Don’t Starve Forts

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Author: Kodeks

Last revision: 26 Jul, 2020 at 02:00 UTC

File size: 95.23 KB

On Steam Workshop

Description:
This mod improves forts by adding new buildings

Features:

  1. The fort should gradually improve, starting from a base camp and ending in a large bastion.
  2. The main goal of this mod is to provide an incentive to build forts.
  3. Forts are destructible and balanced. Including for multiplayer games.
  4. AI start build buildings for fort if a only he has free gold for this and his personal lands do not require higher priority construction.
  5. You can build a defensive fort or a siege fort, depending on whose territory.
  6. If you no longer need the fort, you can delete it in peacetime. (gold is not returned)
  7. When the fort is built, you will receive positive and negative modifiers for the province.
  8. Building names translated into English, French, German and Spanish.
  9. Info: The total construction cost is 2000 gold, the total construction time is 8200 days + technology requirements, 25 defensive fort buildings, 7 buildings for a siege fort. Maximum fort level: 11 (12 for forts by the sea)

The mod tested with game version 3.3.3.0, it should work with previous versions (Version 2.4 or higher) and other mods as long as these dont change forts.
NOT Ironman compatible, IS savegame compatible.

Mod modifies and adds the files:

00_fort.txt (buildings) – change dsf_fort_buildings.csv (localisation) – added dsf_fort_decisions.txt (decisions) – added dsf_fort_building_events.txt (province event) – added dsf_builder_modifiers.txt (province modifiers) – added dsf_fort_on_actions.txt (scripts for on action) – added

Issues:

  1. Make the AI build forts if they are raided. To begin with, they should built a fort in their capital. (Done)
  2. Add logic,there should be different buildings depending on wether it is a siege fort (on foreign land) or a defensive fort. (on native land) (Done)
  3. Modifiers on land (if possible): Tax reduction, effects on siege, public health, protection loot an more. (Done)
  4. Force AI to correctly build forts and fortify them. (Done)
  5. Need added decision to destroy the fort. (Done)
  6. Balanced construction prices, correct time and logical modifiers. (Done)

Mod development is complete. I like what came out as a result, tested in 5 games, interesting gameplay.

Problems that cannot be solved:

  1. It is impossible to prevent the fort from being destroyed during a siege (hardcode)
  2. Fort buildings are not converted if it becomes a castle or city (may be hardcode)
  3. The number of garrison does not match historical data (need to rework all the mechanics)

Please let me know about any errors. I am also open to ideas for improving forts, so dont be afraid to tell me. English is not my first language so please help me correct any translation errors.

Special thanks:

Whizzer (Discord – Whizzer#0444) – Consultations, assistance, scripting

Alternative download: Click me [drive.google.com]
Unpack from the archive:
* Windows: ~DocumentsParadox InteractiveCrusader Kings IImod
* Linux: ~/.paradoxinteractive/Crusader Kings II/mod/
* Mac: ~/Documents/Paradox Interactive/Crusader Kings II/mod/

Forum thread: Click me [forum.paradoxplaza.com]
Russian version of the mod: Go to


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Required DLC:

These DLC should be installed in order to use this item.


Crusader Kings II: Horse Lords