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Syren

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A Mod granting everyone a culture building.
Feel free to add this to you own mod, just give credit for what you use.
I used Google translate for the Spanish, French, and German names so please tell me if they are wrong.

Liege+County ( Will be released if and when I fix the bugs)
------------
Culture buildings will be available from province culture as well as the rulers.

Additional Credits/Thanks
=========================
david3k, Pode for the the idea and proper script to create Liege+County.
Equus Polonus, Melichai for building ideas.

Adds 13 new building chains.

New in 1.6
----------
Added two new building chains for some French and Spanish cultures and rebalanced all the chains to fit with the changes from patch 1.7.

Download 1.6 for 1.7b
https://rapidshare.com/files/614220259/SyrenCulBuildMod 1.6.rar
 
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Sleight of Hand

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Do you mind if I incorporate this into my mod? I was just about to do more or less the same thing (begin my changing Saxon Longbows to Welsh...) but there's really no point re-doing all of the work just to say I hadn't copied you. I will of course give you credit.
 

Syren

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Feel free to, a full version of this mod will be released this weekend, I just have to finish the last 3 building chains.
 

Syren

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Full version released, plan to add tweaked versions of one or two culture mods in the future and maybe some buildings for each religion. (Like Warrior Cult for Pagans but much weaker.)
Please Report any bugs and I hope you enjoy the mod. :)
 
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Sleight of Hand

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Awesome stuff. I have updated my mod to use version 1.2 (liege version) -- a very simple but effective mod. Great work. :)
 

unmerged(133356)

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Wish I noticed this before, I created my own little mini-mod to give a relatively small "cavalry school" building to whichever otherwise neglected culture I might play. Builds a small number of heavy cav and a few horse archers, to represent "the elite" without being overpowering, and requires both normal stables and the wooden palisade before being built.
 

Syren

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Updated to 1.3; rebalanced to fit in with the changes in 1.5c.
 

Sleight of Hand

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Adding to my mod now. Awesome and thanks. :)
 

RedRooster81

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I'll take a look, Syren. Is the building based on province or ruler culture?
 

Syren

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If the mod changes buildings.txt then no without some editing.
This one is based on ruler culture; will remake the province culture version soon.
 

RedRooster81

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If the mod changes buildings.txt then no without some editing.
This one is based on ruler culture; will remake the province culture version soon.
Ideally you would have both: so that Normans in Sicily can continue to field archers and heavy horse while taking advantage of existing heavy infantry buildings.
 

Sleight of Hand

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Just to clarify, the liege+county version means that culture buildings will remain so long as the province they're in is of that culture? For example if I built a Huscarl Quarters in Middlesex and then William of Normandy became king the building (and all other Saxon-specific buildings) would remain until the provinces they were in changed culture?
 

Shaytana

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Very nice! I was going to make a mod like this myself, also with later "professional army" buildings per culture, but I guess I'm going to try this first, my portrait modding is taking all my modding energy. :rolleyes: Maybe you could try and implement something in the future? I was thinking about maybe at high levels of tech and crown authority you could add professional army buildings per culture. (also maybe those could only be available to king/emperor demesne)
 
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Syren

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Just to clarify, the liege+county version means that culture buildings will remain so long as the province they're in is of that culture? For example if I built a Huscarl Quarters in Middlesex and then William of Normandy became king the building (and all other Saxon-specific buildings) would remain until the provinces they were in changed culture?
Correct, they will remain and be still be available to build as long as the county remains saxon even with a non saxon ruler.

I am planning on doing ether a series of religious buildings or castle specialisation chain next. The religious buildings will be for catholic, orthodox, sunni and shiite like the pagan warrior cult but weaker. The castle specialisation will be 3 or more building chains and no more than one chain can be build in any castle. Three I was currently thinking about was Skirmish Chain (light infantry, Archers), Cavalry Chain (Light Cavalry, Heavy Cavalry) and Infantry Chain (Pikemen, Heavy Infantry).
 
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Sleight of Hand

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That's great. Definitely going to use this version in my mod. Thanks Syren. :)
 

Syren

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Added a new building chain.
Anyone have any opinion on balance?
Are some to strong/weak?
 

Sleight of Hand

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Just added the new versions of your mods to mine. I'll test and report back. :)
 

Sleight of Hand

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I have a small issue here, but I'm not sure why. I added better holdings to the Norman provinces in the 1066 scenario, such as Squire Lists. This worked fine in previous versions of my mod, but for some reason my Squire Lists now don't show since updating to 1.4 of this mod. I haven't changed anything else that should affect this.

Province 97 - Arques for example:

Code:
# History
1066.1.1 = { 
	b_rouen = ca_keep_1
	b_rouen = ca_training_grounds_1
	b_rouen = ca_stable_1
	b_rouen = ca_wall_q_1
	b_rouen = ca_wall_1
	b_rouen = ca_wall_2
	b_rouen = ca_militia_barracks_1
	b_rouen = ca_barracks_1
	b_rouen = ca_town_1
	b_rouen = ca_culture_frank_norman_german_1
	b_arques = ct_port_1
	b_arques = ct_port_2
	b_arques = ct_port_3
	b_arques = ct_wall_1
	b_arques = ct_barracks_1
	b_arques = ct_barracks_1
	b_arques = ct_marketplace_1
}
Yet in-game Squire Lists don't show, but they did before. They seem to build fine if you create them though. I double-checked I'd spelt the Squire List line correctly in buildings.txt and I had. Any ideas?