Crusader Kings II

Crusader Kings II

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Trade Post Automation
   
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26 Apr @ 1:37pm
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Trade Post Automation

Description
Summary:

There is a particularly annoying bug in the CK2 game engine: If a raider successfully sieges the top holding in a county, any Silk Road / Saharan / etc trade post in that holding is destroyed, along with all of its very expensive buildings.

This mod tracks every building in every trade post in the world and, if they are destroyed, they will be automatically rebuilt about a year later. (See full details below.)

This means that you don't immediately lose the thousands of gold that you sank into a trade post just because some dumb raider got lucky while you weren't paying enough attention. (It also protects AI characters from the same issue.)

Details:

Supported trade posts:
  • Silk Road
  • Saharan
  • MTR (Vanilla)
  • (Trade posts from other mods can probably be added on request.)
  • (Merchant Republic trade posts in non-SR/Saharan/etc coastal counties are not affected by this bug, so are not covered by this mod.)

Requirements for an auto-rebuild to occur:
  • Wait about a year
  • Province owner must be at peace
  • No province holdings have the "looted" modifier (IE: It's been a while since they were last looted by a raider)

What happens during an auto-rebuild rebuild:
  • The basic trade post is always reconstructed for no cost, and is given to the province owner.
    • Important note: If a MR builds a SR/Saharan/etc trade post in a coastal province they do not own, and that TP is destroyed, they will not regain ownership via the auto-rebuild process. (This is a deliberate design feature, because it seems like a bug that the trade post can ever be owned by anyone other than the province owner.)
  • All but 0-2 of the buildings are always reconstructed.
  • An event occurs, where the province owner is offered the choice of what to do about those 0-2 which weren't auto-reconstructed:
    • If you're very lucky, or are being repeatedly trolled by raiders, everything will be reconstructed for free.
    • If you or your regent have particularly high stats or certain lifestyle traits, everything will be reconstructed for free.
    • Otherwise, you can choose whether to pay for the reconstruction or accept the loss of the buildings.

Compatibility/Impact:
For almost all of my mods, including this one, my aim is to be as compatible as possible with vanilla CK2 (and other mods), and to avoid making the game easier.
  • Required CK2 version: 3.3.5.1
  • Achievement compatible: No
  • Safe to add to existing game: Yes
  • Safe to remove from existing game: Yes
  • Changes to vanilla files: None
  • Mod compatibility: Should be compatible with all other mods
  • Changes to AI behaviour: None
  • Decrease in game difficulty: Minor
  • Localisation: English only
  • Mod development status: Complete (although wider mod support may be added in the future, on request)

Other Versions / Alternate Download / Reuse:
  • All of my CK2 mods are version-controlled via a Github repository[github.com] (eg. if you want earlier/beta versions of any of my mods).
  • I also publish a zip version[github.com] of this mod on Github.
  • All of my mods are published on Github under the MIT license, and I'm following the same logic here on the workshop. Essentially, you're welcome to reuse my mods in any way you wish as long as you provide attribution (eg. credit and/or a link).
4 Comments
jonjowett  [author] 30 Apr @ 1:12pm 
@DonJulan (1/2)

Re pictures: This is the major disadvantage of having nearly 30 mods on the workshop: even if I *only* take 30 mins per mod to do pictures - that's 15 hours! And given it's not something I particularly enjoy or am good at, well, that's why it probably isn't going to happen anytime soon, unfortunately!

Re compatibility: It's probably compatible with some/all of your other MTR mods. (I saw scripted_triggers for "asian" and "mooniyang" trade routes in MTR(Vanilla), noticed that they weren't used in MTR(V), but included them anyway because I know that there are other versions.)
jonjowett  [author] 30 Apr @ 1:12pm 
@DonJulan (2/2)

Re limited autobuild: I'm don't think this is worthwhile, given that the base holding is ridiculously inexpensive vs its buildings. (50 base gold for the holding vs 300-800 gold for *each* building. IE: Autorebuilding the trade post saves you ~50 gold; autorebuilding everything saves you ~5000.) Maybe there's a point in some limited circumstances (eg. 1-session very-pvp full-raiding multiplayer - encourage building a tradepost, discourage but don't disallow the buildings), but it doesn't seem widely useful. Unless there's something I've missed?
DonJulan 30 Apr @ 4:20am 
Another idea: find a picture/thumbnail for your mod. It looks sad as it is... :)
DonJulan 30 Apr @ 4:19am 
Neat idea - I'm glad it works with my MTR (Vanilla) mod. :)
TP razing while sieging is most likely the stupidest mechanics - why on earth would anyone razed the most profiting asset in a county one wants to own? However there can always happen a collateral damage and perhaps it would be possible to add a game option for a more difficult scenario where there is only some chance for a buildings not to get destroyed and only a TP itself guaranteed rebuild? Just an idea... ;)