Crusader Kings II

Crusader Kings II

Sin Resources
47 Comments
st_magus 2 Dec, 2024 @ 5:59pm 
Great mod, thank you.
Ilion 14 Jun, 2019 @ 12:15am 
It is possible to modify the decision to allow the Player to "re-prospect" a "barren" county.

In the mod's "decisions" folder, modify the "sin_resources_decisions.txt" file (following is partial text of the decision, showing the necessary changes. Note: TDH is my initials, it's there only to show the changes) --
Ilion 14 Jun, 2019 @ 12:15am 
allow = {
location = {
NOR = {
has_province_modifier = sin_prospecting
## has_province_modifier = sin_nothing # TDH (replace)
## This actually allows player to re-prospect # TDH
## not only his own realm, but foreign realms # TDH
AND = { # TDH
has_province_modifier = sin_nothing # TDH
FROM = { ai = yes } # TDH
} # TDH
has_province_modifier = sin_stone
has_province_modifier = sin_timber
has_province_modifier = sin_iron
has_province_modifier = sin_silver
has_province_modifier = sin_gold
}
}
}
effect = {
ROOT = {
location = {
remove_province_modifier = sin_nothing # TDH
add_province_modifier = {
Ilion 20 Mar, 2019 @ 1:15am 
What about adding 'grain' as a resource, weighted toward Farmland and Plain? It could increase the supply limit and/or reinforcement rate.
SinStar87 (He/Him)  [author] 14 Dec, 2018 @ 4:28am 
no
antoniomldavidbb 14 Dec, 2018 @ 2:27am 
is there any way to, via console, to clear the current province resource/barren and manually add another?
SinStar87 (He/Him)  [author] 22 Aug, 2018 @ 12:51pm 
All the code is in the mod itself so should never require updates.
Soulbourne of the Midlands 22 Aug, 2018 @ 11:56am 
This mod will work with the latest updates I assume, aye? Even though it's a bit old?
Nerdman3000 6 Jan, 2018 @ 8:20am 
This is a good mod, but it would really help if we had some way of tracking where each resource is. Like a decision menu that tells us which provinces in my Empire has gold, which has silver, which has stone, etc.
SinStar87 (He/Him)  [author] 1 Dec, 2017 @ 3:13am 
random-ish they are weighted based on terrain
tolaburke 1 Dec, 2017 @ 3:07am 
I'm curious. Are the resources random?
SinStar87 (He/Him)  [author] 2 Oct, 2017 @ 8:42pm 
To use with a conversion mod, you need to use a text editor, like notepad, to add a dependency to Sin Resources.mod in the mods folder, E.G. ***\Documents\Paradox Interactive\Crusader Kings II\mod
aaronbohr622 2 Oct, 2017 @ 5:40pm 
ok what file folder in the modd do i need to add the dependency to? please help??
SinStar87 (He/Him)  [author] 4 Jul, 2017 @ 3:45pm 
Yes, this is a vanilla+ mod, built for vanilla and should work for other mods(need to edit in an dependency for each one). If it doesn't have For A Game of Thrones in the name, it's also a vanilla+ mod.
Raven7_be 4 Jul, 2017 @ 12:19am 
if you do not put this line in, does that mean it will work for the normal ck2 game? cause i would love to have like your champion mod etc in the normal game aswell
SinStar87 (He/Him)  [author] 3 Jul, 2017 @ 11:24pm 
You use notepad to edit the sin resources.mod in /documents/paradox interactive/crusader kings ii/mod and add the line dependencies = {"a game of thrones"}
Raven7_be 3 Jul, 2017 @ 1:31am 
could you explain what you mean with dependencies? which file is it we have to open and what do we have to put in, cause for some reason some of your mods don't seem to work and they seem awesome to fit with this agot mod. sorry but i'm a noob when it comes to those things (i was hoping just clicking subscribe would do the trick ;) )
Tebix 25 Oct, 2016 @ 9:33am 
thx
SinStar87 (He/Him)  [author] 24 Oct, 2016 @ 1:56pm 
I edited the code that fires an informer on the liege of a character.
Tebix 24 Oct, 2016 @ 5:25am 
what did you change in the recent update?
AJIConqueror 17 Aug, 2016 @ 8:24am 
Makes sense, good work.
SinStar87 (He/Him)  [author] 17 Aug, 2016 @ 6:48am 
That's why I put the claim, imprisoning over it is much more a new mechanic than an addition to the current one. As I said over there, that will have to wait until my focus is free.
AJIConqueror 17 Aug, 2016 @ 6:12am 
Excellent, thanks.

