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apg

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May 28, 2011
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[MOD] Strongholds & Citadels V0.32

Strongholds & Citadels
Current Features





I am Currently in collaboration with grallonsphere; were are creating a huge economy mod Called 'Magnate Lords' - it will contain over 120 resources, hundreds of new buildings (including a huge vanilla building overhaul - though the games interfaces will not become 'cluttered'), the development of basic resources to 'manufactored' trade goods, province re-balancing and much more! thus:
This MOD is no longer supported
This MOD is only compatible with v1.04c and below.

- Historic Strongholds, Provinces that were historically difficult to take will be more of a challenge to siege.
Currently Byzantion (Constantinople), Antioch (Antiochiea), Jerusalem (Mirabel), Mecca (Taif) and Acre (Acre) start as 'strongholds' with elevated garrisons and fort levels.
All Strongholds can be expanded throughout the other holdings within a province, but at a great cost of gold.

-Historic Citadels, Provinces that were historically very wealthy, whether due to infrastructure or resources, will now potentially produce greater income.​






Currently Acre (Haifa), Byzantion (Galata), Palermo (Palermo), Venezia (Venezia), Alexandria (Marabout), Genoa (Genoa) Zagreb (Karlovac) and Uppland (Sigtuna) will start with slightly elevated
levels of income, whether because of trade goods or infrastructure.

- Holding Balancing, Castles will now have a reduced income dependent on resources available to them (through the maintenance of buildings, castles still start out generating gold income, like vanilla; the greater number of buildings built there the higher the maintenance costs), conversely the wrong holding penalty has been reduced to a fairer level so that cities can become economic powerhouses. Castles are there for troop development and cities are there for economic/cultural purposes. AI now receives more tax from burghers, which puts the AI and the player on a level playing field (will be implemented in v0.29).

- Major maritime trade hubs, certain provinces are marked as major trade hubs and as such receive a large city tax bonus as well as a seperate advanced port building line. This mod wants to encourage the player to have cities as well as castles in their demesne.

The Major Maritime Trade Hubs are: Acre, Byzantion, Tangiers, Alexandria, Palermo, Provence, Gotland, Brugge, Lubeck, Genoa and Venezia.​

- New economic events revolving around provinces with trade goods. Currently there are 10 events, related to wheat, fish, iron, coal, silver, salt and gold producing provinces.
- Currently 1 random economic event related to characters.

- 22 new Province Trade Goods, Many new (historically accurate) trade goods added to provinces, both increasing wealth and building opportunities.

- New City Buildings, cities within provinces containing the relevant trade good will be able to build new buildings which give varying bonuses and maluses and are within full new building chains.

- New Castle Buildings, Castles within this mod offer reduced income when compared to vanilla but more troops for levy and garrisons as well as other varying bonuses and maluses.​







Currently Completed Province Trade Goods:

Wheat Fish Fur Iron Timber Marble Silk Wool Amber Silver Gold Sugar Wine Beer spices Textiles Dyes Coal Tin Glass Salt Cotton


Currently Completed New City Buildings:

Iron smelters - Cities with iron ore
Timber yards - Cities with timber
Masons - Cities with marble
Farms - Cities with wheat
Hunting Lodges - Cities with fur
Silk Plantations - Cities with silk
Silk Weavers - Cities with silk
Wool Markets - Cities with wool
Cloth Markets - Cities with textiles
Silversmiths - Cities with silver
Goldsmiths - Cities with gold
New Ports - Cities classed as 'major maritime trade hubs'
Sugar mills/refinery - Cities with sugar
Vintner's Markets - Cities with wine
Breweries - Cities with beer production
Inn's - All christian cities
Spice Markets - Cities with spice
Cloth Weavers - Cities with wool, textiles and cotton
Dye Workshops - Cities with dyes
Expanded city walls building line
New Market building line
Glass Blowers - cities with glass



Currently Completed New Castle Buildings:

Garrison quarters - All castles
smiths - Castles without iron ore
Advanced smiths - Castles with iron ore
farms - Castles with wheat
Iron Mining Network - Castles with iron resource
Silver Mining Network - Castles with silver resource
Gold Mining Network - Castles with gold resource
Inn's - All christian castles
Expanded castle walls building line
Military Engineers - All castles
Rewrote training grounds building line
New Castle Market building line
Coal Mining Network - Castles with coal resource
Tin Mining Network - Castles with tin resource
Salt Mining Network - Castles with salt resource


