Crusader Kings II

Crusader Kings II

Better Forts
90 Comments
Pledra 6 Aug, 2024 @ 11:27am 
can the AI use this too?
Jef 5 Mar, 2023 @ 5:48am 
Is it possible to somehow make this mod compatible with Flogi's Buildings & Technology?
darkstardereroberer 10 Feb, 2022 @ 8:11am 
compatible with elder kings?
Riekopo 18 Dec, 2021 @ 8:50pm 
Does need updated?
Gallium 2 Mar, 2021 @ 9:45am 
Amazing work!!!
Romanos 22 Jan, 2021 @ 3:23am 
Neat.:steamthumbsup:
Bigmachingon 27 Mar, 2020 @ 5:24pm 
Please post a link for external download
White Reaper 2552 9 Feb, 2020 @ 7:46pm 
What DLC do i need?
cfh1985 2 Feb, 2020 @ 11:26am 
"Dannyboi12233 [author] 15 Nov, 2019 @ 3:01pm
@ChingPowWingWow Yes sadly, this is a hardcoded feature that I have not found a way to circumvent."
you could run a yearly maintenance event, if fort buildings are present add a flag for each building to the province, the same yearly event could place buildings if the flag is present but not the building
of elrick 22 Dec, 2019 @ 12:00am 
@Dannyboi12233 Oi, I was just wondering if it would be possible to add disease resistance to the fort clinic? Something very weak however like 1% res or 0.50. Also, perhaps an upgrade to the toll road to upgrade it from a toll road to a small fort market?
FENRIR 10 Dec, 2019 @ 3:44pm 
@Dannyboi12233 ive been playing the agot mod recently and i have noticed that the forts load in with no extra buildings for me to construct on them
FieryLoveBunny  [author] 15 Nov, 2019 @ 7:01am 
@ChingPowWingWow Yes sadly, this is a hardcoded feature that I have not found a way to circumvent.
Fritz Schnackenpfefferhausen 15 Nov, 2019 @ 2:12am 
Do forts disappear if they get completely sieged or assaulted by another army?
FieryLoveBunny  [author] 17 Oct, 2019 @ 10:53am 
This should always be a usable mod due to how lightweight it is,as long as paradox doesn't touch forts (which I highly doubt they will) and they don't redesign the whole engine this mod should always be up to date.
PokeMageTech - ProNetNeutrality 3 Oct, 2019 @ 6:44pm 
Is this up to date?
nobleheretic 2 Sep, 2019 @ 7:15pm 
Forts are so cheap and easy to build. I build them primarily to slow down the enemy. It would mainly be nice if they could just be upgraded to have a higher fort level and reduce the amount that can be looted from the province before they are taken.
FieryLoveBunny  [author] 13 Aug, 2019 @ 6:53am 
@Rafiki It wasn't possible when this mod was released, since the addition of great wonders I'll have to relook at the code
RafikiBlue565 28 Jul, 2019 @ 11:33am 
I have tried adding, for example, "light_cavalry = 100," to one of the buildings, yet it does not actually increase the levy size or allow me to raise them. Am I missing something or is it just not possible?
FieryLoveBunny  [author] 11 Jun, 2019 @ 4:19am 
That was an original feature, however the disease resistance didn't actually add to the province and I haven't found a way to make it work, so it was removed prerelease
Unnamed_Shadow 10 Jun, 2019 @ 8:09pm 
i love this mod. I feel the Clinic Building should add a very small bonus to Disease Resistance. Not as big as the buildings in the Hospital, but just a bit.
Grzesio 3 Apr, 2019 @ 2:49am 
Can you add a "imperial roads" building option for imperial goverments? thanks
FieryLoveBunny  [author] 2 Mar, 2019 @ 5:31am 
It is compatible with HIP, if it isn't letting you enable the mods, make sure you have cloud sync enabled and if it still doesn't work, try restarting steam
CassioMJR 26 Feb, 2019 @ 1:58pm 
Is it compatible with HIP?
Darevit 21 Feb, 2019 @ 3:01pm 
Finally, i really needed a mod like this. Congratz
Candesco 18 Feb, 2019 @ 4:40pm 
Well, i have changed the fort_consumed_in_settlement_construction to 0, but the fort still get destroyed when i build a new holding. And it's in defines.lua, which i had changed with notepad.
Any ideas why it doesn't work?
Candesco 15 Feb, 2019 @ 6:25pm 
Thanks for posting a little fix, Snootch. Cause the mod that Dannyboi added to prevent forts getting consumed doesn't work and also conflicts with changing to feudalism. Gonna test if changing the line doesn't conflict, but since it's only one line now probably not.
Snootch 11 Feb, 2019 @ 2:12am 
@Dannyboi12233, so yeah... my temple holdings are reading as Baronies, not as Bishoprics. Not sure what has happened.
FieryLoveBunny  [author] 10 Feb, 2019 @ 10:46pm 
@Snootch Barony is the rank of the holding, if you make the priest the holder of the county it will upgrade to a county and the castle will become a barony, likewise with cities. The main title is always a county, the rest are baronies to make it simple
Snootch 10 Feb, 2019 @ 9:34pm 
@Dannyboi12233, do you know why all my temples have their names as baronies? I am wondering if I did something with a mod or something... It says it on the pop-up description as well as in the list (like when I want to grant the title to somebody). For example, I built a temple in Jaroslav (county Peremyshl) - it says Barony of Jaroslav. Ugh... Figured you might know. ;)
FieryLoveBunny  [author] 8 Feb, 2019 @ 8:06am 
it should work fine with other building mods
mrcoolize 7 Feb, 2019 @ 9:43am 
Doesn't work with mods that add building to forts?
\/oron Agrrav 6 Feb, 2019 @ 3:00pm 
you can just have the Single line inside a Defines file and it'll work Fine with anything that doesn't have the same line
has been something that has been in place for a few years
Snootch 25 Jan, 2019 @ 8:24am 
Now we need to figure out how to prevent a Fort from getting wiped-out completely after an enemy sacks it. ;)
FieryLoveBunny  [author] 24 Jan, 2019 @ 9:22pm 
Snootch is correct! Just make sure if you do it manually you remember to do it every time the game updates, otherwise it will stop working until you do.
Snootch 24 Jan, 2019 @ 8:45pm 
Or, you could just make a very simple change yourself.