On a side note, the Loaner mod is a great concept but only the idiots that have managed to take out loans & or still be in the minuses request loans, too few of them are able to pay you when the time comes and having a claim on their title only goes so far. I have a suggestion, debtor's prison used to exist for this very reason, if you are a Duke or King (like my character) you can just throw them in prison if they are below you (or they can flee if they evade arrest), you can revoke their title (special allowance), the best part being you can then sell their title to some noble to recoup your losses and possibly even make a bit more 😁, evil but great. I don't know the technical side of all this, maybe some negative rewards to balance it out, but it would spice it up nicely.
SinStar87 (He/Him)  [author] 16 Aug, 2016 @ 2:53pm 
ok fiddled with the values, gold/silver have 4 income and 200 cost. logging camp is 1 and 100, others are 1.5 and 150.
SinStar87 (He/Him)  [author] 16 Aug, 2016 @ 2:31pm 
Ah right, forgot all about that, was focused on the mechanic then switched to other stuff when it was workable.
AJIConqueror 16 Aug, 2016 @ 12:07pm 
The mod adds flavour but its pretty annoying tbh, good thing that you can shut everyone else up but hear me out. I understand that vanilla plays a role in this but once prospected, let us assume a province is rich in gold, it costs 225 gold to build your mine, a mine that will increase tax by 1.50 a month. This means that it will take 12 years just to make a profit from the mine, that will again only be 1.50 gold a month which is strange (it is a gold mine :D you are literally pulling currency out of the ground), makes building the mine and wasting 225 gold pretty pointless, increase in tax needs to go up or the cost of building needs to be decreased. The Loaner mod gives the better investment overall.
SinStar87 (He/Him)  [author] 7 Aug, 2016 @ 5:09am 
Alright, icon should be the red version for Barren
SinStar87 (He/Him)  [author] 4 Aug, 2016 @ 1:13am 
All those poor unfortunate souls being forced into grueling labor for resources over there, they need to be freed so they can make the choice to work for you in an exciting new resource procuremant career.

Yeah I'll change it at some point soonish.
Cosmik Debris 3 Aug, 2016 @ 11:12pm 
Great mod man. Really like it. Adds flavor.

If I could make a suggestion:
The icon for "Barren" being different from all the other ones. It would let you know at a glance without having to mouse-over for a tooltip. Would help in finding valuable lands to "liberate" from your neighbors. :Crowned:
ERR_NAME_NOT_RESOLVED 14 Jun, 2016 @ 1:29pm 
Thanks mate. =)
SinStar87 (He/Him)  [author] 27 May, 2016 @ 11:25am 
There, should have a shut up button.
ERR_NAME_NOT_RESOLVED 27 May, 2016 @ 10:58am 
Well, now that you've explained it to me I see what I was doing wrong, so the mod works just fine, I actually think that it's an excellent mod. I can't use this though until you do something with the pop-ups, because like I said... Every 1-3 seconds my game stops because something was found and I have to click on a button.
SinStar87 (He/Him)  [author] 27 May, 2016 @ 2:43am 
To be clear, you are still having an issue?
ERR_NAME_NOT_RESOLVED 26 May, 2016 @ 11:25pm 
Alright, thanks. BTW: If you intend some updates on this mod, I recommend (and ask) that you add possibility to make those popups non-intrudive, if your teritorry is big, it's nearly impossible to play with this since every 3 seconds you have to click on button "Iron!" etc... :)
SinStar87 (He/Him)  [author] 26 May, 2016 @ 9:56pm 
They add buildings, e.g. if you find gold then it's enables the Gold mine, in the capital holding of the province with the resource, you build them and they increase the local taxes. Iron Timber and Stone resources themselves add affects just for having the modifer, which is listed after the commas in the description. I tested it when I created and just tested again and it's working as intended, so IDK what issue you could be having since you are getting the events, and I assume, modifiers.
ERR_NAME_NOT_RESOLVED 26 May, 2016 @ 9:30pm 
Yeah, I've seen that description Sin, but what for example means "Gold mine increased taxes"? Cause there is nowhere written how should I build a gold mine and if I should get increased taxes every time I get a gold, well... That is not working.
SinStar87 (He/Him)  [author] 26 May, 2016 @ 9:50am 
The description lists what you can do with the resources.
ERR_NAME_NOT_RESOLVED 26 May, 2016 @ 6:03am 
I have really big empire and every day there is like 3 popups about some found resourcres (very anoying), yet what can I do with those resourcres? It's not like it would influence my incomes or something, everything seems just the same (except for those popups)
SinStar87 (He/Him)  [author] 23 Apr, 2016 @ 12:25pm 
IDK what you mean name the order in, you just add it to the end of the rest of the stuff. If you don''t have the .mod then there's and issue on your end, try the manual link in the description.
Kashrakh 23 Apr, 2016 @ 9:18am 
and how i should name the ordner in?
and i dont have sin resources.mod just sin resources is this right as well?
SinStar87 (He/Him)  [author] 22 Apr, 2016 @ 12:17pm 
dependencies = { "A Game of Thrones" }
Kashrakh 22 Apr, 2016 @ 3:55am 
i dont really check how to install for GoT
what i have to type in in notepad how i have to name the ordner?
SinStar87 (He/Him)  [author] 23 Mar, 2016 @ 11:58pm 
New version removes the popup for liege if a vassal doesn't find anything.
SinStar87 (He/Him)  [author] 22 Mar, 2016 @ 12:27pm 
Well the base chance of finding a resource is heavily towards not finding anything, but yeah as with anything in ck2, more income means an advantage. Not much I can do to hamper that.
jpinard 22 Mar, 2016 @ 12:18pm 
Heheheheh. BTW I do have to ask. In an early start, does this make big realms that much harder to catch because ie. the rich get richer?
SinStar87 (He/Him)  [author] 22 Mar, 2016 @ 12:07pm 
Ah good, my dream ads are working. Still some kinks to workout though, Lightspeed briefs keep popping up.
jpinard 22 Mar, 2016 @ 12:04pm 
Awesome mod! So weird because I had a dream a few nighta ago that the game added resources like this to the game.