Crusader Kings III

Crusader Kings III

A Special World - Special Building Compatch
Ergebnisse 1–10 von 418
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Update: 29. Nov. um 22:45

Localization Fixes
GUI Fixes
Locator Fixes
Update to Building Effects
Graphical Fixes

Update: 29. Nov. um 22:44

Update: 26. Nov. um 14:41

There will likely be a few tweaks that need to be made, especially to the GUI.

*The map mode looks funky but I wanted to get this out before I messed with that.

Major Changes:
Now only required Medieval Arts
The original Unique Buildings + buildings can be added via game rule.
The original MA-MSB Buildings can be added via game rule
Game rule that allows holding to be automatically set up at game start for buildings added. I.E. there's a castle, it's now a castle holding.
Silk Road has been removed but the special buildings are there.
*This will work without RICE but there may be errors.

Update: 14. Nov. um 20:12

Semi Updated for 1.18 - Still uses old UB+ Version.

Update: 14. Nov. um 20:06

Temporary Reversion While Working on Update

Update: 26. Okt. um 22:02

Update: 22. Okt. um 17:58

Updated for Medieval Arts Update
Fixes to UB+ building flags
*If you see an issue with disappearing artifacts, delete the ub_special_buildings_effects file this adds many UB+ buildings. I'm tracking down this issue.

Update: 17. Sep. um 17:13

1.17 and Medieval Arts Update

Update: 1. Sep. um 0:17

Medieval Arts Update

Update: 22. Aug. um 16:08