Dynamic Building Slots

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Author: Kregon

Last revision: 15 May at 19:54 UTC

File size: 67.64 KB

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Description:

Development now dynamically increases the number of available building slots in counties by taking a decision, so AI could also use them.

Rich and highly developed regions are now able to support denser infrastructure and more complex economies, making tall play and urban centers far more rewarding and immersive.

The system is implemented through modifiers for maximum compatibility and stability.

Paradox Mods[mods.paradoxplaza.com]

Features
  • Counties gain additional building slots dynamically based on Development by taking a decision.
  • Development 10-50: +1; 50-80: +2; 80-99: +3; 99+: +4;
  • Works for both players and AI, and AI rulers periodically update their counties automatically.
  • Uses custom modifiers for much higher compatibility.
  • Changed barony building slot to 3 as the same as county capital, because you could actually by switching capital to get that extra slot and switch back. Making them the same would make more sense as one it’s not a big difference anyway.
  • Max building slot which were introduced in AUH, were 7 by default now changed to 21, meaning 20 buildings maximum.

Vanilla CK3 often makes late-game highly developed counties feel artificially constrained. A county with 80-100 Development still frequently has nearly the same construction capacity as a relatively undeveloped region.

This mod aims to represent how major medieval population centers naturally supported increasingly dense infrastructure, commerce, administration, and specialized construction over time.

The scaling is intentionally linear for gameplay balance and clarity, though future versions may experiment with alternative growth models.

Compatibility

Should be compatible with any other mods. Including any other mods adding slots or change holdings UI. If not let me know. Only overwriting is ‘NProvince’ in ’00_defines.txt’, where max building and barony building slot are changed.

Load Order

If you have other mods that add even more max buildings slots (20 would already be enough for vanilla), load them after this mod.

Future Plans

Possible future features:

  • Terrain-specific scaling.
  • Supply limit scaling. As this might represent population or "food production"

Also, it might be changed vastly after the republic DLC, since I know they would change the building slot mechanics to something similar to this mod.

Localization

English, Chinese and Russian (AI translation), others are for now English placeholders, would do if requested.

Known Issue

Building slots added cannot be dynamically removed once granted.

For example, at 30 development a county gains +3 building slots via this system. If development later drops to 10 (e.g. due to raids or plagues), reapplying the system would correctly calculate only +1 slot. However, the previously granted slots are not removed because the engine does not support subtractive modification of already applied building slot counts.

As a result, the displayed number of slots (via GUI) and the internally recalculated value can diverge. The system effectively only applies positive increments, while reductions are “invisible”: the hidden effective slot count is lower, but existing slots remain accessible until overridden by other mechanics (e.g. innovations or hard overrides that force recalculation).

This is a known limitation of the building slot system, where slot additions are not stored as a fully reversible state. Similar behavior can be observed when temporarily gaining slots through capital swapping exploits mentioned earlier.

I don’t know if you get it, but all in all, can’t fix this due to paradox.

My Other Mods

Kregon’s mods