Changelog - Current version 0.32

Changelog Strongholds & Citadels

v0.25 Release version

Includes Death Causes & Better Rebels by Avee

- 17 new trade goods for certain provinces.
- 18 new events infroming the player of any resources held in his provinces. (Will fire after roughly 1-2 weeks).
- 19 new city building lines; dependant on availability of province trade good.
- 9 new castle building lines; with some dependant on trade good availablility.
- Strongholds implemented, 5 at the moment; byzantion, mecca, acre, antioch and jerusalem. Strongholds grant increased fort level and garrison size.
- Maritime trade hubs, which gain 25% city tax bonuse; provence, genoa, brugge, gotland, lubeck, venezia, palermo, alexandria, byzantion, tangiers and acre.
- New city and castle building balancing, castles offer slightly more troops and along with certain military buildings income will be reduced & cities offer more income dependant on which buildings have been
constructed as well as province trade goods available.
- Castle and City wall building lines have been expanded.
- Increased new holding build cost.
- Reduced wrong holding penalty to 40%
- During war global income is reduced by 20% to replicate the stress on city/castle infrastructure during war.
- During war levy reinforcement rate is reduced by 50% to reduce the unnrealistic nature of thousands of troops instantly being respawned on some occasions.
- Castle levy reinforcement rate has been reduced to 25%, now castles 'effectively' reinforce levies at a rate 25% faster than cities and bishoprics.
- Holdings under siege recieve a -50% tax penalty.
- Character martial skill now influences how quickly levies reinforce.
- Vassals now lose opinion of you after 60 days of raised levies.
- The pope can only excommunicate people if morale authority is higher than 40%.
- The pope can only grant invasions if the morale authority of the church is above 60%.
- Battles now influence warscore a great deal more.
- More money is now looted after succesfull sieges.
- Base tech growth chance very slightly increased.
- Removed the inevitable HRE's claim on western france.

v0.26 - Savegame Compatible

- New coal resource.
- New coal mining network for castles.
- Improved the starting infrastructure of antiochiea, galata and constantinople (both in Byzantion) and the barony of Nablus (Jerusalem).
- New city market building chain.
- New castle market building chain.
- Markets including and above 'Regional Markets' reduce disease defence by upto a maximum of 3%.

v0.27 - Savegame Compatible

- New tin resource.
- New tin Mining network for castles.
- New glass resource.
- New glassworks building line for cities.
- New city garrison quarters building chain.
- Improved the barony of Nablus' (Jerusalem) starting infrastructure.
- A few small localisation corrections.

v0.28 - Savegame Compatible

- Maintenance costs for military engineers workshop increased.
- New salt resource.
- New salt mining network building line for castles.

v0.32 - NOT Savegame Compatible With Previous Releases

- Integrated the culturally different cities mod by Velho e Bom Joe.
- A total of 10 new economic events:
- 2 New economic events involving provinces that contain wheat -- events fire from yearly pulse.
- 2 New economic events involving provinces that contain fish -- events fire from yearly pulse.
- 5 New economic events involving provinces that contain iron and/or Tin -- events fire from the ten yearly pulse.
- 4 of which also are applied to provinces which contain coal, salt, silver and gold -- also firing from the ten yearly pulse.
- 1 New random economic event where player characters who are intelligent (with learning above 10 & who arent imbeciles or slow & your steward
must have a stewardship rating above 15) have a meeting with their steward. Event included in 5 year pulse. One example of many new events to come!
- Reworked the triggers that provinces are given trade goods; a more efficient system is now used.
- If a province loses a trade good; all related trade good-buildings will be destroyed.
(Not particularly applicable now, except for 2 iron & tin mine events, but will be used alot more in future to add diversity to provinces economies).
- Changed the benefits of coal, tin and timber resources.
- New cotton resource.
- Clothweavers building chain applied to cities in cotton producing provinces.
- 22 new provinces given wheat resource and relevant building chains.
- 1 new province given marble resource and relevant building chain.
- 4 new provinces given iron resource and relevant building chains.
- fixed an error which stopped Mecca starting without a stronghold bonus.
- Castle wall quality building line edited, expanded and renamed.
- Castle Wall building line renamed. - some inspiration from grallonsphere.
- City wall quality building lined edited, expanded and renamed.
- City wall building line edited and renamed.
- Reduced empiric capabilities - empires will now have reduced potential to dominate and expand.
- Rebalanced all castle smiths.
- Reduced prerequisite of small city garrison quarters to requiring city wall level 2.
- Localisation corrections/ammendments.
- Fixed issue which stopped provinces from recieving iron_resources flag.

