Crusader Kings II

Crusader Kings II

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Medieval Trade Routes (Vanilla)
   
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1.095 MB
22 Jul, 2019 @ 1:07pm
15 May, 2023 @ 4:07am
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Medieval Trade Routes (Vanilla)

In 1 collection by DonJulan
My Mods 4 Vanilla Map
3 items
Description
#MTR - Medieval Trade Routes for Vanilla Map

Ever wondered why the trade ends at Middle East and North Africa? Wonder no more. It is known...
Well actually its not. I have no idea either. Was there no trade in Europe in Middle Ages at all?
Yes there was and pretty fruitful as well. So if you were ever frustrated Paradox was to lazy to implement its own trade mechanics to entire map - frustrate no more. This mod is an answer to your prayers for a better trade networks. That is of course if you ever prayed for them.

This mod adds trade routes as well as trade posts in certain provinces to Europe which are based on historical medieval ones. It is intended to work with Vanilla Map and is fully compatible with it.

This mod requires either: Horse Lords or Jade Dragon DLC to work.

It is NOT compatible with any other map aside for one provided by Crusader Kings 2 game.



Source Map for MTR: Medieval Trade Route Networks[easyzoom.com]
Other versions:


#Alternative Download
NexusMods[www.nexusmods.com]

#VOLOUNTARY DONATIONS
If You enjoy the content I make and want to support me and my future developments You can support me at Patreon[patreon.com]. All Your donations are greatly appreciated!

[patreon.com]

#FEATURING
  • 7 new trade routes across Europe,
  • 1 new trade route in Asia Minor,
  • carefully balanced trade routes wealth and wealth increase using designed equations that take into consideration: total number of trade posts, start points and unique provinces trade route passess through;
  • 129 new trade posts locations,
  • 17 specific resources based on: climate, terrain type and geographical region which are: timber, amber, furs, slaves, silk, glass, silver, salt, wine, wool, fish, fruits, horses, iron, gold, emeralds and wheat,
  • 17 resource-specific buildings which are: Lumber Mill, Amber Mine, Fur Trader, Slaves Market, Textile Mill, Glass Craftsmen, Silver Mine, Salt Mine, Vineyards, Sheep Pastures, Fishing Port, Orchards, Stud Farms, Iron Mine, Gold Mine, Emerald Mine and Wheat Fields,
  • unique minor bonuses for each resource-specific building,
  • less irritating thin trade arrows also showing trade flow direction,
  • no more sea tiles trade routes clutter as sea zones don't matter in CK2;
  • adjusted vanilla oversized trade posts,
  • option to disable trade post buildings for non-merchant republics (feudal, tribal and theocracy able to build just Trade Posts).

#TBD
  • carefully balanced trade routes wealth and wealth increase using designed equations that take into consideration: total number of trade posts, start points and unique provinces trade route passess through;
  • reworked trade post buildings with lowered costs and increased AI weights (encouragement to build);
  • vanilla trade routes

#COMPATIBILITY
Should be compatible with everything that doesn't change trade system and vanilla map.
Save game compatible - you do not need to start a new game to use it.
Compatibility confirmed for: Check discussion thread below.
Not compatible with HIP, CK2+, AGOT, LTT or any other overhaul mod which changes original map.
For HIP go to: HIP Mod Version.

#ACHIEVEMENTS
You won't get achievements using this mod.

#WHAT'S NEW
- slightly lowered trade routes values accross Europe;
- evened up trade routes bonuses accross Europe;
- no more sea tiles trade routes clutter as sea zones don't matter in CK2;
- added new trade post centers in: Tunis (Africa - italian route), Orania (Africa - spanish route), Cyrenaica (Africa - asia minor route), Crete (asia minor route), Dyfed & Gloucester (english route), Iceland & Westrebothia (nordic route);
- removed couple excess trade posts along Andalusian, Italian and Amber trade routes;
- made southern Europe trade routes partialy originate in Africa thus African coastal provinces have actual impact on southern Europe's economy (new starting points in: Muluja, Tunis, Cyrenaica, Alexandria and Antioch);
- turned trade flow from Thessalonike to Messione, Athens to Rhodes and Palermo to Cagliari to go the other way due to new trade starting points in Africa;
- carefully balanced trade routes wealth and wealth increase using designed equations that take into consideration: total number of trade posts, start points and unique provinces trade route passess through;
- some visual improvements.

