
Semester over. Hopefully I can do some rebalancing across the board. I am, at this point, looking to specialize each District toward something.

Commoner - Building Speed, Garrison Size Light Infantry
Noble - Monthly Prestige, Levy Size, Knights (Heavy Cavalry)
Commerce - Gold, Supply Limit, Light Cavalry
Labor - Building Cost, Levy Reinforcement Rate, Heavy Infantry
Town Square - Lower Revolt Risk, Disease Defence, Retinue Size

In The Works:

Military District: Fort Level, Regiment Reinforce Rate, Siege Speed
Temple District: Monthly Piety, Temple Levy Size, Moral Authority (like Temple)
Assassins Guild: Plot Power Increase, Arrest Chance Modifier, Plot Discovery Chance

I am in the process of re-localizing the names of the Castle Districts (to make them feel different), and designing the buildings that follow the new Districts.

I am also working on making ONLY the buildings you can build RIGHT NOW show up in the menu. If anyone knows how to do this, please tell.
Brummbær 19 Dec, 2014 @ 10:33am 
TY =)
Sol  [author] 19 Dec, 2014 @ 9:19am 
19th century Athens
Brummbær 19 Dec, 2014 @ 9:01am 
Somehow off-topic but what town is that shown in the picture?