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I never knew you could create a mod to destroy a holding... would be neat to either have on intrigue tab for your own cities, or perhaps on a councilman command to destroy someone elses. There are a few instances of code about destroying holdings (mostly relating to Viking Raids?).
I wonder what would happen if a Holy Site were destroyed in this manner.
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i dont undrstan what u means about ""distirct"" ???
I am playing it with "your personal castle" with no issues and the districts can be built in any land you directly control.
Are these buildings just in the capital?
Great mod, now i will NEVER run out of buildingoptions.
I will also do some rebalancing and add research values.
Please, can you provide an external download-link?
I assume it was supposed to reduce costs by a % but so far it doesnt
I think the mod will balance out nicely when the Ai will just have the use of the same building options as the player has.I stopped to use the other building-mods because they changed pricings,benefits of vanilla-buildings and/or base-retinue sizes,thus changing my games with unlovely things like later affordability of retinues and forging of claims through chancellor-missions.You seem not to have changed any of these,which I appreciate.
If you plan to restrict the building options not allowing every holding of a county to have all districts build, I would like a version without such restrictions,as long as the AI gets the use of the same options I have.
Thanks again : I really like your work :) .
And thanks, that's helpful information.
The pic was taken at Hocking Hills, Ohio.
I was scaling up a ledge with some friends. When we made it to the top we saw the most awesome mushrooms, and I am obssessed with "micro world" pictures that show how the world would look if humans were the size of ants. Or, if small objects were large, like a mushroom jungle. The cap was bright red, a classical mario shroom. A work of nature's beauty.
Also, your profile picture looks like a place I was at near Artemas, PA last year. Is that where it's from?
V1.3 will come with a full set of rebalancing. Then, hopefully, V1.4 will have in some events associated with various buildings in this mod. Lastly, V1.5 will allow the AI to build these, and any restrictions (capital only, etc) will be determined.
I don't want one county with 5 holdings to each have all 4 districts.
This mod Should™ be compatible with CK2+ mod. I am using a unique set of names, and don't overwrite the files.
If CK2+ replaces common/buildings, you will have to use the .mod file (and .descriptor inside the archive) of Districts! to set CK2+ as a dependency. If you do, the game will load my files "on top" of his (his files first, then mine). Once you do this, there should be no issue.
This holds true with Game of Thrones, Elder Kings and other mods which replace the common/buildings file. This compatibility trick tends to generally work whenever you want a mod which adds a file (like mine) to be compatible with a mod that replaces the directory the file is in (CK2+, Elder Kings, AGoT, etc).
Commoner - Building Speed, Garrison Size Light Infantry
Noble - Monthly Prestige, Levy Size, Knights (Heavy Cavalry)
Commerce - Gold, Supply Limit, Light Cavalry
Labor - Building Cost, Levy Reinforcement Rate, Heavy Infantry
Town Square - Lower Revolt Risk, Disease Defence, Retinue Size
In The Works:
Military District: Fort Level, Regiment Reinforce Rate, Siege Speed
Temple District: Monthly Piety, Temple Levy Size, Moral Authority (like Temple)
Assassins Guild: Plot Power Increase, Arrest Chance Modifier, Plot Discovery Chance
I am in the process of re-localizing the names of the Castle Districts (to make them feel different), and designing the buildings that follow the new Districts.
I am also working on making ONLY the buildings you can build RIGHT NOW show up in the menu. If anyone knows how to do this, please tell.