A Few More Buildings and Some Roads

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Author: Capdaddy

Last revision: 22 Nov, 2024 at 03:04 UTC (3)

File size: 101.72 KB

On Steam Workshop

Description:

A Few More Buildings and Some Roads mod adds a few more buildings and some roads (woah!). Nothing insane, most of the buildings are very dependent on terrain so won’t double-up too often. Roads do what roads do and are ‘built’ in a pretty natural way.

Some Roads

While I can’t add roads to the map, I can add a province modifier saying there’s a road 😉
They will also spread from province to province, simulating a growing road network, under certain conditions.
Roads have four very powerful benefits.

  • Increase local tax percentage of all holdings
  • Increase levy reinforcement rate of all holdings
  • Increase technology spread rate between adjacent provinces
  • Increase local supply limit
  • Significantly increase local movement speed of all armies

Roads can also be built via title decision by right-clicking the county icon and selecting the ‘Construct Road’ option.

More Buildings

Castle:
Military Academy (all terrains)

  1. Generates military tech points in province and increases retinue size percentage
  2. Increases commander limit (9 max)

Qanat (desert terrain (it’s an underground aqueduct of Persian origin))

  1. Increases garrison size
  2. Increases levy reinforcement rate
  3. Increases local tax percentage

Carpenter (forest, jungle and woods terrains)

  1. Increases light infantry, archer and horse archer offence *
  2. Increases pikemen offence *
  3. Increases light cavalry offence *

Armourer (plains, farmlands and steppe terrains)

  1. Increases light infantry, archer and horse archer defence *
  2. Increases light cavalry and pikemen defence *
  3. Increases heavy cavalry, heavy infantry, elephant and camelry defence *

Forge (hills and mountain terrains)

  1. Increases light infantry offensive *
  2. Increases heavy infantry offensive *
  3. Increases heavy cavalry, elephant and camelry offensive *

* Bonuses apply to demesne levies raised from their original holdings. Retinues get their bonus from the capital holding.

City:
Qanat (desert terrain)

  • Same as the castle version

Farmlands (farmlands and marsh terrains)
Fishery (coastal, lake- and river-adjacent provinces)
Pasture Fields (plains and steppe terrains)

  1. Increase tax income
  2. Increase garrison size
  3. Increase levy reinforcement rate

Lumber Yard (forest, jungle and woods terrains)
Quarry (hills and mountain terrains)
Watermill (river-adjacent provinces)

  1. Increase local tax percentage
  2. Increase garrison size

Temple:
Apiary (plains, farmlands and steppe terrains)

  1. Increase tax income
  2. Increase levy reinforcement rate

Water Garden (desert terrain and lake-adjacent provinces)

  1. Increase garrison size
  2. Increase levy reinforcement rate

Sacred Garden (forest, jungle, woods and marsh terrains)

  1. Increase tax income
  2. Increase liege piety

Retreat (mountain terrain)

  1. Increase fort level
  2. Increase garrison size

Goatherd (hills terrain)

  1. Increase tax income
  2. Increase garrison size

Tribe:
As with Castle, excluding Military Academy
All buildings are limited to 2 levels, 2nd level advances into 1st Castle level.

Works Really Well with This

Roads build automatically with more holdings, so why not add more holding slots to your provinces? ->
https://steamcommunity.com/sharedfiles/filedetails/?id=2841854090

AGOT Compatibility Version without Tech Requirements

https://steamcommunity.com/sharedfiles/filedetails/?id=2962965818

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.