| Les Trois Tours / The three Towers | |
|---|---|
| LOGO | |
| |
| 类型 | Events |
| 作者 | Arko & Team |
| 版本 | Beta - 0.96 (RELIC 2) for CK2 2.8.X |
| 论坛/贴吧 | Paradox forum thread |
Les Trois Tours / The three Towers is a mod for Crusader Kings II made to flesh out the economical side of the game with some new mechanics and to bring some more medieval flavour and immersion for the player.
This goal is achieved through various new gameplay mechanics combined with flavour stuff, more details below.
The mod has been developed to be run without any DLCs.
Some DLCs are required for minor features.
Charlemagne is required to see the Chronicles entries related to some mod features.
The Reaper's Due is required to see the trade route and center with a 3D model on the map (forumpost:23529828).
| Mod | Compatibility |
|---|---|
| SWMH | Compatible |
| ARKOpack | Recommended |
| Any mods which doesn't modify buildings, modifiers icons or events | Compatible |
Some time after the beginning of the game, the resources are given to the provinces according to their types.
The following table shows the possible resources according the province type.
The green cells represent high probability resources. For example agriculture are highly probable in plains.
The orange cells represent medium probability resources. For example fish have a medium probable in hills.
The blue cells represent exclusive resources. For example, in a plain province, we can have pastures or forest, not the both. Remark, we can have nothing of them (the sum is not 100%).
| Resource/Terrain | Plains (1) | Hills | Forest | Mountain | Farmlands | Desert | Steppe | Jungle | Artic |
|---|---|---|---|---|---|---|---|---|---|
| Agriculture | 80% | 50% | 10% | 100% | 30% | ||||
| Pastures | 30% | 20% | 5% | 40% | 10% | 90% | 25% | ||
| Forest | 35% | 100% | 5% | 65% | 60% | ||||
| Stone | 5% | 70% | 10% | 25% | |||||
| Mineral | 70% | 10% | 25% | 5% | 70% | 30% | 15% | ||
| Fish (2) | 35% |
(1) In SWMH, it is the same distribution for Marshlands
(2) All coastal provinces can have fish (with 30% probability)
A province has at least one resource. So if no resources are distributed on a province, the distribution is fire again on this province. By taking count of this, the real distribution for terrestrial provinces according geometric law is
| Resource/Terrain | Plains | Hills | Forest | Mountain | Farmlands | Desert | Steppe | Jungle | Artic |
|---|---|---|---|---|---|---|---|---|---|
| Agriculture | 86% | 55% | 10% | 100% | 32% | ||||
| Pastures | 32% | 22% | 5% | 45% | 10% | 97% | 33% | ||
| Forest | 38% | 100% | 5% | 86% | 79% | ||||
| Stone | 5% | 78% | 10% | 32% | |||||
| Mineral | 77% | 10% | 28% | 5% | 90% | 40% | 20% | ||
| Fish | 38% | ||||||||
| Resource number expectancy | 1.56 | 1.92 | 1.30 | 1.51 | 1.30 | 1.23 | 1.29 | 1.26 | 1.32 |
The percentages need to be read by column.
For example, a plain and terrestrial province has 86% of probability to get the agriculture resource, 32% for the pastures and 38% for the forest resources.
For a coastal provinces, the geometric law gives
| Resource/Terrain | Plains | Hills | Forest | Mountain | Farmlands | Desert | Steppe | Jungle | Artic |
|---|---|---|---|---|---|---|---|---|---|
| Agriculture | 84% | 53% | 10% | 100% | 32% | ||||
| Pastures | 32% | 21% | 5% | 43% | 10% | 95% | 30% | ||
| Forest | 37% | 100% | 5% | 78% | 72% | ||||
| Stone | 5% | 76% | 10% | 30% | |||||
| Mineral | 75% | 10% | 27% | 5% | 83% | 36% | 18% | ||
| Fish | 32% | 69% | 30% | 32% | 30% | 36% | 32% | 36% | 36% |
| Resource number expectancy | 1.84 | 2.19 | 1.60 | 1.78 | 1.60 | 1.48 | 1.58 | 1.51 | 1.56 |
The attributed resources are in fact the first rank of the resources.
By building resources buildings (in productive settlements mainly), the province get the next resource level.
This new level allow to build new building resources to get the next levels and so on.
The following artwork done by Arko sum up the resource evolution.
