Destroy and Convert Settlement Enhanced

⭐ — (5 endorsements) 📥 147 downloads 📌 v1.2 📅 2/18/2025
🟠 Updated over a year ago

By OneFuriousDon · Tweaks

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 2/18/2025 📅 Created: 2/18/2025

🔍 Analysis

  • 🏆 #11 of 22 Tweaks mods in this game by downloads

📋 About This Mod

This mod let's you convert and destroy settlements and gives tribal rulers the abilitily to salvage some castle buildings they capture upon converting to tribe.Futher information on original mod can be found via link provided in

This is an updated and enhanced version of great "Destroy and Convert Settlement" mod made by Carmichael.

Partial credit goes to that excellent gentleman.

What's new?

1. Tribal rulers will now be able to salvage some of the feudal buildings found in a castle holdings they capture.

The rule of thumb is: "the more advanced the building, the more you lose".

  • []level 1 and 2 castle buildings will be salvaged to level 1 tribal counterpart

    []level 3 and 4 castle buildings will be salvaged to level 2 tribal counterpart

  • level 5 and 6 castle buildings will be salvaged to level 3 tribal counterpart

    This is especially fair and useful when you reconquer the land you lost either by conquest or by inheritance and new feudal owner converted your hard earned buildings to their castle counterparts. Now you can at least get something back.

    2. Converting to tribe gives a small local levy and garrizon (size and reinforce rate) bonus for 20 years.

    3. Destroying settlement reduces local construction time for 10 years.

    (FYI:    cost reduction modifier for tribes doesn't work - thx PDX)

    (FYI2:  build time reduction modifier for tribes doesn't show as percentage modifier but as an ugly raw value - thx again PDX)

    4. You will now be able to destroy non-capital tribal holding in a rare instance you build one for your vassal but he converts his capital in the meantime by himself.

    5. You will now get a high priority notification if you can convert a holding (good for tribals - bad for feudals though, but can be disabled).

    6. Small UI fix now let's you distinguish at first glance if you can "convert" or "destroy" a holding without digging in - previously both options were shown as "destroy".

    7. Small modifier icon adjustments to reflect modifiers at first glance.

    Make sure you choose correct set of buildings.

    "Vanilla" is by default because you can still play on HIP mod with that setting (albeit it's not recommended).

    Don't choose HIP if you dont use that mod as it will most likely CTD your game on loading the map.

    Don't add mid-game as all tribal and castle buildings will be erased.

    Compatibility

    Compatible with every mod that doesn't change buildings apart from HIP which it is compatible with via correct option settings.

    Main functionality compatible as original mod was - added functionality compatible only with vanilla and HIP mod buildings.

    Volountary Donations

    If You enjoy the content I make and want to buy me a coffee here's the link for such appreciations:

    https://buycoffee.to/onefuriousdon

📊 Mod Details

Game
Crusaderkings2 Mods
Author
OneFuriousDon
Version
1.2
Downloads
147
Endorsements
5
Category
Tweaks
Created
2/18/2025
Updated
2/18/2025

🔧 How to Install Crusader Kings 2 Mods

Install via a mod manager (Vortex or Mod Organizer 2). Most mods drop into the game folder.

📖 Full step-by-step install guide for Crusader Kings 2 →

Visit the official mod page for specific installation instructions for this mod.

🎮 Need cheat codes or console commands? Check ur gaming wiki for Crusader Kings 2 commands, item IDs, and more.

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