Crusader Kings III

Crusader Kings III

AGOT: Buildings and Holdings Fix
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更新于:3 月 9 日 下午 10:23
作者:Kregon

- Added some AI tendency modifiers (for example, modifiers added for wetland farms or hill farms) for normal economy buildings for breweries since now it is general economic building.
- Stop AI build breweries in farmlands or plain terrain if they hadn't got farms or estates yet. This is copied from vanilla game for other economic buildings like hospices.
- I now noticed that AI for Breweries have lot of copied pasted codes which was wrong (by paradox not AGOT), now all fixed.

更新于:3 月 9 日 下午 10:09
作者:Kregon

- Barons still loves breweries too much. Now only theocratic barons or lessee love them crazy.

更新于:3 月 6 日 上午 1:35
作者:Kregon

- Build watermills, windmills and caravanserais as it was supposed to be with cultural traditions: Forest Folks (Warden), Hill Dwellers, City Keepers
- Re-enable construction of Monastey Holdings
- Temples can now construct or upgrade monastic schools again
- Guild halls can now properly be constructed or upgraded in all urban terrain holdings regardless of the holding types
- Adjusted AI tendency to build brewries in castles and cities
- Change AI tendency to build Apiaries from zero to a little bit less as farm