MASTER BUILDERS v. 2.0
Download & Install
- You can download the ZIP file here: http://www.mediafire.com/download/4u8217ha9cy0n33/Master_Builders_v.2.rar
- Unzip and copy the folder and mod file under : ...\Documents\Paradox Interactive\Crusader Kings II\mod
- Unzip and copy the folder and mod file under : ...\Documents\Paradox Interactive\Crusader Kings II\mod
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Compatibility
I am using version 1.111 of CKII and all the currently published DLCs - except for the silly Aztec one.
This was not tested with any other major meta-mod - because it was (and still is...) intended for TPTT - but I modestly think it could make a worthy addition to any of the historical ones. I therefore grant permission to any or all who wishes to use it - provided credit is given.
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Description
Generalities
This module was designed to be incorporated in "The Prince & the Thane" metamod. Therefore it concentrates solely on the modelization of social and economical development through the buildings you can build in your holdings. Because of this there are not, at this time, any advanced modelization through events such as you could find in "Magnate Lords", which I originally co-authored with APG.
Master Builders aims to enhance, as much as the CKII engine allows, the depth of the role playing experience by adding a socio-economical dimension to the game. The basic idea is that the holdings in any given province are interdependent on each other. Their development is intended to progress in parallel - each bonifying the other in order to create wealth and simulate the social and economical evolution during the time period. Another fundamental idea is that within each holding the buildings are linked in chains, tied to each other, and dependent on external factors such as technological levels, ranks or cultural and/or religious alliegeances.
This gives us 2 main building trees, divided along religious lines: the monotheistic one and the pagan one. Each being in turn divided into: ecclesiastical, feudal and urban categories - to match their corresponding holdings. Add to this the republican dimension and its trading post adjuncts and you have:
- a remodeled Technological Tree that is both less generic and more historically accurate than the vanilla one;
- 354 structures shared between the Christian, Muslim and Republican holdings;
- 86 structures for the Pagan holdings;
- 54 unique structures related to cultural variations (a fusion of the vanilla CastleCulture & CastleSteppe files);
- 7 landmark structure chains distributed according to historical settings (many more could be added);
- finally 15 unique Jewish structures (currently disabled).
- 354 structures shared between the Christian, Muslim and Republican holdings;
- 86 structures for the Pagan holdings;
- 54 unique structures related to cultural variations (a fusion of the vanilla CastleCulture & CastleSteppe files);
- 7 landmark structure chains distributed according to historical settings (many more could be added);
- finally 15 unique Jewish structures (currently disabled).
Practicalities
Each holding is organized according to the same general logic:
- a core structure that anchors all building chains in the holding - the human settlement;
- support structures that uphold and reinforce the Anchor - defensive and economical structures;
- vocational structures that expand on the primary ethos of each holding - they vary depending on the type of holding;
- specialized structures that further refine the vocation of the holding - they vary depending on the type of holding;
- unique structures that are historically relevant to specific provinces.
*NOTE: Feudal (castle) and ecclesiastical (temple) - or clerical - holdings are land endowments granted under the feudal land tenure system. They are agrarian in function and devoted to the extraction & basic processing of resources. As such their initial tax assessment is identical. Wheareas urban holdings - or Municipia - are self governing entities where the commercial activities, advanced processing and manufacturing take place. Indeed this mirrors the increased basic value that cities have over other types of holdings in the static modifiers file.
Exemple:
- When all these have been built, and you have developed Urbanism lvl 1 and Feudal Privileges lvl 1, the 2nd level of settlements unlocks.
- with the passing of time and further technological growth other structures becomes available, some specialized, some unique. But always the development of the holding is driven by the growth of the settlements.
- Some structures can be built only if your character is of a certain rank - or of a specific religion - or a specific culture.
- Most structures are dependent on the presence of others in the holding before they become available.
- human settlements are the anchor of any holding. In order to advance to the next level of settlement you will need to build a number of structures.
- so in the case of a feudal (castle) holding you would begin with a 'Serf Hamlet' - in order to reach the next lvl - the 'Baronial Village' you would need to build:
- so in the case of a feudal (castle) holding you would begin with a 'Serf Hamlet' - in order to reach the next lvl - the 'Baronial Village' you would need to build:
1) the 1st lvl of keeps -> (Timber Tower)
2) the 1st lvl of walls -> (Wooden Palisade)
3) the 1st lvl of garrisons -> (Levy Muster Grounds)
4) the 1st level of farms -> (Indentured Acreages)
5) the 1st level of administrative buildings -> (Tithe Barn)
2) the 1st lvl of walls -> (Wooden Palisade)
3) the 1st lvl of garrisons -> (Levy Muster Grounds)
4) the 1st level of farms -> (Indentured Acreages)
5) the 1st level of administrative buildings -> (Tithe Barn)
- When all these have been built, and you have developed Urbanism lvl 1 and Feudal Privileges lvl 1, the 2nd level of settlements unlocks.