Trade Good/Resource Locations

- Iron

Akershus
york
northumberland
Atholl
Strathearn
Oppland
Uppland
Troyes
Toulouse
Bourdeaux
Dijon
Metz
Nurnberg
Zaragoza
Toledo
Osterreich
Zagreb
Bihar
Innsbruck
Marrakech
Al Djazair
tunis
Nikae
Lykia
Vaspurakan
Kurdistan
Antiocheia
Almansa
Fes
Constantine
Herakleia

- Timber

Smaland
Uppland
Jarnbaraland
Vastergotland
Kemi
Kola
Karelen
Limousin
Toulouse
Troyes
Metz
Luxembourg
Breisgau
Koln
Derby
Oxford
Teviotdale
Anhalt
Brauschweig
Osterreich
Coruna
Santiago
Evora
Kempten
Sacz
Krizevci
Zagreb
Komi
Hlynov
Nizhy Novgorod
Mesembria
Thrake
Tyrnovo
Vidin
Antiocheia
Kuma
Valencia
Granada
Chelyabi
Veliky Ustug
Onega
Hereford

- Marble

Navarra
Lisboa
Genoa
Modena
Firenze
Lucca
Parma
Lombardia
Thessalonike
Thessalia
Famagusta
Athenai

- Wheat

Rennes
Maine
Lusignan
Reims
Amiens
Poitiers
Spanish Leon
Benevento
Osnabruck
Munster
Kleve
Devon
Leinster
Dublin
Desmond
Karvuna
Byzantion
Tunis
Siracusa
Bizerte
Annaba
Bejaija
Malaga
Faro
Esztergom
Belgorod
Pelusia
Cairo
Manupra
Gabiyaha
Oldenburg
Pressburg
Werle
Rostock
Lecce
Apulia
Bari
Foggia
Poznanskie
Plock
Czersk
Sieradzko - Leczyckie
Danzig
Skane
Tver
syrt
Plauen
Dorset
Ulster
Padua
Ferrara
Verona
Murcia
Barcelona
Granada
Delta
Avranches
Evreux
Eu
Boulogne

- Fur

Vetisland
Austisland
Akershus
Finmark
Nordland
Vasterbotten
Varmland
Sjaelland
Satakunta
Nizhy Novgorod
Moskva
Galloway
Leinster
Desmond
Thomond
Ormond

- Silk

Byzantion
Baghdad
Nikae
Lucca
Basra

- Wool

Middlesex
Dorset
Devon
Carrick
York
Somerset
fife
Glamorgan
Dyfed
Powys
Gwynedd
Gwent
Connaught
Desmond
Brugge
Yperen
Pressburg
Nitra
Gemer
Thouars
Anjou
Vannes
Penthievre
Cornouaille
Empuries
Viscaya
Split
Zadar
Kaliopolis
Jylland
Werle
Rostock

- Amber

Jylland
Akershus
Uppland
Sambia
Palermo
Attaleia
Messina
Aukshayts
Nizhy Novgorod

- Silver

Cagliari
Dublin
Uppland
Hamburg
Osterreich
Theodosiopolis
Krakowskie
Zagreb
Bulgar

- Gold

Tharasset
Zagreb
Toledo
Salamanca
Praha
Asir

- Fish

Bergenshus
Trondelag
Moray
Norfolk
Buchan
Austisland
Naumadal
Halagaland
Porto
Malta
Beni Yanni
Arborea
Provence
Messina
Cephalonia
Arta
Kaneia
Benghazi
Busaso
dhofar
Bordeaux
Silves

- Sugar

Palermo
Antiocheia
Damascus
Alexndria
Cairo
Manupura
Cordoba
Tell Bashir
Messina

- Wine

Rennes
Anjou
Bordeaux
Provence
Dijon
Nurnberg
Wurttemberg
Corsica
Rhodos
Venaissin

- Beer

Holstein
Lubeck
Hamburg
Holland
Celle
Kleve
Koln
Artois
Munster
Sundgau
Plzen
Poznan
Middlesex
Lower Silesia
Galindia
Ulm
Vas
Weimar

- Spices

Mecca
Aleppo
Basra
Baghdad
Suwaida
Asas
Al Bichri
Aintab

- Textiles

Ile De France
Brugge
Brabant
Venezia
Lombardia
Genoa
Pavia
Darum

- Dyes

Warwick
Gowrie
Middlesex
Mortain
Brugge
Brabant
Saintogne
Melgueil
Provence
Byzantion
Uusimaa
Osterreich
Jerusalem
Cairo