Les Trois Tours features a unique system for iron ore mines that give them a limited stockpile. [1]
This stockpile decreases overtime, at various speeds, depending on various events and efficiency of your installations.
The mine can end collapsing, but you can of course extend its life expectancy, or find another place around to continue your exploitation (prospect decision).
You can also choose to dismantle the mining industry in the province.
A new trade route system has been designed. It is linked with the city trade specialization.
The cities where there are several ones in a province or the cities hold by a merchant have a priority to be specialized.
If one of their city adopt the Trade specialization the province can become a Major Center of Trade if there is no one near to 2 provinces.
This trade center forbid to the cities within a 2 province distance to get the trading specialization. The exception is cities where there are several ones at game start which always become a trading city and the other manufacturing ones. For example Bruges and Gent are neighbour and both will have a trading city but only one of them will be a Major Center of Trade.
A Major Center of Trade is the start of trade routes. When a trade route appears, all the rulers in a neighbour province receives an event. It alerts them than they should build a route in their province if they want that the trade route goes through their province. After some amount of time, the merchants increase the route size by selecting some neighbour provinces to continue the trade route. Like the trade routes form a graph, when a province is chosen to be a potential route, its neighbour provinces which are also neighboured to the previous route province cannot be any more chosen.
When the trade route increases, the Trade Zone of the Major Center of Trade increases.
If 2 trade routes cross in a province, it becomes a Minor Center of Trade.
Each settlement has a specialization according its type (castle, city or temple). Some time after the beginning of the game (to have enough time to distribute resources), the rulers will have events to specialize each settlement.
The specialization impacts the buildings that can be built in the settlement. For example the Administrative Center (ex Feudal City) can have the administrative buildings contrary to a Feudal Manor (ex Feudal Village) which can have production buildings.
The specialization also impacts the characteristics of the settlement. The artwork at the right has been done by Arko to sum up this for the castle specialization.
You can change the specialization with a right click on the settlement to open the settlement decisions.
To have an Administrative Center, you need to be at least a Duke.
The Administrative Center can be only built in the capital. If an Administrative Center is not in your capital (because you moved your capital or you conquered an Administrative Center), its effects are disabled : the buildings of this specialization appears in red with the mod ARKOpack Interface.
Like said before, you can convert holdings. So you can convert an obsolete Administrative Center or build one in your new capital.
The buildings available with this specialization give unique modifiers. Like some of them are linked to the owner, the modifiers are given by character modifiers. The following table sum up them.
| Building | Upgrade from | Require | Building modifier | Character modifier |
|---|---|---|---|---|
| Seneschal office | + 2 |
|||
| Chamber of Accounts | Seneschal office | Treasure Room; Big Hall of Records | + 4 |
+ 1 |
| Treasure Room | Seneschal office | +0.5 |
||
| Hall of Records | Seneschal office | +0.25 |
+ 1 | |
| Big Hall of Records | Hall of Records | Seneschal office; Treasure Room | +0.50 |
|
| Court | +0.20 | |||
| Chancellery | + 1 | |||
| Lordly chapel | +0.25 | |||
| Lordly chapel and dynastic reliquary | Lordly chapel | +0.05 |
+0.10 |
This mod includes various items to bring some immersion to the player and bringing a medieval flavour to the game's world.
The mod includes various elements forest based :
The various ressources and buildings bring some flavour events aswell.
The mod brings some few more artifacts, mostly related to some other mod's features.
For example a bunch of books -either generic and unique- are added. They are linked to the library buildings and are used with the acquire and study books decisions and events chains.
Les Trois Tours provides a few alternate event chains for the game ambitions to increase competencies
The mod was created in French but it now fully supports English. Feel free to point any mistakes in the texts to the team.
In the Paradox forum thread. You can also find the changelogs of the mod and discuss with the authors.
Yes and no. The mod team has not worked on the EUIV conversion. Consequently, no feature of the mod can be converted to EUIV but the Vanilla game can be converted.
The resources are not given at the first day. Run the game and after some months, the resources will be fully distributed.
Even without modding experience, it is possible to help with ideas or becoming a tester. Simply send a PM to a member of the team over at the paradox forums and we will discuss it. You need to remember that we all started as simple players.
The Dev Diaries of the mod are listed here in the Paradox forum.
Thankings to Strategium and Paradox forums for feedback, testing and contributions.