- finally resolved an issue with Merchant Republics not being able to build trade post buildings with "trade post buildings turned off" rule activated ( jonjowett thx for your assistance );

#NOTE
If u find any issues please give me a feedback - they will be resolved asap.

#LEGAL NOTES
This mod is entirely my own.
You may use it as is, without altering, unless you alter it for your own personal purposes. This permission does not include sharing it's altered content.
I do not agree for it to be used for any other modding purposes entirely or partially unless you ask and receive my permission.
Popular Discussions View All (4)
17
10 May, 2023 @ 6:57am
Feedback/FAQ
DonJulan
14
24 Dec, 2022 @ 1:28pm
Compatibility
DonJulan
0
25 Feb @ 3:02am
PINNED: Top community supporters
DonJulan
126 Comments
DonJulan  [author] 21 Jun @ 2:10am 
@august_ekstrom: Same thing as with the ones below. Thx for the kind word. "Trade routes" and "scripted triggers" are the only files that make a valid tradepost province. If you get rid of a zipped file you either get rid of a mod or make steam download the missing file.
DonJulan  [author] 21 Jun @ 1:57am 
@jonjowett: Same thing as with IcyVOid. You can use the arrows.
DonJulan  [author] 21 Jun @ 1:53am 
@IcyVOid: I'm sorry for such a late response but for whatever reason Steam did not show the green notifying icon. If you want to rework my mod for your own purposes and don't publish it I don't see any reason not to allow it. :)
IcyV0id 23 May @ 4:08pm 
Sent this on the cleanslate version but im putting it here as well. Is it fine if I make a version of this compatible with tianxia?
august_ekstrom 23 May @ 11:36am 
Hi, I love your mod - best one out there! Q: What am I missing in order to add a couple of trade posts? After unzipping the file, adding them to the scripted_triggers.txt and at the top of the file in relevant trade route like italian_vanilla.text? and then getting rid of the zipped file?
jonjowett 11 May @ 5:09pm 
@DonJulan I responded to your comment on my mod page, not sure if you saw it. In short: Too many mods, too little time, I'm a coder not an artist.

---

Different subject, but strangely similar theme: Do you have a mod which ONLY has the arrows on trade routes? (IE: Graphical improvement only, no change in checksum.)

If not, do you mind if I pull the requisite parts out of MTR and upload it on the workshop (with credit)? (I'm not an artist! And your arrows already look really good!)

(Background: I've recently joined a long-term mp game on the ATEFF map. The directions of the trade routes are sometimes very non-obvious with base game graphics, and I think the others might also appreciate a better solution.)
DonJulan  [author] 30 Apr @ 4:24am 
@jonjowett: find a nice picture for your mod ;)
DonJulan  [author] 30 Apr @ 4:12am 
@Isgud: Thx for appreciation. I know what amber is (basically crystallised tree sap) and I just realised I may have in fact named a building "amber mine". What I actually meant was, believe you me, "micro industrialised negligible excavation" aka "mine". ;)
jonjowett 29 Apr @ 10:29am 
@DonJulan After all this time I realised I had forgotten to publish the Trade Post Automation mod which I made specifically to integrate MTR with my single-player games. Feel free to check it out if you have a chance - any feedback is very welcome! https://steamproxy.net/sharedfiles/filedetails/?id=3232897989
Isgud 28 Apr @ 5:09am 
Very cool. fyi amber is not actually a mineral and is not mined.