- Coal

Perfeddwad
Lothian
Lancaster
Westmorland
Cumberland
Argyll
Oriel
Vermandois
Hainaut
Verdun
Alto Aragon
Vallodolid
Zamora
Savoie
Pfalz
Nassau
Hedmark
Cordoba
Edessa
Ragusa
Tyana
Dwin
Oromieh

- Tin

Moray
Tyreconnel
Strathearn
Middlesex
Bedford
Leiningen
Bamberg
Asturias de Oviedo
Valais
Savoie
Verdun
Slesvig
Angermanland
Chud
Dal
Constantia
Ouled Nail
Mzab
Shemakha
Trapezous
Hedmark

- Glass

Reims
Ile De France
Carcassone
Saluzzo
Venezia
Bologna
Acre
Aleppo
Edessa
Damascus
Baghdad
Homs
Al Bichri

- Salt

Chesire
Worcester
Cieszyn
Krakow
Sandomierskie
Sacz
Orava
Hamburg
Luneberg
Weimar
Rama
Hum

Future Features
- More trade goods/resources
- More Buildings for castles & cities ---------- Currently being worked on.
- New building lines for bishoprics
- Economic Events ---------- Currently 10 completed.
- Improve attrition system
- Improve economic balance
- improve balance of military aspects
- Increase general game difficulty
- other misc things (reduce HRE & BYZ strength etc)

Incorporated Mods
- Death Causes - Thanks to Avee & Sanatyr for icons
- Better Rebels - Thanks to Avee
- Culturally Different Cities - Thanks to Velho e Bom Joe.







Strongholds & Citadels Important Infromation
- events will fire at the beginning of the game informing the player as to the location of any resources that they control, AI resources will appear silently.
It will take upto one game month (usually only a 2 weeks though) for the province modifiers to appear and then the unique buildings will become available.
- The provinces designated as 'strongholds' will be so from the game start, you dont have to wait for anything.
- This mod is intended/balanced to be played form either of the 1066 starts, do NOT play from a later start date.
- this mod should be seen as at minimum, of hard difficulty.
- With each new release i will mention whether or not if it's savegame compatible.
- Feedback/suggestions/constructive criticisms are welcomed/encouraged.
- I also would like people to tell me which other holdings in the game should be classed as strongholds. Whether in Europe or the near east from the 1066 start.
- Currently compatible with V1.04c
- Permission must be asked before incorporating/copying/assimilating any of the mods files.

Strongholds & Citadels Download Link
- Stronghold & Citadels v0.32 and a hotfix for v0.32, overwrite when asked, install in stronghold and citadels/common. - View attachment 52217

Strongholds & Citadels Installation Instructions
- Using a programme that opens .rar files extract the mod's folders to your CrusaderKings2/mod folder​
 
Last edited:
I think these are really great ideas. However I see two major problems.

The AI not holding cities is a major problem. Have you tried removing the penalty entirely and seeing if that changes AI behavior? A long shot I know but if it does then you have fixed the problem right there.

If cities are the major source of income then you will probably need to rebalance the start so most rulers actually have a city or two so they can make some money.

Regarding castles costing money I think that should be tied to devopment. So unupgraded castles contribute more and each military building lowers income.
 
I think these are really great ideas.

thanks!

The AI not holding cities is a major problem. Have you tried removing the penalty entirely and seeing if that changes AI behavior? A long shot I know but if it does then you have fixed the problem right there.

I will try your suggestion because that could work, i'll see.... But if i doesn't i plan on adding a modifier to the difficulty levels which will give castles held by the AI a tax boost, creating a larger income from castles only for the AI and thus nullifying the problem.

When i said castles will be a drain on your coffers, i meant you still get an income from them.... but buildings built there will cost maintenance, your suggestion is already included!
 
I really like your idea and I hope you can realise all your plans. I think this would add a lot of fun to the game.
I also hope, we can see the mod in one of the bigger game-changing mods ... but that's just imagination by now. :)
 
The AI not holding cities is a major problem. Have you tried removing the penalty entirely and seeing if that changes AI behavior? A long shot I know but if it does then you have fixed the problem right there.

Ok so i tried removing the negative modifier for wrong holding type and it had no effect whatsoever, I dont really see this as a problem though as i said il just be adding a modifier to give the AI more money from castle buildings, so in essence they will be recieveing vanilla like income, also remember they will still be getting a slice of city money if they are taxing their mayor vassals........ so ultimately i think it will be ok, if anyone else has any ideas about AI lords controlling cities let me know!
 
