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flogi

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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

















2015-10-06_00001.jpg

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
 

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ngppgn

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Good mod, for the looks of it. I was already thinking in doing something like this. Specially using terrain to determine resources and then establishing building lines in duchy capitals to represent manufacturing and distribution of these resources, maybe even a via-event building system to represent inter-holding trade. Or something like this. Well, I think I could at least take inspiration in wha you have done there. Congrats.
 

flogi

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Ok guys, the next version is ready.

Changelog Version 2.1:
General:

- Added a trait to all jewish characters that buffs them a bit, as the jewish religion group is the weakest in the game right now
- Two new retinue types
- Rebalanced unit upkeep costs
- Now using the battle tactic sprites from the Game of Thrones Mod (thanks again for allowing me to use it!) (Planning to mod advanced tactics in the next version)

Buildings:
- New terrain buildings: cattle farm and slaughterhouse
- Added building: Shooting Range (gives archers)
- Militia Training Grounds now just gives light infantry
- New building: Fishing Port (for castles and citys!)
- Special steppe buildings now for temples and citys as well as new ones for castles

Technology:
- Fixed some bugs
- Steppe Buildings now listed

Screenshots:



Download: See Attachment, first post.

Would be very happy to get some feedback.

New Checksum is: (TDKO)

Greets
flogi
 

flogi

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I thought I'll revive this thread after some time. I updated the description and added some more screenies. I also linked to the steam workshop where you can find even more screens.
Feel free to suggest new buildings and other stuff.
Maybe we can start a discussion here.

Cheers
flogi
 

flogi

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Hey guys. New version available. (Download via Steamworkshop)

################################################################################################
################################################################################################
########### Version 6.0 (WXAU)
################################################################################################
################################################################################################

################################################
########### General
################################################

- 52 new mercenary stacks to hire (some of them also have berserkers and crossbowmen)
- Banking laws are no longer changed back and forth (hopefully)
- Tweaked some events to improve performence

################################################
########### Buildings
################################################

- A completely new resource system of buildings. The buildings are distributed according to the special qualities of provinces.
The new resources are: Furs, Wine, Cloths, Wool, Dyes, Spice, Carpets, Southern Fruits, Amber, Timber, Salt, Gold, Silver,
Copper, Iron, Jewels, Sulphur, Marble, Glass, and Naval Supplies (overall 20)
- There are also new buildings concerning trade posts
- Reduced economy techpoints of university
- Reduced culture techpoints of temple holdings
- Raised build time of the capital buildings and also raised the AI preference for building them
- The buildings of the family places give more techpoints
- Changed the description of the noble district (was slightly misleading)
- New building for trade posts: Recruiting Office

################################################
########### Retinue & Units
################################################

- Reduced retinue numbers to the old level (500/Stack), also did some more tweaks, the best retinues are now available at techlevel 4
- Retinue Upkeep was raised considerably
- Reduced the retinue bonus granted from military organisation a bit
- Berserkers upkeep reduced as they are pretty weak at long range defence
- Raised elephant costs

Screenshots:









 

starwarsfan541

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Looks pretty interesting I look forward to trying it.

I have a request though can you put up a seperate download link? Some of us really have issues with steam workshop

EDIT: Playing it, its pretty awesome, mind if I integrated it with mine with credit given etc?

Not sure if possible but it would be cool to see river based trade posts imo
 
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flogi

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Looks pretty interesting I look forward to trying it.

I have a request though can you put up a seperate download link? Some of us really have issues with steam workshop

EDIT: Playing it, its pretty awesome, mind if I integrated it with mine with credit given etc?

Not sure if possible but it would be cool to see river based trade posts imo

Glad you like it. In the steam workshop there is a seperate download link. It should be working.
And you are allowed to integrate parts of the mod or the mod itself if you like.
Guess you mean your Monotheism Rising mod don't you?
 

mdman1

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I'm not optimistic but is this compatible with AGoT or HIP? If not is there the possibility of compatible versions?

Looks amazing btw, will definitely try it out when playing vanilla.
 

flogi

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I'm not optimistic but is this compatible with AGoT or HIP? If not is there the possibility of compatible versions?

Looks amazing btw, will definitely try it out when playing vanilla.

It surely is not compatible with the Game of Thrones mod as the mod is also changing a lot of buildings (and deactivated the hole technology section).
As for HIP I'm not sure. It probably depends on weather they've changed the vanilla building files. If they didn't it probably is compatible. But I haven't tried it yet.

Cheers
flogi
 

Fullarmor

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Well, that's amazing. I would love to see that mixed into a massive overhaul mod like HIP. They really need new buildings.
And if they could make it work with the personnal castle mod...
*heavy breathing*
 
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flogi

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Well, that's amazing. I would love to see that mixed into a massive overhaul mod like HIP. They really need new buildings.
And if they could make it work with the personnal castle mod...
*heavy breathing*

If HIP does not change the buildings this mod should be compatible to some extent. There will probably be confusion with some features though.

Cheers
flogi
 

flogi

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Hey guys. A little fix and some more mercnary stacks for a region that still needed some.

################################################################################################
################################################################################################
########### Version 6.1 (DJWP)
################################################################################################
################################################################################################


################################################
########### General
################################################

- 21 additional new mercenary stacks for the indian/persian region
- Did a bit rebalancing concerning some very strong battle tactics

Feel free to leave comments and such.

Cheers
flogi
 
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starwarsfan541

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Awesome, love some more persian and indian mercenarys

Havent gotten around to testing this in ethiopia region, but did they get more as well?
 

flogi

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Another question currently working on integrating this, what was changed in 00_cb_types, static modifiers and defines?

In cb types the indian subjugation cb was changed a little. Piety needed to the cb was slightly reduced, but I think I've raised it back to normal.

And defines, there's probably too much to list it all. I'd suggest you run a file compare tool to compare the files.

Cheers
flogi

EDIT: And yeah there are also some new mercs for the ethiopian region.
 

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In cb types the indian subjugation cb was changed a little. Piety needed to the cb was slightly reduced, but I think I've raised it back to normal.

And defines, there's probably too much to list it all. I'd suggest you run a file compare tool to compare the files.

Cheers
flogi

EDIT: And yeah there are also some new mercs for the ethiopian region.
I just discovered winmerge helped a lot :).

Thanks
 

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Hey guys. Posted another small update:
################################################################################################
################################################################################################
########### Version 6.1.1 (WXUC)
################################################################################################
################################################################################################

- Some more rebalancing concerning battle tactics
- Fixed a spelling issue