Crusader Kings II

Crusader Kings II

166 ratings
Rowan's Resource and Building Overhaul
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19 Apr, 2021 @ 3:52pm
5 Jun, 2021 @ 11:40am
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Rowan's Resource and Building Overhaul

Description


If you enjoy this mod and appreciate the work put into it (countless hours), please rate it up, favourite and comment below! If you have questions, suggestions, or more please feel free to comment!

No DLCs are needed/recommended to use this mod




If you use HIP, check out the HIP release here: https://gtm.you1.cn/sharedfiles/filedetails/?id=2463117246




Short description

A large, feature-rich overhaul introducing many new buildings, a resource system (with buildings for exploiting them), and rich & dynamic generation. Unique mechanics, first introduced in my other mod - The Seven Kingdoms, but now available for Vanilla and other compatible mods.

Currently covers Castle, City, Temple and Tribal holdings.

Features
  • Unique resource system with 28 resources. Virtually every province is awarded a resource of some kind.
  • 1200 buildings (this includes all possible upgrades for the many trees) dispersed throughout building trees available for Castle, Town, Temple and Tribal holdings.
  • Designed to be balanced. Investing is expensive, but the more you invest the better the returns. Some paths get more expensive the more you invest in them, with diminishing rewards, whilst others are inverted - starting expensive, but getting progressively cheaper.
  • Infrastructure and road system, using province decisions. Technology no longer serves to gatekeep construction.
  • Distribution of infrastructure and roads, with randomisation based on the year, rank of the province holder, and geographic region.
  • Region specific development, with a varying degree of available starting buildings based on infrastructure or roads present. Infrastructure serves as a cap when determining what is pre-built, and what can be built during gameplay.
  • Terrain/region based buildings, relating to Orchards, Vineyards and Animal Husbandry.


FAQ
  • Q. How do I upgrade infrastructure and roads?
  • A. Right click the capital holding - it's a province decision, and the options therein lay.
  • Q. How do I obtain modifiers like Natural Harbour, Trade Center, Major Population Center, and so on?
  • A. You can't. These modifiers are assigned on start, based on provinces of historic importance. Covering more provinces will be done over time and suggestions are welcome.
45 Comments
manouchiala 18 Nov, 2023 @ 3:01pm 
is hostrical building compatibale
Niconicotine 18 Sep, 2022 @ 8:21am 
Exactly the mod incompatibility. I've personal castle, cfh buildings and this mod activated. personal castle seems compatible with this while cfh buildings doesn't. Thx again for the reply, modder!
RowanMaBoot  [author] 17 Sep, 2022 @ 11:21pm 
This mod is a total replacement of the vanilla building system; you shouldn't be able to build vanilla buildings - being able to do so is usually due to a mod conflict. You should also only really use this mod when starting a new save, which is another reason as to why you can see the buildings disappear.
Niconicotine 17 Sep, 2022 @ 9:24am 
Hi I do love your mod, it brings me way much fun after years of playing CKII. Thx for your hard and respectful modding!

However, I found a weird bug recently. Some buildings I built will disappear after loading or just some time passing in-game. I found a list of override in the building folder in your mod, and all the buildings that I found disappeared are included in the override file. Each building has a line of {potential= always no}. I think this buildings are in vanilla. I'm not quite familiar with modding, but I guess this means I can build them but even I do so they'll disappear anyway? So did you intend to do it like this?? Is there a special reason for that, like to keep the balance of gameplay?? Thxxxx!!!
HaziTru 16 Jun, 2022 @ 7:30am 
Ck2 plus compatible ?
RowanMaBoot  [author] 9 Feb, 2022 @ 1:14pm 
Resources, Harbors and Infrastructure don't do anything without the buildings - the entire building system is built around those modifiers being present, as buildings require terrain/modifiers/etc, so removing the buildings wouldn't have the desired effect.
TheCrassDragon 9 Feb, 2022 @ 11:12am 
Would it be possible to get a version that has the resources, harbors, and infrastructure, without the buildings? I'm using CK2plus and without a patch to fix things between this and cleanslate/ck2+ it eventually blows up
Cheez Lord Rep 20 Nov, 2021 @ 9:25pm 
is not compatible with great trade leagues resources
Angel 20 Sep, 2021 @ 6:49pm 
compatible with other mods that add buildings?
djvandebrake 27 Jul, 2021 @ 8:08pm 
Start of Viking Age event does not grant harbors, either.