Thank you for this mod Syren - I've incorporated this into a mod pack I use solely with a few friends in our private games and it has formed the basis of something we feel is really increasing our enjoyment of the game. I've just finished adding a new "capital" building chain - which adds a chain which can only be constructed in your capital. Each upgrade tier requires a higher tier of title, meaning there's a building for counts all the way up to emperors, with the effects being cumulative.
I wanted to try and give higher ranked people a slight edge/advantage over lower tiers, when engaging in a pure 1v1 where everything else is equal, as well as generally make the buildings and higher tiers more interesting. I'd just like to share the code, as it might give other people ideas and form the basis for other building chains - as it shows how this can be achieved.
I've thoroughly tested - if you move your capital, the building will vanish and it's effects will disappear from the county within a month. This is to prevent cheating and moving capital around to build them all over the place. You *can* build multiple within the capital county itself, if you hold multiple baronies there but I don't mind that as you're already neutering yourself by limiting your demesne that way, so it balances out anyway. Besides, the higher level versions are quite expensive.
In
buildings.txt, insert this anywhere after
castle = { (directly below that line, before the other building chains start works just fine)
Code:
# Capital Building Chain
et_capital_1 = {
potential = {
AND = {
is_capital = yes
FROM = {
OR = {
tier = count
tier = duke
tier = king
tier = emperor
}
}
}
}
prerequisites = { ca_wall_2 }
build_cost = 150
build_time = 365
light_infantry = 50
levy_size = 0.1
tax_income = 1.0
ai_creation_factor = 150
start = {
AND = {
year = 1086
has_building = ca_barracks_1
}
}
}
et_capital_2 = {
potential = {
is_capital = yes
}
prerequisites = { ca_keep_2 }
trigger = {
FROM = {
OR = {
tier = duke
tier = king
tier = emperor
}
}
}
upgrades_from = et_capital_1
build_cost = 350
build_time = 547
pikemen = 50
levy_size = 0.15
levy_reinforce_rate = 0.1
tech_growth_modifier = 0.1
tax_income = 2.0
ai_creation_factor = 150
start = {
AND = {
year = 1096
has_building = ca_town_1
}
}
}
et_capital_3 = {
potential = {
is_capital = yes
}
prerequisites = { ca_keep_4 }
trigger = {
FROM = {
OR = {
tier = king
tier = emperor
}
}
}
upgrades_from = et_capital_2
build_cost = 700
build_time = 730
knights = 50
levy_size = 0.25
levy_reinforce_rate = 0.15
tech_growth_modifier = 0.15
tax_income = 3.0
ai_creation_factor = 150
start = {
AND = {
year = 1106
has_building = ca_town_2
}
}
}
et_capital_4 = {
potential = {
is_capital = yes
}
prerequisites = { ca_barracks_3 }
trigger = {
FROM = {
tier = emperor
}
}
upgrades_from = et_capital_3
build_cost = 1500
build_time = 1825
knights = 100
levy_size = 0.5
levy_reinforce_rate = 0.25
tech_growth_modifier = 0.25
tax_income = 4.0
ai_creation_factor = 150
start = {
AND = {
year = 1116
has_building = ca_town_3
}
}
}
localisation entries: (create a .csv file with Notepad++, add to another file, whichever works for your personal mod)
Code:
#CODE;ENGLISH;FRENCH;GERMAN;;SPANISH;;;;;;;;;x
et_capital_1;Great Hall;Great Hall;Great Hall;;Great Hall;;;;;;;;;x
et_capital_2;Throne Room;Throne Room;Throne Room;;Throne Room;;;;;;;;;x
et_capital_3;Royal Council;Royal Council;Royal Council;;Royal Council;;;;;;;;;x
et_capital_4;Imperial Senate;Imperial Senate;Imperial Senate;;Imperial Senate;;;;;;;;;x
I've not localised this, but it's easy enough to do if you prefer playing in another language.
Alternatively, download the files here;
Direct Download
Anyone can use this as they see fit, just give credit where credit is due please.