Crusader Kings II

Crusader Kings II

Rowan's Resource and Building Overhaul
45 commenti
manouchiala 18 nov 2023, ore 15:01 
is hostrical building compatibale
Niconicotine 18 set 2022, ore 8:21 
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  [autore] 17 set 2022, ore 23:21 
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 set 2022, ore 9:24 
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 giu 2022, ore 7:30 
Ck2 plus compatible ?
RowanMaBoot  [autore] 9 feb 2022, ore 13:14 
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, ore 11:12 
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, ore 21:25 
is not compatible with great trade leagues resources
Angel 20 set 2021, ore 18:49 
compatible with other mods that add buildings?
djvandebrake 27 lug 2021, ore 20:08 
Start of Viking Age event does not grant harbors, either.
djvandebrake 24 lug 2021, ore 17:26 
Like the mod in concept but I noticed another tribal bug. Band of Medina's Baltic Holds ability is still keyed to old buildings. Spending the renown gets you nothing. A severe nerf for Romuva characters!
gr8_hate 16 lug 2021, ore 19:56 
i don't know why, maybe it's just me right now, but this mod seems to drive catholic rulers to bankrupt ESPECIALLY during crusades preparations. No other rulers of differing faiths are suffering this symptom. great mod when it works tho!
Capoutchi 5 lug 2021, ore 2:50 
@Meep There is a game rule for the great trade league mod to disable their ressource system from the game, so you can play with this mod's ressource system
A3OT 30 giu 2021, ore 16:19 
Will the HIP version be updated?
Sir Meep 23 giu 2021, ore 22:46 
Is this compatible with the great trade league? I ask because the trade league also adds resources to provinces
Wlodowiec 14 giu 2021, ore 10:57 
That's a great mod and I love it, but please it removes completely any cultural differences in the army recruitment. It bothers me a lot to not being able to recruit horse archers as settled turkic/alan/mongol. You should readd a building that makes sure every cultura has its specialty.
Rabood 10 giu 2021, ore 20:55 
Has the feudal issue mentioned in the comments below been fixed? And if so what about for HIP? love the look of this mod mate. good job
darkemperor 4 giu 2021, ore 17:20 
conversion to feudal removes all upgrades
Liam 4 giu 2021, ore 10:04 
https://gtm.you1.cn/sharedfiles/filedetails/?id=2507215753 Another submod for some rebalancing, porting additional buildings, and proper conversion to castle/city from tribals
Teoctlamazqui 4 giu 2021, ore 7:57 
It wouldn’t be compatible with agot.someone would have to convert this mod for Agot
lfox99 31 mag 2021, ore 1:04 
is this compatible with AGOT?
lansones 30 mag 2021, ore 8:21 
help it doesnt show in the mod menu, i tried unsubscribing and subscribing again it doesnt show up
Dennisb001 21 mag 2021, ore 11:22 
Hey man, I love this mod, but ive noticed that none of my vassals, even after hundreds of years of peace and wealth, are able to build up enough prestige to upgrade tribal holdings to feudal. These vassals are already feudal, but just arent upgrading their tribal holdings bc of the huge prestige cost.
asd 20 mag 2021, ore 11:43 
You will update the mod, right?
sory my bad english
Harald Hardrada 15 mag 2021, ore 16:15 
I have a question. Is this mod compatible with other mods, like, warhammer geheimnisnacht, or is it require a unique version to make compatible with every mod (like you did for hip)?
RowanMaBoot  [autore] 8 mag 2021, ore 14:17 
Virtually all mods are iron-man compatible, but any mods that change gameplay (so mods that are non-cosmetic in nature) will prevent achievements, so whilst yes you can use this mod with Iron-man, you can't get achievements.
lucasdb00 7 mag 2021, ore 21:16 
Hey. Is this Iron-man mode compatible?
RowanMaBoot  [autore] 6 mag 2021, ore 22:38 
Unfortunately as a comprehensive building overhaul, it is generally incompatible with other building mods (this does more, and features more buildings than any other building mod). All vanilla buildings are disabled, so if you can see them you've got a conflict.

It should however still be compatible with unique building type mods, but it's not tested.
Inucroft [HN] 6 mag 2021, ore 14:08 
I noticed that you cannot build higher than lv1 of vanilla walls and alters them slightly. Though this causes mod class issues with Folgi's building mod as they don't recognise the wall and require higher levels of it too.
RowanMaBoot  [autore] 4 mag 2021, ore 21:20 
Whoops! I forgot to upload the fix. Thanks folks for your patience - I've uploaded it. Should be able to convert via decisions. I've not had time to test it, so please let me know if everything is working as expected!

@Dennisb001
To counter snowballing. Roads require maintenance, require patrols, and so on so forth. Upgrading them is great for military purposes, and having road systems does allow for profit/revenue generating buildings - and the downsides can be negated with time and development.

With both infrastructure and roads, it isn't best to max them out. It's basically a balance design decision.
Agalmamina 4 mag 2021, ore 18:22 
I made a quick fix myself for anyone interested.
https://gtm.you1.cn/sharedfiles/filedetails/?id=2477312165
Agalmamina 4 mag 2021, ore 17:12 
Please fix transition from tribal to feudal
Dennisb001 4 mag 2021, ore 14:22 
Just wondering, what is the cause of the -25% tax modifier on major roads, esp in very populated provinces? Wouldnt more roads cause a greater tax modifier?
nomansland2 4 mag 2021, ore 12:19 
This is a really good mod, the only problem i've noticed with it though is that trying to reform to a feudal Government from tribal is impossible cause the decision still bases it's self off of the vanilla building that are no longer ingame with the mod in use. Could just be me missing something obvious but otherwise if you're just playing as a feudal lord pretty nice mod.
Gropy 3 mag 2021, ore 5:12 
This is fucking badass bro, good job on the balance aswell.
BigmanTyrone 1 mag 2021, ore 2:26 
Whoops, sorry, I thought some dude had ripped this from your mod, know my indignation was on your behalf
Fruit Fly 29 apr 2021, ore 16:27 
Ok, I am having some issues. Even tho I am subbed and the mod downloaded, I cannot see it in my launch menu.
RowanMaBoot  [autore] 29 apr 2021, ore 9:06 
@BigmanTyrone - I'm the lead developer of the Seven Kingdoms mod, and wrote it for TSK.

This variation has some improvements over the version currently integrated into TSK, though said changes will be merged into the next TSK release.

@Canvas Sky - Eventually, though it's a lot of descriptions to write - I'll likely do generic ones for each tree at first, and then eventually break them down over time.

@Kaisar - it's on the todo! Might take a wee bit though
BigmanTyrone 28 apr 2021, ore 22:50 
Are you a modder on the Seven Kingdoms mod or have you straight ripped this from the mod?
Canvas Sky 27 apr 2021, ore 11:50 
Great mod! One question: The building descriptions appear to be placeholders at the moment. Do you have an ETA on when they will get filled out?
Kaizar Luso (REX) 21 apr 2021, ore 13:56 
me waiting for the update where trade posts get more stuff...

https://i.redd.it/212n8wns5xf21.png
RowanMaBoot  [autore] 20 apr 2021, ore 16:23 
Known issue: You can't convert from tribal to feudal or republic at the moment. Not necessarily gamebreaking, as tribal holdings can be fairly strong unto themselves and have extensive upgrade trees, but it will be fixed in the next update.
RowanMaBoot  [autore] 20 apr 2021, ore 9:05 
G.Strategos 20 apr 2021, ore 3:28 
Seems very well-made. Any chance for HIP-SWMH compatibility?
Luthien 19 apr 2021, ore 16:53 
Great job once again N0b