Holdings modding

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Creating a Holding[edit | edit source]

Holdings are defined in /Crusader Kings III/game/common/buildings

Example

my_holding = {
	primary_building = my_01

	buildings = {
		mychurch_01
		mycastle_01
		myarmoury_01
	}

	flag = myflag
}

Variables[edit | edit source]

Variable Type Description Example
primary_building string The key of the building that is generated at the start. primary_building = tribe_01
buildings block Assign what buildings are available for this holding type buildings = {

palisades_01
war_camps_01
longhouses_01
market_villages_01
}

flag string Optional flags that are assigned to the holding type flag = tribal
can_be_inherited bool Can the holding type be inherited. can_be_inherited = yes

Game Concept[edit | edit source]

You can also add .dds icon for your holding in /Crusader Kings III/game/common/game_concepts

my_holding = {
	alias = { my mine mine_holding }
	parent = holding_type
	texture = "gfx/interface/icons/my_holding_icon.dds"
}

Modifiers[edit | edit source]

Upon loading holding types, modifiers are automatically generated. You can then modify them in /Crusader Kings III/game/common/modifiers (they are not declared there)
If you want your mod to have a modifier that modifies build speed then it's as simple as:

my_modifier = {
	icon = my_icon
	my_holding_build_speed = -0.25
}
List of generated modifiers[edit | edit source]
  • <holding_type>_build_speed
  • <holding_type>_build_gold_cost
  • <holding_type>_build_piety_cost
  • <holding_type>_build_prestige_cost
  • <holding_type>_holding_build_speed
  • <holding_type>_holding_build_gold_cost
  • <holding_type>_holding_build_piety_cost
  • <holding_type>_holding_build_prestige_cost

Localization[edit | edit source]

Example:

my_holding:0 "Holding"
my_holding_concept_key:0 "[mine|E]"