Crusader Kings III

Crusader Kings III

More Buildings Reboot
Lost Nomad  [developer] 28 May, 2023 @ 2:32pm
Version 2.1.0 ***** READ THIS *****
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Save Game Compatibility.
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MBR v2.1.0 is save game compatible with v1.0.0 and v2.0.0

The Coach House building has been split off in to terrain specific variants with the same name, description and functionality, with the exception of stationing light cavalry, camel cavalry or horse archers depending on terrain/culture requirements.

There is a player Alert when you update this mod in a existing save game.

The Alert triggers a Character Interaction that will convert existing Coach House buildings to their new terrain specific variants.

Once complete which takes a few seconds the Alert and Character Interaction will disappear.

The Alert and Character Interaction do not appear in new games.


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Civil Engineering
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The civil engineering building is an ambitious terraforming project that your architect and local masons guild claim will allow them to move mountains, literally!

They claim they can drain swamp land and floodplains, deforest unsightly swathes of woodland, fatten hills and move mountains out of the way to reclaim holding space from a failed attempt by Nature to make a useful landscape.

So for a pot of gold, they will erect a Civil Engineering building site on local land, and when complete reveal new prime real estate that can be further developed in to whatever building you desire.

As a bonus they will remove the CE building site so the original real estate is also available for any building you desire to construct there.

And they say they will be able to repeat the task multiple times in the same province.

The Civil Engineering building has only one tier.

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HOWTO
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You construct the CE building and when complete will pay a small amount of prestige to you, create a new building slot and automatically remove itself to give back the building slot for further development.

So if you start the construction of the CE building in a province with 3 available building slots, when complete you will have 4 available building slots in that province.

You can repeat the CE building as many times as you want to in the same province, and any other province.


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Coach House
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The old stables building has been replaced with this building. It serves multiple functions to aid travel, station local MAA and aid in intrigue.

There are three terrain variants that have the same name, description and functionality, with the exception that they station light cavalry, camel cavalry or horse archers dependent on terrain/culture requirements.

The building can be built by tribal holders and in all terrain.

Tribal cultures can only build the first 4 tiers of this building.

Removed buffs to damage.

Knight gain has been set to one and efficiency to a flat 1% across all tiers as testing showed an astronomical increase to the number of knights due to the intention of these buildings to be more favoured throughout a player's realm.

RP
- A travel lodge with a horse coral, grooms and other services at higher tiers.


tier 1
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- buff/nerf
- small levy
- county supplies buff incrementing through remaining tiers
- character travel speed boost incrementing through remaining tiers
- station cavalry buffs incrementing through remaining tiers


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tier 4 = spy post
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RP
- The perfect place for agents from your spy ring to locate themselves as servers and grooms to infiltrate traveling parties to search for secrets and aid your schemes against travelers.

- Because there can be multiple spy posts around the map they share a character cooldown so that a character cannot have their schemes exposed or their secrets revealed at every spy post they travel through in the same year.

- Will only do one of these options in the following order of preference
1. advance one of your schemes against the traveller (random chance, so it is not guaranteed)
2. expose one of the travellers hostile schemes against you (this is a duel, so it is not guaranteed)
3. reveal one of the travellers secrets (this is a duel, so it is not guaranteed)

WARNING: This building tier can make it harder to conceal secrets/schemes but can also make progressing personal schemes easier.


requirements
- tier 2 base building


buff/nerf
- boost to intrigue skill


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tier 6 = game keeper
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RP
- Local game keeper responsible for the upkeep of local liege private hunting grounds, they are a famous hunter that retired after injury and provides hunting training for the liege and also travellers once per year that pass through the province.

requirements
- tier 3 base building

buff/nerf
- Boost to hunt lifestyle tracks for travellers passing through the province (random chance, so it is not guaranteed)
- Characters pay gold for this training, and due to the chance factor the income income from this feature is sporadic and can be fairly substantial with each character paying the county holder 15 gold per training session. Each character can only be trained once per year.
- The county liege pays the hunter a 5 gold fee for training because buffs should not be free.

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tier 8 = casino
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RP
- A local gambler has set up in a couple of rooms, to provide entertainments for passing travelers, fleecing them of their gold. There are rumours the odds are stacked in the house favour but surely such games would be regulated by a local magistrate!

- The 'games' are passive, occurring off screen so you will never be interrupted with popups. The only acknowledgement of these games taking place will be a fluctuation in your gold reserves.

requirements
- tier 4 base building

buff/nerf
- There are three random 'games' that can be played by travellers, each being a duel, where the result is a small amount of gold being transferred between the player and the house patron which is the county holder. The duels are paired stats of the following combinations
- intrigue/diplomacy
- stewardship/learning
- martial/prowess
- The gold income from this feature is sporadic and can be fairly substantial, but the player can lose gold too!
- The county liege never plays in their own casino.

Advice
- Maybe don't build this tier if your stats are low, because you can lose gold through this tier, though it is probably unlikely that every traveller in the party can beat you in the duels.

- Only those travellers with a minimum 10 gold can play, plus the county holder must also have a minimum 10 gold for games to occur.

- And not all travellers will gamble, i.e. craven, shy or those with low greed probably won't, whereas greedy, brave or those with high energy probably will.



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Warden's Station
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The Militia building has been refactored and renamed 'Warden's Station.'

Existing Militia buildings will be converted so you will not lose anything, and most of the basic functionality remains the same.

Values have been tweaked.

The Warden's Station can be built anywhere.

Tier 1 to 4 can be built by tribes.

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New functionality added at tier 4 is the local Champion.
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RP
They are a Knight of the highest level, who retired after sitting on the pointy end of their own sword, but it wasn't their fault, not really.

It happened at a raucous feast where some Ladies and Lords decided to have a race with their fellow vassals, so they broke into their host's livestock shed and rode the pigs and sheep into the main hall, where a soup cauldron was overturned causing pandemonium.

During the panic some Lord, drunk on mead and ravenous while waiting for the meal to be served, dived onto the floor to slurp up the overturned soup, which caused a rather snooty priest to recoil in disgust knocking open the doors to a closet which revealed a Lord and Lady who were not married to each other in the throes of passion.

Our retired knight was holding on to the two half dressed passionate lovers looking to his Lord for instruction, when another drunk guest bumped in to him as they recoiled from a pheasant that had been served to them and was apparently still alive, knocking our knight backwards to fall over one of the loose pigs that was snorting up the soup behind him, and he landed on his sword.

Anyway, now he is the local warden of this particular province, ensuring the area is safe for Lords and Ladies to travel through on their travels to their important activities.

He is still more than capable of slapping any young Lordling into shape, and his renown is so great that Lords and Ladies seek him out for tutelage in the noble art of chopping other people into sausage meat. Best not to mention his accident though.

He has trained more than a few aspiring Blademasters, earning his patron a nice little sum at the same time.

buff/nerf
- Boost to Blademaster lifestyle track for travellers passing through the province, or the chance to gain the Blademaster trait if they do not already have it (random chance, so it is not guaranteed)
- Characters pay gold for this training, and due to the chance factor the income income from this feature is sporadic and can be fairly substantial with each traveller paying the county holder 15 gold per training session. Each character can only be trained once per year.
- The county liege pays the Blademaster a 5 gold fee for training because buffs should not be free.
Last edited by Lost Nomad; 21 Jun, 2023 @ 6:17am