Looks good. I like the drain caused by keeping up castles. Will trade goods be mostly for enabling certain buildings?

Most castle buildings will cause a drain, but not all and Yes all the buildings listed above can only be built in the right province. Eg, to start building the timber yard line of buildings in a city, that city HAS to have access to timber.

I have the mechanic working perfectly atm, im just wanting to improve other aspects of the mod before release.

I really like your idea and I hope you can realise all your plans. I think this would add a lot of fun to the game.
I also hope, we can see the mod in one of the bigger game-changing mods ... but that's just imagination by now.

thanks!, most aspects have been realised as you say, i just need to tweak things and add a few new things before first release, all of the trade goods above are ready, just some building balancing and 'stronghold' balancing.
 
I am happy to see that you go steps further on the economical developments for CK2. :)
 
- this mod should be played at minimum hard difficulty.
What`s the reason to have difficulty requirement? You can tweak difficulty levels to make your mod playable with any difficulty.

Also I kinda dislike the Wrong Holder Penalty change and AI bonuses. Is it really necessary? You can tweak city taxes to make your mayor vassals the main source of income.
 
This seems promising. If you need any help, im willing. PM me.

thanks, i will probably need help with events.

I am happy to see that you go steps further on the economical developments for CK2.

Yes i want to diversify economy as best i can.

What`s the reason to have difficulty requirement? You can tweak difficulty levels to make your mod playable with any difficulty.

I've re-worded what i meant, and yes i have already altered difficulty settings.

Also I kinda dislike the Wrong Holder Penalty change and AI bonuses. Is it really necessary? You can tweak city taxes to make your mayor vassals the main source of income.

That bonus for the AI is because they wont control holdings of the wrong type, is there a way to 'encourage' the AI to want to hold more cities? As cities will be the main income generators compared to advanced castles - which will cost much more.

So if an AI lord has control of lots of advanced castles, draining his economy, but no cities, he could be making negative money. So if then the AI is given a bonus to castle holding income, that would nullify the problem... But i dont think it will ever be too serious an issue because of the vassal tax they will be receiving aswell.
 
That bonus for the AI is because they wont control holdings of the wrong type, is there a way to 'encourage' the AI to want to hold more cities? As cities will be the main income generators compared to advanced castles - which will cost much more.

So if an AI lord has control of lots of advanced castles, draining his economy, but no cities, he could be making negative money. So if then the AI is given a bonus to castle holding income, that would nullify the problem... But i dont think it will ever be too serious an issue because of the vassal tax they will be receiving aswell.

I'm pretty sure the AI don't look at all the wrong demesne penalty to see if it is acceptable for him or not. If it owns wrong settlement it automaticaly gives them away AFAIK.
 
That bonus for the AI is because they wont control holdings of the wrong type, is there a way to 'encourage' the AI to want to hold more cities? As cities will be the main income generators compared to advanced castles - which will cost much more.

So if an AI lord has control of lots of advanced castles, draining his economy, but no cities, he could be making negative money. So if then the AI is given a bonus to castle holding income, that would nullify the problem... But i dont think it will ever be too serious an issue because of the vassal tax they will be receiving aswell.
There is currently no way to force AI to control wrong holdings. It means that you force player and AI to have different rules: player has to control cities directly, AI doesn`t. I dont like this idea.
I think, it would be better to give castles at least some income and tweak city taxes. The problem here is barons without vassals. They are, in my opinion, the only ones who will need some bonus.
 
There is currently no way to force AI to control wrong holdings. It means that you force player and AI to have different rules: player has to control cities directly, AI doesn`t. I dont like this idea.
I think, it would be better to give castles at least some income and tweak city taxes. The problem here is barons without vassals. They are, in my opinion, the only ones who will need some bonus.

The player does not HAVE to control cities, its just that they are more profitable now because of resources and building lines, income is STILL generated from castles but more advanced structures from castles cost maintenance.

give castles at least some income

They will indeed have income, what im trying to get at (perhaps i should try and explain it better in the description) is that advanced fortifications with many buildings will end up being less profitable because of 'wages for garrison troops and maintenance costs' That aside the castles that have access to resources i.e. gold and silver and iron atm will be able to construct more economy buildings making them more profitable and offsetting the cost of the building maintenance's. I will increase the AI build factor for castles to build more of the new economic buildings so as they have a more productive/active economy.