- with the passing of time and further technological growth other structures becomes available, some specialized, some unique. But always the development of the holding is driven by the growth of the settlements.
- Some structures can be built only if your character is of a certain rank - or of a specific religion - or a specific culture.
- Most structures are dependent on the presence of others in the holding before they become available.
The building chains of Pagans are limited to 3 levels - to represent their backwardness.
*NOTE: Because of the hard coded limitations of the engine only Christian & Muslims can have simultaneous buildings. Which means that when a Christian lord conquers a Muslim holding all the buildings present remain standing but change name. However it appears Paradox forgot about Pagans so if you conquer a Pagan holding all previously built structures disappear. Which makes sense in a way - Christians or Muslims would most likely tear down most buildings built by heathens.
The Technological Tree has been rewritten to be more realistic (in my opinion) and to take into account the way the tech engine functions since 1.10 & ToG.
- the 4 main technologies that govern development are: Urbanism, Civil Engineering, Military Engineering & Manoralism
- several buildings require secondary technologies such as: Mercantile Practices, Industrial Techniques, Natual Sciences, Shipbuilding, etc
- the progression of the building chains follows this pattern:
- several buildings require secondary technologies such as: Mercantile Practices, Industrial Techniques, Natual Sciences, Shipbuilding, etc
- the progression of the building chains follows this pattern:
level 1 = tech lvl 0 + extra_tech_building_start = 0.2
level 2 = tech lvl 1 + extra_tech_building_start = 0.4
level 3 = tech lvl 2 + extra_tech_building_start = 0.6
level 4 = tech lvl 3 + extra_tech_building_start = 0.8
level 5 = tech lvl 4 + extra_tech_building_start = 1.0
level 6 = tech lvl 5 + extra_tech_building_start = 0.6
level 2 = tech lvl 1 + extra_tech_building_start = 0.4
level 3 = tech lvl 2 + extra_tech_building_start = 0.6
level 4 = tech lvl 3 + extra_tech_building_start = 0.8
level 5 = tech lvl 4 + extra_tech_building_start = 1.0
level 6 = tech lvl 5 + extra_tech_building_start = 0.6
*NOTE: I made it such not only to approximate the development of knowledge within the scope of the game's time frame but also to account for the large number of buildings dependent on others - and the slow AI of course.
- the starting tech lvls for each of the religious/cultural groups have been increased to stimulate early development - as such:
- START_MIL_CATHOLIC = 1.0 - START_MIL_MUSLIM = 1.5 - START_MIL_BYZANTIUM = 1.2 - START_MIL_OTHER = 0.6
- START_ECO_CATHOLIC = 1.0 - START_ECO_MUSLIM = 1.5 - START_ECO_BYZANTIUM = 1.6 - START_ECO_OTHER = 0.5
- START_CUL_CATHOLIC = 1.0 - START_CUL_MUSLIM = 1.2 - START_CUL_BYZANTIUM = 1.8 - START_CUL_OTHER = 0.4
- START_ECO_CATHOLIC = 1.0 - START_ECO_MUSLIM = 1.5 - START_ECO_BYZANTIUM = 1.6 - START_ECO_OTHER = 0.5
- START_CUL_CATHOLIC = 1.0 - START_CUL_MUSLIM = 1.2 - START_CUL_BYZANTIUM = 1.8 - START_CUL_OTHER = 0.4
- the progression of the building chains for Pagans goes from level 0 to level 2 which brings them at full capacity around 1050.
*NOTE: Since the game seeds provinces at game start according to their technological development level, and since there is (to my knowledge) no known way to control that level in a given province, all the vanilla province files have been included and stripped of any buildings. I would have liked very much to model certain key provinces but the only way I found was to add chains that have a requirement of tech lvl = 0 - extra_tech_building_start = 0.0. And even then there is no guarantee they will appear. I have no idea why.
*NOTE: Because of the above I have designed a building chain specically for Vikings - to simulate - and tone down - the Viking raids: the Norse harbours. It is available only in feudal (castle) holdings of the norse_germanic cultural group *when* pagan.
A revised landed_titles.txt is inculed where I rewrote all the 'de jure' borders of the game according to a principle I call: "organic borders"; that is to say the borders a lord would strive to achieve according to geographical limitations. As such I have removed all the 'science-fiction' empires included in Vanilla and left only 4 empires standing:
- the Holy Roman Empire - whose borders mirror the Caroligian Empire at its greatest extent;
- the Eastern Roman Empire (Byzantine) - whose borders partly mirror both the Theodosian division and the Justininan conquests;
- the Persian Empire - which includes Persia, Mesopotamia and Khiva;
- the Arabian Empire - which includes the Arabian Peninsula.
- the Eastern Roman Empire (Byzantine) - whose borders partly mirror both the Theodosian division and the Justininan conquests;
- the Persian Empire - which includes Persia, Mesopotamia and Khiva;
- the Arabian Empire - which includes the Arabian Peninsula.
Everything presented above is detailed in a more graphic format in indexes which are included in the ZIP package.
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