Crusader Kings III

Crusader Kings III

Flogi's Buildings and Technology Mod
flogi  [developer] 8 Jul, 2021 @ 8:23am
Suggestions
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Showing 1-15 of 18 comments
I've got a suggestion for another innovation you could add. It would be the hourglass. Essentially the hourglass was an affordable way to measure a small amount of time without having to use a clepstydra (water clock). This innovation was first invented in Siena in 1388. I dunno, could be a cool addition but as always. Just a suggestion.
nickbieter 9 Jul, 2021 @ 6:13pm 
really love the mod, maybe organizing the building slots into buildings that are related to one another for requirement purposes so I can know what to build in order to upgrade particular buildings. right now that is a little opaque
flogi  [developer] 10 Jul, 2021 @ 2:07am 
Originally posted by nickbieter:
really love the mod, maybe organizing the building slots into buildings that are related to one another for requirement purposes so I can know what to build in order to upgrade particular buildings. right now that is a little opaque

Would've loved to do that, but probably not possible in this case due to engine limitations, but if anyone can suggest a workaround for that I'd be all for it.
nickbieter 10 Jul, 2021 @ 9:43am 
That makes sense. Any chance you could add the building icon to the tooltip? that way if i hover over the building requirements, I could see at a glance rather than have to memorize.
flogi  [developer] 10 Jul, 2021 @ 9:47am 
Which tooltip do you mean exactly? The one when you hover over the building? Maybe post a screenshot.
nickbieter 11 Jul, 2021 @ 1:30am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2543911616

difficult to figure out at first glance what this is in the nested tooltip, but I'm not sure how easy it would be to change or what would make it more transparent. Also I'm not sure how many people use the tooltips that much. I'll think on it and see if I can provide an idea to make it more transparent.
flogi  [developer] 11 Jul, 2021 @ 11:33am 
Ah thats what you mean. I suppose one could add the reuired building in the description similar to the resource display for example. But the tooltip as it is is at least the intended one from the game and theoretically working.
Calor 11 Jul, 2021 @ 1:52pm 
Rather than making us have a Resource Stockpile, making them a modifier with varying magnitude would eliminate a lot of Micro. You could make building cost and research cost scale around that modifier, thus still make resources count.

This could be expanded with events that give temporary bonuses and maluses to your resource magnitude. All in all I think it would make for a far more elegent system that is easier to understand and fit better into the CK3 framework overall (sadly it would ake a lot of things you allready did obsolete , which I know sucks but I think overall it's worth thinking about)

For example having 3 Woodcutters (weach of them providing a 1 magnitude Wood) gices us Wood 3 , thus giving us cheaper Wood buildings (and the option for cheaper archers or embarkment, which would fit the tech theme nicly as well)

Overall it's super flexible compared to a fixed resource.
Last edited by Calor; 11 Jul, 2021 @ 1:54pm
Ginger 17 Jul, 2021 @ 11:21pm 
I've got a few under-the-hood suggestions, most of which have to do with how the engine has been updated for CK3 and in the past few patches.

1- Scripted values can be called directly from the UI, so you could do away with the variables that store the yearly resource incomes completely. Just use `[Character.MakeScope.ScriptValue('buildings_production_techpoints_all')|V0]` in the tooltip.

2- The scripted values are currently implemented very oddly, to my eyes. You could just use `every_directly_owned_province` and then `if has_building_with_flag, add = tiered_modifier` (pseudocode, obviously). I'm not entirely sure how the current code works out, but based on what I've seen while playing, there's a bug in the calculation somewhere. I've done it for myself for fun, and the code's here if you would like to look at/use it: https://pastebin.com/qYW8xcsd

3- There's two yearly events that are exact copy-pastes of each other, with one running yearly on everyone, and the other running yearly on players only. I *think* this means players earn double resources, but I haven't finished testing out whether `random_yearly_everyone_pulse` truly runs on everyone or just on AI, but I'm assuming everyone or they'd've named it AI. Either way, you can remove one of those events completely, and the other one can be optimized pretty heavily. I did this one, myself, as well, and it's here if you'd like: https://pastebin.com/tNfs4dDQ

Sorry if I stepped on your toes with any of this, I just remembered getting annoyed at people always coming to me with problems and never any solutions when I was maintaining my own mods, so I always try to take a crack at any bugs/suggestions before I report them.
flogi  [developer] 18 Jul, 2021 @ 8:23am 
@Ginger: Many thanks for your input.

