Crusader Kings III

Crusader Kings III

246 ratings
A Road Network In Vanilla
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34.865 MB
15 Oct @ 8:26am
26 Oct @ 10:57am
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A Road Network In Vanilla

Description
Current Version: 1.0.2.1 "Roads to Power" (Released 26.10.2024, Compatible with vanilla patch 1.13.2)

This mod aims to enhance the overall gameplay experience by adding a road network to the game. This road network was graciously stolen from the A Game of Thrones mod team, who have implemented it in their outstanding mod!
THIS MOD IS IRONMAN AND ACHIEVEMENT COMPATIBLE.

If you liked the mod, feel free to favorite and rate it up!



Chinese translation!

Important things to know:
This is a short list of what this mod does:
  • Visual Road Network: there is a wide network of roads. This includes major roads (via regia, via imperii and the silk road as of right now) and minor roads (all other roads) that you can see visually represented on the map.
  • Mechanical Road Network: As with the AGOT mod, roads speed up your movement, give you more supply, more travel safety and have light impacts on things such as battle withdrawal. Otherwise, they behave as if they are normal terrain of their type. The AI considers roads when moving.
  • Legend and Epidemic Spread: Epidemics and legends, while still largely spreading as in vanilla, have light preferences towards spreading along roads.
  • Event Implementation: Vanilla content that refers to terrain have largely bene adapted to include the newly added road terrain types.
  • MAA Implementation: Men-At-Arms get the same bonuses they get in specific non-road terrains in the road terrain of the same kind (so: Hills, Major Road Hills, Minor Road Hills)
  • Mapmode:I have stolen AGOT's road mapmode! You can access it in this mod as well!

    While this mod aims to enhance the gameplay experience, please be aware that odd behaviour, weird things, bugs or imbalances could always happen. Please let me know about these in the comments so that I can see whether it is a mod or a vanilla issue.


    Are you a modder that wants to use this mod?

    Please do, but please Credit the CK3AGOT team & JediNick9 for the road base script and model decals! Don't worry about crediting me!
    Please feel free to implement all or parts of it!
67 Comments
OPB  [author] 9 hours ago 
That's a vanilla bug as far as I am aware.
I could theoretically fix it in the mod, but it is somewhat out of scope. May or may not look into it.
ErkanVerner 12 hours ago 
Discovered a bug with the this mod and founding a holding as a landless adventurer. If you found a holding (using the landless adventurer decision), after it's finished you will be payed dividends every month instead of every year. I'm playing on the 1.13.2 update and this happens even with this being the only mod in the playset (so not a result of weird mod interactions).
Vengeance 1791 25 Oct @ 9:33pm 
any kind soul know how / want to create a patch for COW so I place unique structures on holdings with roads on them?
Gorbashgrot 25 Oct @ 4:40pm 
getting the option to build Qanats outside of Persia
Marquis De Sade 24 Oct @ 1:48pm 
@OPB Yes I'm using the Manor Domiciles mod for feudal and clan governments, these two specifically seem to conflict so if there's anything you can do about that I would appreciate it
Tydien 24 Oct @ 8:47am 
"Meadows" which are farmlands with roads are not affected by agrarian tradition
OPB  [author] 24 Oct @ 12:48am 
The estate backgrounds?
Just loaded in and checked it - I'm not getting that bug. Are you using additional mods?
Marquis De Sade 23 Oct @ 12:37pm 
This mod causes my manor backgrounds to be blank
OPB  [author] 23 Oct @ 1:59am 
Mod updated for today's CK3 patch.
Cirdan the Chadwright 22 Oct @ 5:44pm 
I really want to just say "Can you build roads?"