Go to the Steam folder on your hard drive (C:\Program Files (x86) or wherever), and then to \Steam\steamapps\common\Crusader Kings II\common

There is a file called defines.lua. You can open it with Notepad. Then just change one very simple line from a 1 to a 0:

FORT_CONSUMED_IN_SETTLEMENT_CONSTRUCTION = 0
FieryLoveBunny  [author] 24 Jan, 2019 @ 7:04pm 
I've added a mod to the workshop that makes it so forts are no longer consumed in the construction of new holdings, note this will not be compatible with any mod that changes the defines in any way. https://cs2bus.com/sharedfiles/filedetails/?id=1634328750
malices.gossips 8 Jan, 2019 @ 9:01am 
Psyentific,yes, the current vesrsion of the mod makes forts just an expensive glass toy that would break apart every time the evil wolf comes to huff on your house.
Sexy Potato 6 Jan, 2019 @ 9:32pm 
Really i imagine the next dlc may do something like this with forts
GabeC1997 5 Jan, 2019 @ 5:36pm 
...I've always enjoyed using them as disposable speed bumps, so I could raise and unite my levies in response.
Psyentific 3 Jan, 2019 @ 1:39pm 
I spent a lot of money and built a really nice fort, but it was destroyed when the province was sieged. That sucks.
Kilkakon 2 Jan, 2019 @ 11:18pm 
Thanks for the reply. I thought of doing something similar at one point but the fact they die when occupied stopped me :( Still cool that you did it anyway
lex talon 2 Jan, 2019 @ 4:58pm 
Will ai use the forts and build/upgrade them?
rlk77 2 Jan, 2019 @ 12:18pm 
How about you ad a dropbox link to your nice mods? I really like to try your comander training mod as well, please give the link for direkt download, steam isn´t working in no case, as Rather fast, Too furious well discribted.

Happy New Year to all of you!
Commander Mordan 2 Jan, 2019 @ 11:27am 
@Echo, wow really? first iv heard that cloud sync and workshop could be linked....ill investigate that thank you!!
Echo 2 Jan, 2019 @ 7:42am 
In saying that, I consider the current version of the mod excellent. Thanks a lot for your work!
Echo 2 Jan, 2019 @ 7:31am 
Personally, I like the risky nature of the forts. I think you should keep the additional buildings to a minimum and not try to make the fort comparable to an actual holding in terms of resilience/garrison etc, since they are primarily the first line of defense.
If anything, I would play off this mechanic and just make (re)building the forts cheaper or faster.
FieryLoveBunny  [author] 2 Jan, 2019 @ 6:36am 
Thanks for all the love guys! I'm still planning on adding more to the forts, mainly based off of the terrain they are located; including trade routes.

@Killakon, The forts are still destroyed once they are raided/sieged. This seems to be a hardcoded function of the game and I'm not sure there is anything I can do about it. I hae been thinking about giving additional buildings to increase the garrison/fort levels so that they aren't instantly destroyed later in the game, while still maintaining a higher risk/reward ratio than traditional holdings.



I've sent friend requests to those of you requesting a DL link, just know that it won't be hotfixed/updated as quickly as the version on the workshop.
Echo 2 Jan, 2019 @ 5:43am 
@Rather fast, Too furious.
A common problem with mods and CK2 is that you don't have cloud synchronization turned on, either in your global Steam settings or the game properties.
Commander Mordan 2 Jan, 2019 @ 5:22am 
@Misu96 Clearly your new to steam. Allow me to explain a sad fact with many steam mods
Clicking subscribe is ment to download and install a mod, making it ready to activate in your game. But, and here is the sad fact! It dont always work, some of us, myself and the man you told to subscribe(love that you assumed he didnt and must have totally missed the massive green button) included, have clicked that green button of dreams....downloaded a few kb of whatever....and nothing....no mod, no ability to activate it in the game launcher, nothing.(mod folder does not have the mod either, so it never downloaded or if it did, it went to the wrong place)

Now, i have done the usual, (restarted, ran as admin, unsubbed and resubbed multiple times in different ways, restarted comp, cleared internet cache ect ect ect) and it has not worked, so like rlk77, i too am looking for a download link.


Happy new year!
Kilkakon 2 Jan, 2019 @ 3:32am 
I have a question about forts--are they still destroyed when you raid them?