1) Thats a good suggestion.

2) I assumed that it was not as efficient what I did, but if this works then this is really nice. With this method mentioned concerning the resource I was not sure whether it would be added accordingly with your method but I'll test it out. Ultimately I was happy to get it working at some point, there were quite some different things I tried without them working.

3) Oh right, the problem is the event firing for the AI is not set to triggered precisely every yera, if I understood that correctly. I should've excluded the playable characters from that.
If everyone should use the resource system the event is in fact necessary because the non playable characters need it.
The solution is not very polished though.

I was also struggling to get scopes right for building bonuses concerning special tiered characters or the AI, that did not really work out as intended, maybe you have some insight here as well.
Ginger 18 Jul, 2021 @ 3:32pm 
2) I definitely had years, before I switched to this calculation, where I was earning almost 2k metal (the per-year amount was 2k, so if the event was firing multiple times for me, as a player, I was getting even more). Since I switched, I've definitely earned the proper amount each time the event has fired (around 230).

3) I've been testing it since last night, and it seems to be added correctly every time it's added, but I've had trouble with it being added and I'm not sure why. Since the UI is always up-to-date with the amount that should be handed out during the event, I can rule out the game thinking I should receive 0 resources, but there's definitely some years where I haven't received anything. I wonder if it's a vanilla bug and the yearly pulse event just doesn't fire for every character every year...

Scopes can be super confusing, especially since pdx has updated the engine to this half-context, half-object oriented language, but I don't see any reason you wouldn't be able to treat individual characters differently. If you have discord and want to trade ideas, my handle is Ginger#0825
flogi  [developer] 21 Jul, 2021 @ 6:27am 
@Ginger: Great! I added you on discrod!
Bullet 27 Jul, 2021 @ 4:37pm 
If it is possible, make a builder gui from EU4 to build stuff in provinces without going into the barony UI.
Zyme 30 Aug, 2021 @ 11:40pm 
I have some suggestions.

1. Instead of having unlocked all buildings lots, make it depend on the amount of development you have. Or at least the type of holding/size of holding. Now you can build everything, but it would be better if you had to strategically choose where to build what and have certain provinces be focused on one thing.

2. Make armies use some kind of equipment, or require when you build them to use some kind of equipment like weapons. So you need blacksmiths to craft weapons to build armies (and also maybe maintain them).

3. Map mode for resources, where can you harvest wood or iron? Spread out resources.

4. Special unit types that are made from special buildings, like horses/camels from stables?

5. Creating new holdings should require resources

6. Put a cap on resources, requiring you to build storage buildings to increase it

7. In the tech window show us the bonuses for the next tech on mouseover, not having to also mouseover the little name of the tech in the tooltip to see them.

8. Restrict some buildings based on terrain type. Example forestry is and can be built on plains where there are no trees. I did not test if you can actually build them in the desert, but I hope not. I saw some sawmills in desert mountains in Morocco however.
Last edited by Zyme; 31 Aug, 2021 @ 3:46am
MWRK 27 Oct, 2021 @ 3:20pm 
I really like the idea, but found the resource system pretty unbalanced. Price wise, I get why you would limit resource gain to yearly, but waiting for the amount of resources you need to construct buildings isn't really feasible. Also, the cost of building is super high now - if you were to buy the resources needed from the market it would cost more than double the vanilla cost to upgrade from a village to a motte while only increasing tax by .4.

I'm also confused by some of the building requirements, as in some counties I was able to build farms when they weren't previously shown on the list.
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