How will buildings be handled in CK2? Will they be in?
I certainly hope that with the subdivision of counties into baronies, there will still be a place for buildings in the system. Medieval rulership wasn't only about vassal management, there was actual development taking place too!
Having all the buildings that were in CK1 buildable for every single barony would be a whole lot of micromanagement. What I'd suggest instead would be something like the following: Each barony has only a fixed, constant number of building "slots", abstractly representing constraints like available labour pool to work in or support whatever activity goes on in the building. A few non-supported infrastructure buildings like roads and fortifications, though, should not count towards the limit.
In that way, you'd actually be faced with a tradeoff; what do you want, what opportunity cost are you willing to pay (rather than CK1 where you could have it all eventually, only limited by how fast you could gather the money to build it all. Also, what buildings can be built should be affected by geography, as well as settlement type. It makes little sense to be able to build a forestry in the midst of the Ukrainian steppe. Schools and universities should only be buildable in cathedral and city settlements, not castles. Business-ish buildings like moneylenders and merchant houses should probably only be found in cities, while the best military improvements should probably be restricted to castles.
I certainly hope that with the subdivision of counties into baronies, there will still be a place for buildings in the system. Medieval rulership wasn't only about vassal management, there was actual development taking place too!
Having all the buildings that were in CK1 buildable for every single barony would be a whole lot of micromanagement. What I'd suggest instead would be something like the following: Each barony has only a fixed, constant number of building "slots", abstractly representing constraints like available labour pool to work in or support whatever activity goes on in the building. A few non-supported infrastructure buildings like roads and fortifications, though, should not count towards the limit.
In that way, you'd actually be faced with a tradeoff; what do you want, what opportunity cost are you willing to pay (rather than CK1 where you could have it all eventually, only limited by how fast you could gather the money to build it all. Also, what buildings can be built should be affected by geography, as well as settlement type. It makes little sense to be able to build a forestry in the midst of the Ukrainian steppe. Schools and universities should only be buildable in cathedral and city settlements, not castles. Business-ish buildings like moneylenders and merchant houses should probably only be found in cities, while the best military improvements should probably be restricted to castles.