Flogi's Buildings & Technology Mod
This mod is also represented in the Steam Workshop: You can find it here
The trade addon can be found here
Idea of the mod/What does it do?
As we all know, Crusader Kings II is a complex game. However in terms of complexity concerning buildings and technology it is not as complex as I would’ve liked it to be. So I decided to change that as good as possible. This modification adds over 40 new buildings and its extensions to the game.
There are numerous knew ones, but the most exciting are terrain specific buildings like corn farmes that boost your income and do other useful things. There are stone pits and mines in mountains, vineyards in hilly terrain and lumberjacks in forests.
Apart from that every settlement type has a new basic building that reflects the size of the settlement. For cities this is for example Village, Small Town, Town, Large Town and Metropolis.
But that’s not all. You will be able to invest a good amount of money to individually design your capital as well, similar to the family places you can build when playing a republic.
As for technology I always found it a bit odd that you could if you really wanted concentrate on 3-4 different technologies and don’t suffer anywhere. Now it will be inevitable for you to invest in each and every technology at hand because they all play a great role in unlocking the buildings. Almost every building has 3 or 4 technology stages required. To boost technology growth nearly every building you can build somewhere affects your technology points. This might be another good reason to also develop the properties of your vassals.
Mod features in overview and summary
- Over 70 new buildings and its extensions
- Terrain specific buildings that will boost your income
- Individual development of your capital
- 20 new resources and their buildings
- All buildings have numerous requirements in the technology section
- Nearly all buildings give a small boost of technology points
- Rebalanced ship and troop maintenance costs to a more handy (ships) and realistic (troops) level; Readjusted retinue costs and bonuses accordingly
- New units: Crossbowmen and Berserkers
- New laws: Economy & Justice
- New investment & money lending systems
- 77 new mercenary stacks
- New trade routes!
- Supported languages: English,French and German! (If you are german, you might want to visit the German Version of the thread.)
Installation instructions
1) Download the Mod (Currently via Steamworkshop) Attachments currently disabled. Igonore the old ones below.
2) Copy the files from the rar.file to your Documents/Paradox Interactive/Crusader Kings II/Mod folder. In case you do not have a modfolder, create one.
3) Run the game and select “Flogi’s Techmod”
4) The correct checksum should be (DZXF)
Full Changelog:
You can find the full changelog in Flogi's Techmod/Readme (in English and German)
Old Versions:
(CK 2.5.2)
(CK 2.4.5)
(CK 2.3.6):
http://ge.tt/2nFgYcO2/v/0
Screenshots:
You can find more screenshots in the steam workshop
Known Issues:
- In the technology section only the terrain specific buildings that you can build in your capital are listed. You can’t see the others. That has probably something to do with the game mechanics.
- In the technology section you might stumble over another little bug I cannot fix. The culture specific buildings that of course all have different requirements are not correctly displayed for nations who can’t build them. In fact you will see “released buildings” and then nothing. So don’t wonder about that either.
I really hope some of you enjoy the mod. I’m always open to feedback or suggestions.
Cheers
flogi
This mod is also represented in the Steam Workshop: You can find it here
The trade addon can be found here
Idea of the mod/What does it do?
As we all know, Crusader Kings II is a complex game. However in terms of complexity concerning buildings and technology it is not as complex as I would’ve liked it to be. So I decided to change that as good as possible. This modification adds over 40 new buildings and its extensions to the game.
There are numerous knew ones, but the most exciting are terrain specific buildings like corn farmes that boost your income and do other useful things. There are stone pits and mines in mountains, vineyards in hilly terrain and lumberjacks in forests.
Apart from that every settlement type has a new basic building that reflects the size of the settlement. For cities this is for example Village, Small Town, Town, Large Town and Metropolis.
But that’s not all. You will be able to invest a good amount of money to individually design your capital as well, similar to the family places you can build when playing a republic.
As for technology I always found it a bit odd that you could if you really wanted concentrate on 3-4 different technologies and don’t suffer anywhere. Now it will be inevitable for you to invest in each and every technology at hand because they all play a great role in unlocking the buildings. Almost every building has 3 or 4 technology stages required. To boost technology growth nearly every building you can build somewhere affects your technology points. This might be another good reason to also develop the properties of your vassals.
Mod features in overview and summary
- Over 70 new buildings and its extensions
- Terrain specific buildings that will boost your income
- Individual development of your capital
- 20 new resources and their buildings
- All buildings have numerous requirements in the technology section
- Nearly all buildings give a small boost of technology points
- Rebalanced ship and troop maintenance costs to a more handy (ships) and realistic (troops) level; Readjusted retinue costs and bonuses accordingly
- New units: Crossbowmen and Berserkers
- New laws: Economy & Justice
- New investment & money lending systems
- 77 new mercenary stacks
- New trade routes!
- Supported languages: English,French and German! (If you are german, you might want to visit the German Version of the thread.)
Installation instructions
1) Download the Mod (Currently via Steamworkshop) Attachments currently disabled. Igonore the old ones below.
2) Copy the files from the rar.file to your Documents/Paradox Interactive/Crusader Kings II/Mod folder. In case you do not have a modfolder, create one.
3) Run the game and select “Flogi’s Techmod”
4) The correct checksum should be (DZXF)
Full Changelog:
You can find the full changelog in Flogi's Techmod/Readme (in English and German)
Old Versions:
(CK 2.5.2)
(CK 2.4.5)
(CK 2.3.6):
http://ge.tt/2nFgYcO2/v/0
Screenshots:
You can find more screenshots in the steam workshop
Known Issues:
- In the technology section only the terrain specific buildings that you can build in your capital are listed. You can’t see the others. That has probably something to do with the game mechanics.
- In the technology section you might stumble over another little bug I cannot fix. The culture specific buildings that of course all have different requirements are not correctly displayed for nations who can’t build them. In fact you will see “released buildings” and then nothing. So don’t wonder about that either.
I really hope some of you enjoy the mod. I’m always open to feedback or suggestions.
Cheers
flogi
Attachments
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