Feudalize+

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Author: Butt Goblin

Last revision: 26 Nov, 2020 at 01:17 UTC (2)

File size: 49.15 KB

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Description:

As of Crusader Kings III version 1.1.0 and 1.2.1, some of the features of this mod have been partially replicated in the base game. Compared to unmodified conversion, this mod has different rules for building upgrade conversion (buildings upgrade to the closest feudal counterpart instead of a random building) and for generating new holdings (vanilla adds temples only in holy sites and has a chance of giving a city based on development and terrain; this mod gives a temple in holy sites and will always give a temple and city if the tribal holding is upgraded to level 2).

This mod also fixes an oversight in which upgrading tribes while already feudal does not give building upgrades or new holdings; you can use this fix with either the modified conversion rules or the vanilla conversion rules.

Feudalize+ changes the logic for upgrading tribal holdings to castles to be more logical than base game behavior. The buildings which are received by conversion are the closest available equivalent to the tribal buildings in the holding. By default, the level of the created feudal building is equal to the level of the original tribal building–you can change this to cut the level of the building in half with a game rule (converting level 2 tribal buildings to level 1 feudal buildings and destroying level 1 tribal buildings).

A Gathering Hall will convert into a Hunting Grounds in Forests, Wetlands, and Taiga. If the holding is in a Jungle in India, it instead converts to an Elephantry. Otherwise, it is converted into Pastoral Lands.

Palisades will convert into the appropriate defensive building for the terrain: Forest Forts for Forest/Taiga, Hill Forts for Hills/Mountains/Desert Mountains, Walls and Towers for Farmlands/Plains/Wetlands, and Watchtowers for everything else.

War Camps always convert to Military Camps.

Markets will convert into the highest gold-producing building for the holding’s terrain. In Farmlands, Plains, Floodplains, and Drylands it will always choose Manor Houses or Farms & Fields. In all other terrain types, it will prefer to build Tradeports in coastal provinces and the appropriate terrain building in inland provinces.

A Level 2 Tribal holding will also create a City and Temple with no buildings if there is space for them. If there is only enough space for one additional holding in the county, only a City will be built. The City and Temple are placed under your control (the Temple is automatically leased to your Realm Priest if appropriate).

Logical building conversions can be disabled if one only wishes to play with the bonus city/church and/or the halved building conversion game rule.

Compatibility: Most other mods should function as expected, although any modded holding conversions will likely not obey the building conversion rules of this mod. This mod modifies the "feudalize_tribal_holding_interaction" character interaction and the "convert_whole_realm_to_feudalism_effect" scripted effect; mods which do not alter these will most likely be compatible. If you have a mod installed which adds new castle buildings and you would like conversion to account for these, consider setting the "F+: Building Conversion Behavior" game rule to "Vanilla".

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Revisions:

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