Current version is for 1.05g. Released 2012-06-25. Download at the end of this post.
This was at first intended as an overhaul to technological spread in Balansegang, but as this overhaul works well even without the rest of Balansegang, I'm also releasing it as a standalone.
The major feature is that tech spreads more realistically; focusing itself around historical centers of trade, and emergent centers of trade. Tech spread is in general faster, but tech starts somewhat lower.
The full details are:
Map of trade centers
An animation of the tech spread in an earlier build can be seen here. This was before I added two of Germany's trade centers, and the neighbor spread bonus was somewhat higher at the time, so don't expect the exact same results.
Installation:
Do not include any part of this mod in your mod unless you've received express permission from me.
If you want to include this mod in a mod of your own please send me a PM where you state what mod you want to add it to.
Changelog:
This was at first intended as an overhaul to technological spread in Balansegang, but as this overhaul works well even without the rest of Balansegang, I'm also releasing it as a standalone.
The major feature is that tech spreads more realistically; focusing itself around historical centers of trade, and emergent centers of trade. Tech spread is in general faster, but tech starts somewhat lower.
The full details are:
- Most provinces start at one tech lower, except for provinces that go in the "other" category (pagans, orthodox Christians) start on level with Christians
- Increased the base chance of gaining tech from 1.2% to 2.5%
- Coastal provinces get +80% to tech
- Increased neighbor spread from 15% to 130%. From 30% to 156% if in the same religion group
- Reduced the demesne bonus from 30% to 20%
- Reduced the focus bonus from 100% to 50%
- Changed the ideal tech years slightly
- Every holding in a county now gives +8% to tech, to simulate richer provinces growing faster technologically
- Wall, garrison, town, and port buildings now give a small bonus to tech. The bonus is slightly higher for military tech in castles, and slightly higher for economy and culture in cities and temples
- All non-pagan counties now start with level 1 ports
- Any province with a trade center will start with a level 1 marketplace
- Gave the Warrior Cult building a 40% penalty to tech
- Various provinces start with a center of trade building, increasing tech gain by about 30% per tier, as well as giving galleys and taxes. A full list available below
Tier 1:
- Dublin
- Nuremburg
- Sjælland
- Trøndelag
- Uppland
- Utrecht
- Novgorod
- Esztergom
- Krakow
- Kermanshah
- Adana
- Sabzevar
- Dongola
- Calais (Guines)
- Cherson
- Cardiff (Gwent)
- Winchester
- Trani (Apulia)
- Zadar
- Ragusa
- Algeciras
- Acre
- Dyrrachion
- Thessalonike
- Adrianopolis
- Methone
- Amisos
- Smyrna
- Cebta
- Tana
- Saray
- Itil
- Aden
- Derbent
- Famagusta
- Rhodes
- Algiers (Al Djazair)
- Valencia
- Akkerman (Oleshye)
- Reval (Kalevan)
- Riga (Zemgale)
- Danzig
- Shiraz
- Palma (Mallorca)
- Moskva
- Nizhnij (Chernigov)
- Belgrade
- Wien (Osterreich)
- Maverannahr
- Gurgan
- Pest
- Kaneia
- London
- Edinburgh
- Koln
- Bordeaux
- Santiago
- Lisboa
- Cordoba
- Barcelona
- Provence
- Macon
- Palermo
- Praha
- Athenai
- Kiev
- Hormuz
- Rayy
- Trebizond
- Aleppo
- Jerusalem
- Kairwan
- Fez
- York
- Salerno
- Dax
- Brugge
- Paris
- Sevilla
- Toledo
- Lubeck
- Firenze
- Basra
- Baghdad
- Mecca
- Damascus
- Antioch
- Pisa
- Napoli
- Genoa
- Rome
- Venice
- Cairo
- Alexandria
- Constantinople
An animation of the tech spread in an earlier build can be seen here. This was before I added two of Germany's trade centers, and the neighbor spread bonus was somewhat higher at the time, so don't expect the exact same results.
Installation:
- Download the zip-file attached to this post
- Extract it to your mod-folder (Crusader Kings II\mod)
- Enable it when launching the game
- Have fun
Do not include any part of this mod in your mod unless you've received express permission from me.
If you want to include this mod in a mod of your own please send me a PM where you state what mod you want to add it to.
Changelog:
1.0:
1.1:
- Most provinces start at one tech lower, except for provinces that go in the "other" category (pagans, orthodox Christians) start on level with Christians
- Increased the base chance of gaining tech from 1.2% to 2.5%
- Coastal provinces get +80% to tech
- Increased neighbor spread from 15% to 130%. From 30% to 156% if in the same religion group
- Reduced the demesne bonus from 30% to 20%
- Reduced the focus bonus from 100% to 50%
- Changed the ideal tech years slightly
- Every holding in a county now gives +8% to tech, to simulate richer provinces growing faster technologically
- Wall, garrison, town, and port buildings now give a small bonus to tech. The bonus is slightly higher for military tech in castles, and slightly higher for economy and culture in cities and temples
- All non-pagan counties now start with level 1 ports
- Any province with a trade center will start with a level 1 marketplace
- Gave the Warrior Cult building a 40% penalty to tech
- Various provinces start with a trade post building, increasing tech gain by 30% per tier, as well as giving galleys and taxes. A full list available below
Tier 1:
- Dublin
- Sjælland
- Trøndelag
- Uppland
- Novgorod
- Esztergom
- Krakow
- Utrecht
- Nuremburg
- Edinburgh
- Koln
- Bordeaux
- Lisboa
- Cordoba
- Barcelona
- Provence
- Macon
- Lubeck
- Firenze
- Palermo
- Praha
- Athenai
- Kiev
- Hormuz
- Trebizond
- Damascus
- Jerusalem
- Kairwan
- Fez
- London
- Brugge
- Paris
- Sevilla
- Toledo
- Genoa
- Rome
- Venice
- Basra
- Mecca
- Antioch
- Cairo
- Alexandria
- Constantinople
- Added Adana, Kermanshah, and Sabzevar as tier 1 centers of trade
- Added Santiago, Aleppo, and Rayy as tier 2 centers of trade
- Added Baghdad as a tier 3 center of trade
- Fixed Cairo not having its center of trade
Attachments
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