Crusader Kings III

Crusader Kings III

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Watermills, Windmills and Caravanserai Fix
   
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3 月 3 日 下午 10:19
3 月 14 日 下午 6:31
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Watermills, Windmills and Caravanserai Fix

描述
Build watermills, windmills and caravanserais as it was supposed to be with cultural traditions: Forest Folks (Warden), Hill Dwellers, City Keepers or Caravaneers.

Description
There is a known bug where watermills and windmills can't be constructed even if you have windmills innovation if you are either forest folk or hill dweller. This fix solves that, you can now correctly build them after you got the innovation if there's not yet logging camps or hill farms in your forest or hill county.
It also solves another related bug where you can't build watermills in a county capital that is not forest (or mountains or other valid terrains) even though it has a province of forest (which if you don't have the tradition, you could build), and similar with windmills.
While solving this, I also discovered that Caravanserai with City Keepers will not work properly in cities, resulting building useless disabled caravanserai, this fix also deal with that. And if Caravaneers and City Keepers are both present, like Tajik, you couldn't build more than 2 caravanserai because they were both working, now City Keepers overides Caravaneers if both are present.

All in all, paradox seems to view this bug as very unimportant, I take the liberty of fixing it in an hour. Thanks those who also discovered the bug and post it on the paradox forum where the developers are too busy to check. Hopefully they could deal with the bug later.

I did some tests, but might miss some scenarios, base game have Tajik, Bashkir, Armenia as example cultures for testing, please leave a comment if that's the case, I will look into that. And note me if the offical fix is updated.

Compatibility
This fix will apply with all mods if they don't alter the watermills, windmills or caravanserai.
If paradox don't fix this bug, this mod will probably work on any newer versions.

Note
An AGOT version is integrated in AGOT: Buildings and Holdings Fix
This bug first occurred in Oct 2024, with 1.13 update. As of now, July 2025, 1.16.2.3, not yet fixed and this mod still functional. If Paradox fix it, I will notice you guys (or leave a comment and let me know) and you could unsubscribe.
11 条留言
Kregon  [作者] 10 月 3 日 上午 7:05 
Hey @archo_silverius, thanks for you checking out these other mods!! hope you enjoy them!
archon_silverius 10 月 2 日 下午 10:40 
Really glad I decided to see what other mods you made because otherwise I would have missed this!
smolpotato 6 月 27 日 下午 12:19 
This bug is frustrating, making Hill Dwellers and Forest Folks absolute trash.
Great work catching and fixing this bug.
sdfjh310 3 月 8 日 下午 11:14 
For example Greek culture has Hill Dwellers tradition. Before reaching the Windmill innovation, they can build windmill if they have level 4 hill farm in the county. But after Windmill Innovation is researched, windmills should be available in all farmland, hills and plains counties regardless of if there is a level 4 hill farm or not. But that is not the case as of the current game version. For example you cannot build windmill in Constantinople with Greek culture event after researching Windmill, but if you change the county's culture to some else without Hill Dwellers tradition (like French), then windmill will be available then. At least that what I get from testing in debug mode. So I do think it is a bug.
Kregon  [作者] 3 月 5 日 下午 8:30 
Anyway, thank you for your reply, if there's something not clear, I apologize as English is not my native language, but people described it on the bug post as well. And indeed I didn't thought about a county province with logging camp tier 4, but even in vanilla game, it could not be constructed as you stated, so I'm not sure if it was the intention, but indeed make some sense and would make these traditions more appealing, like limited power version city keepers. I might try to implement that. (3/3)
Kregon  [作者] 3 月 5 日 下午 8:30 
What I did was not enable watermills to be build without logging camps tier 4 or grant more power. The problem occurs after you researched the new innovation "windmills", which enables you to build mills in right terrain county capitals. For those who didn't have the forest folk tradition, they could build on a hill capital with a forest province, in vanilla settings, not what I changed. But for those with forest folk, it has to have logging camp tier 4 in hill, which was not possible, and this was the bug. And if your capital is forest without logging camp tier 4, for people without the folk tradition, they could build it, but with the tradition, it forces you to build logging camp tier 4 prior building watermills as if you are still in the previous era. Making the forest folk a debuff after you have the new innovation "windmills". Same goes hill dwellers. (2/3)
Kregon  [作者] 3 月 5 日 下午 8:29 
"Carvansarai, Watermills and Windmills can only be built in county capitals with specific variables by default." I didn't change any of it, they are still only buildable on right terrains county capitals unless you have city keepers (still need right terrain). By right terrain, it means, by code by Paradox, a county with any province right, for example watermills need forest mountains wetlands taiga jungle riverside ("00_building_requirement_triggers.txt"). And I tested your ideas ("You can also build them in baronies that are not the county capital.") about building watermills in a forest province (not capital) of logging camps tier 4, and in vanilla it could not build either because it's as you said not county capital (If you'd like I could implement that, but I don't think it was the intention either). If you are interested, you could try read the link I posted about the codes that went problematic, or the file "00_standard_economy_buildings.txt" in "common/buildings". (1/3)
Encartrus 3 月 5 日 下午 2:13 
All of the new building items require you to have the default economic building they are tied to built first, and then unlock adding it with that fourth tier (so in the second era). None of them grant the ability to build the building without having the tied building at tier four. It works off of the same design as the Persian Irrigation tradition with Qanats.

I like the idea of your mod! I'm just not sure this is a bug, it seems to be working as intended on my saves, but maybe I'm not understanding the issue. I'm a bit dense. :)
(2/2)
Encartrus 3 月 5 日 下午 2:12 
I may not be understanding the issue, so apologies if we are talking past eachother. You can't build watermills freely.

Carvansarai, Watermills and Windmills can only be built in county capitals with specific variables by default. For Forest Folk/etc. - By default Watermills require the tile to be a county capital and also have a river next to them. The tradition removes the need for the river so long as you have forestry built up to tier 4, which then lets you match it. You can thus build in a forest without a river up to tier four with the associated building an era early. You can also build them in baronies that are not the county capital.
(1/2)
Kregon  [作者] 3 月 4 日 下午 8:30 
Do you mean that the cultural tradition make you have to build logging camps and hill farms before your windmills and watermills even you have the innovation "windmills"?
Because if you don't have the cultural tradition, you can build watermills and windmills freely after getting the innovation "windmills". Making the cultural tradition a debuff rather than a buff.
I thought the intention is to enable building first 4 tiers of windmills and watermills BEFORE you have the innovation windmills. But should allow you build it after you have the new innovation, and this is what this fix does. I would put a link to the bug report on paradox, maybe I didn't explain the problem clear enough. https://forum.paradoxplaza.com/forum/threads/windmills-watermills-not-buildable-for-cultures-with-specific-traditions.1712235/