This mod adds 141 unique buildings with a combined 435 tiers
Steam workshop
Most buildings will not appear unless/until you can build them, to keep the interface cleaner
Future Plans
CFH
Steam workshop
Most buildings will not appear unless/until you can build them, to keep the interface cleaner
- Capital Castle Buildings
- Can only be built by Count+, in capital holding
- 16 buildings with listed tiers - total 45 buildings
- Hall - 5 tiers
- Safe - 3 tiers
- Graveyard - 3 tiers
- Guest Room - 3 tiers ### not finished
- Training Yard - 3 tiers ### not finished
- Bath House - 2 tiers
- Dungeon - 1 tier ### not finished
- Capital Punishment Platform - 1 tier ### not finished
- Corporal Punishment Platform - 1 tier ### not finished
- Councillor Offices - 3 tiers
- Garden - 5 tiers
- Campaign Room - 3 tiers
- Personal Library - 3 tiers
- Personal Office - 3 tiers
- Ambassador Office - 3 tiers
- Secret Passageways - 3 tiers
- Hall - 5 tiers
- Can only be built by Count+, in capital holding
- Family Palace Buildings
- 6 buildings with listed tiers - total 8 buildings
- Councillor Offices - 3 tiers
- Large Campaign Room - upgrade of existing building
- Large Personal Library - upgrade of existing building
- Large Personal Office - upgrade of existing building
- Large Ambassador Office - upgrade of existing building
- Underground Tunnels - upgrade of existing building
- Councillor Offices - 3 tiers
- 6 buildings with listed tiers - total 8 buildings
- Castle Buildings
- 15 buildings with listed tiers - total 46 buildings
- Expanded Walls - 5 tiers
- Merlons - 5 tiers
- Towers - 4 tiers
- Ballistas - 4 tiers
- Gate House - 3 tiers
- Hoardings - 1 tier
- Gates - 3 tiers
- Drawbridge - 1 tier
- Murderhole - 2 tiers
- Armoury - 3 tiers
- Weaponsmith - 4 tiers
- Blacksmith - 4 tiers
- Armourer - 4 tiers
- Granary - 3 tiers
- Expanded Walls - 5 tiers
- 15 buildings with listed tiers - total 46 buildings
- City Buildings
- 14 buildings with listed tiers - total 48 buildings
- Art Guild - 3 tiers
- Blacksmith's Guild - 3 tiers
- Merchant Guild - 3 tiers
- Supply Depot - 2 tiers
- Horse Trader - 3 tiers
- Livestock Market - 3 tiers
- Grain Silo - 4 tiers
- Lighthouse - 4 tiers
- Plumbing - 3 tiers
- Sheriff - 5 tiers
- Courier - 2 tiers
- Garrison - 5 tiers
- Watchtower - 5 tiers
- Mercenary Guild - 3 tiers
- Art Guild - 3 tiers
- 14 buildings with listed tiers - total 48 buildings
- Tribal Buildings
- Are quicker to build than the castle and city buildings (for the bonus/cost)
- 9 buildings with 5 tiers each - total 45 buildings
- Healer's Tent
- SkyForge
- Elder's Hall
- Sacred Ground
- Ancestor Stones
- Spike Ditch
- Night Fire
- Long Hall
- Muster Ground
- Healer's Tent
- Are quicker to build than the castle and city buildings (for the bonus/cost)
- District Buildings
- In each province, 5 out of 7, districts can be built (via decision) by the county capital
- Each district has 3 tiers
- Districts/district tiers are built by settlement decisions - may need to enable notification
- If the county capital changes the districts will move (buildings built by decision) but not the district buildings (built like normal buildings)
- The districts can be built by, and are the same for, Tribes, Castles, Cities and Temples
- District rely on population
- Population grows over time depending on a number of factors, with some randomness
- Looting, sieges and disease cause the population to decrease
- There are 15 population levels, each larger than the previous
- Each population level allows a new district or district tier
- New districts/district tiers are required to move to the next population level, otherwise it will stall
- Population % effects district province modifiers and district buildings
- At minimum 100%, 90%, 80%, 70%, 60% & 50% the district province modifiers strength will be at 100%, 80%, 60%, 40% 20% & 0%
- At less than 50% tier 3 buildings wont be active, less than 40% tier 2, less than 30% tier 1
- At minimum 100%, 90%, 80%, 70%, 60% & 50% the district province modifiers strength will be at 100%, 80%, 60%, 40% 20% & 0%
- Population grows over time depending on a number of factors, with some randomness
- Each district provides a district modifier
- Each additional district tier provides an additional affect to the district modifier
- Districts and their buildings require no technology
- Poor, Rich, Military, Monument, Religion, Trade districts
- Each have 8 buildings (with 3 tiers each)
- Each building tier requires the corresponding district tier
- Only 4 buildings can be built at district tier 2/3
- Only 2 buildings can be built at district tier 1
- Each have 8 buildings (with 3 tiers each)
- Industrial district
- 26 buildings (with 3 tiers each)
- Each building tier requires the corresponding district tier
- Only 4 buildings can be built at district tier 2/3
- Only 2 buildings can be built at district tier 1
- The buildings have terrain requirements
- There are some religious exclusions - Muslims/Jews get zero pork, Hindus no cows
- 26 buildings (with 3 tiers each)
- Total building count - 81 (including the districts themselves) * 3 tiers = 243 ( for 4 settlement types, so actually 972 )
- In each province, 5 out of 7, districts can be built (via decision) by the county capital
Future Plans
- Obviously bugfixes and balance issues
- Improved localisation
- Create content for the missing Personal Castle buildings
- Mistress and carousing events tied to guest rooms
- Obviously, training events tied to the training yard - combat rating
- Torture options for the dungeon
- Public punishment options for corporal punishment platform - with positive & negative repercussions
- Executions options for the capital punishment platform - with positive & negative repercussions
- Mistress and carousing events tied to guest rooms
- Population migration
- New districts
- May separate the current Rich/Noble district into 2
- May separate the industrial/farming district into 2
- Religions/ Culture specific industrial/farming buildings
- More Terrain specific industrial/farming buildings
- Province specific industrial/farming buildings (ie gold/silver mines)
- CB's to capture high value resources (ie gold/silver mines)
- Event to advise of possible high value resources (you wouldn't know you could build a gold mine until you build the district)
- May use events to randomly allocate high value resources
CFH
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