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CFH1985

Second Lieutenant
26 Badges
Mar 6, 2018
113
7
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
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

  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
    • 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
    • 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
    • Total building count - 81 (including the districts themselves) * 3 tiers = 243 ( for 4 settlement types, so actually 972 )

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
  • 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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Seems like a cool mod..just a quick question: so what do the buildings do? for example if I build a bath house in my castle does it add to health or disease resistance for each character or region?
 
Hello there and thanks for your mod. if you can bring back the feeling of "your personal castle" only, that would already be great. However, as it is, it's hard to understand how all your additions work. I feel, and I might not be alone, that you should add a detailed description of what your mod wants to do and what do you implement to that end. It would be very helpful.
Thanks anyways and good luck.
 
Some of the building modifiers don't work (even though paradox uses them in the same holding types) so a lot has been reworked. Revolt risk and disease defence are two such examples. Also, after balance considerations I've lowered the amount of buildings that use though modifiers as it would complete prevent disease and revolt when all buildings are built.

Some buildings now rely on an event to add province modifiers to add the effects.

the personal buildings will be similar to "your personal castle", though some are intended to work with my other mod (cfh modules) in future

V3 should be released soon with many bug fixes and balance improvements + additional features. V3 currently splits it into 4 modules, each with a game rule to turn on/off.

I'm somewhat delayed in the update as I've been massively updating the slavery module from CFH Modules - it will be available as a stand alone soon
The new slavery module is having a lot of addition features, but best of all and most relevant here is that the population mechanic, used by the districts module of my buildings mod, is going to be used by the slavery system when capturing slaves during raids/sieges.

Buildings V2 is also going to be making use of a lot of custom tooltips, so you should be better able to understand what everything does in game
 
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