Crusader Kings II

Crusader Kings II

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Sin Resources
   
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2016 年 3 月 14 日 上午 4:17
2016 年 10 月 23 日 下午 3:26
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Sin Resources

在 SinStar87 (He/Him) 的 2 个合集中
Sin's A Game of Thrones Mod Collection
57 件物品
Sin's Influence Collection
34 件物品
描述
Request and design input from Steam User Azrael the Accursed, this mod adds resources into the game, Dukes+ can use a title diplomacy to send out prospecting surveys within their realm to try and sniff out a resource for 10 gold pieces, if found it will enable an exploiting building in the capital holding of the province.

Ai should search as well, if they have the money to.

Current resources:
Gold - Gold mine Increased Taxes
Silver - Silver mine Increased Taxes
Iron - Iron Mine Increased Taxes, Iron has a modifier for increased land morale(idk if these work properly)
Timber - Logging Camp Increased Taxes, Timber lowers province building time and cost
Stone - Stone Quarry Increased Taxes, Stone lowers province building time and cost.

Merchant Guild - Tax increase, can't build if there's a guild within 3 provinces(unless you are king or emperor tier)

To use with a conversion mod, you need to use a text editor, like notepad, to add a dependency to Sin Resources.mod in the mods folder, E.G. ***\Documents\Paradox Interactive\Crusader Kings II\mod

AGOT example:
dependencies = { "A Game of Thrones" }

http://www.moddb.com/mods/sinful-mods-for-enhanced-gameplay-and-flavor/downloads/sin-resources
47 条留言
st_magus 2024 年 12 月 2 日 下午 5:59 
Great mod, thank you.
Ilion 2019 年 6 月 14 日 上午 12:15 
It is possible to modify the decision to allow the Player to "re-prospect" a "barren" county.

In the mod's "decisions" folder, modify the "sin_resources_decisions.txt" file (following is partial text of the decision, showing the necessary changes. Note: TDH is my initials, it's there only to show the changes) --
Ilion 2019 年 6 月 14 日 上午 12:15 
allow = {
location = {
NOR = {
has_province_modifier = sin_prospecting
## has_province_modifier = sin_nothing # TDH (replace)
## This actually allows player to re-prospect # TDH
## not only his own realm, but foreign realms # TDH
AND = { # TDH
has_province_modifier = sin_nothing # TDH
FROM = { ai = yes } # TDH
} # TDH
has_province_modifier = sin_stone
has_province_modifier = sin_timber
has_province_modifier = sin_iron
has_province_modifier = sin_silver
has_province_modifier = sin_gold
}
}
}
effect = {
ROOT = {
location = {
remove_province_modifier = sin_nothing # TDH
add_province_modifier = {
Ilion 2019 年 3 月 20 日 上午 1:15 
What about adding 'grain' as a resource, weighted toward Farmland and Plain? It could increase the supply limit and/or reinforcement rate.
SinStar87 (He/Him)  [作者] 2018 年 12 月 14 日 上午 4:28 
no
antoniomldavidbb 2018 年 12 月 14 日 上午 2:27 
is there any way to, via console, to clear the current province resource/barren and manually add another?
SinStar87 (He/Him)  [作者] 2018 年 8 月 22 日 下午 12:51 
All the code is in the mod itself so should never require updates.
Soulbourne of the Midlands 2018 年 8 月 22 日 上午 11:56 
This mod will work with the latest updates I assume, aye? Even though it's a bit old?
Nerdman3000 2018 年 1 月 6 日 上午 8:20 
This is a good mod, but it would really help if we had some way of tracking where each resource is. Like a decision menu that tells us which provinces in my Empire has gold, which has silver, which has stone, etc.
SinStar87 (He/Him)  [作者] 2017 年 12 月 1 日 上午 3:13 
random-ish they are weighted based on terrain