This is a mini mod design to give a more "real" feel to the development of technology in the game. What's in it:
- L1 and L2 Techs MTTH's are set (approximately) to L3 MTTH's of that family (Slower initial tech discovery and spread)
- Ruler attributes has a greater effect where previously present
- Realm size has a greater effect too, many king titles/duchy vassals give a bonus, being a duchy or a county gives a penalty
For tech spread:
- For a tech to spread to a province, the destination province has to have the earlier techs of that family (ex: for L3 Bow tech arrive in province X, province X has to have already L1 and L2 Bow techs)
- Much greater bonus for same_realm, same_ruler and same_culture (so if a tech is already in your realm it will spread inside it much faster)
The overall effect is that is quite harder to research new techs (especially if you have a bad ruler in a backwards county), but once somebody gets it, it will spread much faster. This results in a much more "realistic" (and organic) tech presence in a game, contrary with the usual tech chaos commonly found.
To install, simply extract both .txt files into your event folder (backup your existing ones first) and you're good to go. It can even be added to an already ongoing game.
As there are no fundamental changes with the way CK works, this Mod is (in theory) compatible with almost any version of CKDV out there (it was made from a DVIP install). There is a slightly modified version to work with my Province Base Income Mini Mod(v1).
---> Discussion Thread <---
-Krea
EDIT: Minor changes because of the way ruler_stewardship and the like really work. Events now have the MTTH they should.
- L1 and L2 Techs MTTH's are set (approximately) to L3 MTTH's of that family (Slower initial tech discovery and spread)
- Ruler attributes has a greater effect where previously present
- Realm size has a greater effect too, many king titles/duchy vassals give a bonus, being a duchy or a county gives a penalty
For tech spread:
- For a tech to spread to a province, the destination province has to have the earlier techs of that family (ex: for L3 Bow tech arrive in province X, province X has to have already L1 and L2 Bow techs)
- Much greater bonus for same_realm, same_ruler and same_culture (so if a tech is already in your realm it will spread inside it much faster)
The overall effect is that is quite harder to research new techs (especially if you have a bad ruler in a backwards county), but once somebody gets it, it will spread much faster. This results in a much more "realistic" (and organic) tech presence in a game, contrary with the usual tech chaos commonly found.
To install, simply extract both .txt files into your event folder (backup your existing ones first) and you're good to go. It can even be added to an already ongoing game.
As there are no fundamental changes with the way CK works, this Mod is (in theory) compatible with almost any version of CKDV out there (it was made from a DVIP install). There is a slightly modified version to work with my Province Base Income Mini Mod(v1).
---> Discussion Thread <---
-Krea
EDIT: Minor changes because of the way ruler_stewardship and the like really work. Events now have the MTTH they should.
Attachments
Last edited: