Cities of Wonders 2 (for 1.8)
This mod is standalone. Either uninstall other versions of CoW2 or load this one after them.
Compatible with 1.8 update.
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Community Flavor Pack compatibility patch:
https://steamcommunity.com/sharedfiles/filedetails/?id=2793230366
Res Publica compatibility patch:
https://steamcommunity.com/sharedfiles/filedetails/?id=2598353150
CoW2-Prince of Darkness Patch
https://steamcommunity.com/workshop/filedetails/?id=2862666502
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Patches by Silver Knight
FBT-PoD-CoW2 Compatibility Patch ( Requires the PoD patch above )
https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=2874593553
FBT-CoW2 Compatibility Patch ( No PoD)
https://steamcommunity.com/sharedfiles/filedetails/?id=2874596248
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Original description by Kurthakon
This mod is a conceptual sequel to my CK2 mod, Cities of Wonders, which added a type of city-wonder which allowed you to build multiple wonders into one province. Currently, this mod adds a new type of player-holdable hybrid holding, Metropolis, which is supposed to represent the greatest cities of the medieval world while maintaining the defensive capabilities of castles. There’s a multiple of buildings to represent the wonders in some of the added Metropolises.
Cities of Wonders 2.0 (COW2)
CK3 is finally here. Wohoo! In excitement we pan the map and turn our love-struck eyes towards the great cities of the medieval world. But, what do we see there? We recoil in horror of what lies in Constantinople, Baghdad and Cordoba. Castles. The great cities represented as castles. What nightmare is this?This cannot be. Sure, they are very well-developed castles, but a castle is a castle no matter how shiny it is. So, with flick of a wand we turn a castle into a Metropolis, and all is well in the world once again.
Feature List
Adds a city/castle hybrid holding called Metropolis, which provides more gold and levies than both cities and castles. Also, Metropolises are as fortified as any castle can be.
Metropolises additionally have a set of powerful buildings unique to them to represent a few wonders or great structures. Metropolises are Cities of Wonders. You can build them in the regular building slots of your Metropolis, not in any of your duchy or special slots.
Game Rule: "COW2: Metropolis Buildings", which allows you to adjust how many Metropolis holdings a character can hold (3 is the default), and it also allows you to completely disable the Metropolis unique buildings feature if desired.
Metropolises are very powerful and wealthy holdings. You aren’t meant to build many Metropolises, since building a Metropolis holding from scratch has a base cost of 12,000 gold for the first level, ouch…
There are other options however, and if you are an Emperor you can found a Metropolis in your capital holding via a special decision that cost ~1200 gold and 1500 prestige.
You will find the existing and rich Metropolises in Baghdad, Constantinople, and Cordoba.
Some lesser Metropolises can be found in different parts of the world at the start of the game. These holdings cannot build any of the unique and powerful Metropolis buildings until they are upgraded to holding level 4. You can find them for example in Venezia, Palermo, Cairo, Indraprastha/Delhi and so on.
There will also be a few extra ancient Metropolises at a much weaker stage in Alexandria, Antioch, Roma, and Jerusalem as a ‘Pentarchy’ bonus. These will be cheaper to upgrade than the regular lesser Metropolises.
You must start a new save game to have any of the Metropolises present at start. You can however refound the ancient Metropolises via a special decision.If you have an existing save game that you want to use with COW2, there are three decisions that can help you:
Decision which allow you to refound the ancient Metropolises in Alexandria, Antioch, Baghdad, Constantinople, Cordoba, Roma, and Jerusalem. This is for save games that you started without Cities of Wonders 2.
It’s a repeatable decision until all Metropolises has been founded in your realm.
All existing vanilla castle buildings should automatically be added to the new Metropolis holding.
Decision which allows you to found a Metropolis in your capital barony. You must be Empire-tier to use this decision. It will convert your capital holding into a Metropolis, this can only be done once in the entire game.
All existing vanilla castle buildings should automatically be added to the new Metropolis holding.
Decision which allows you to convert any of your existing holdings into lesser Metropolis holdings. Only holdings in the counties you personally are the holder of are eligible for conversion. You will have to pay the entire cost of 11,500 gold to convert an existing holding.
All existing vanilla castle buildings should automatically be added to the new Metropolises.
Credits:
-Kurthakon for the original mod
-Mitusonator for the old Unofficial Update
Revisions:
Old revisions of this mod are available below. Click the link to download.
