Crusader Kings III

Crusader Kings III

Ports on major rivers-More navigable Rivers 2 (DISCONTINUED)
32 Comments
misha_archmage  [author] 16 Mar, 2022 @ 4:11pm 
@Licarious Fenrir Thank you for help, it worked. I will merge all port mods in next patch. I have updated the mod to use this PDX change.
misha_archmage  [author] 16 Mar, 2022 @ 3:38pm 
@Licarious Fenrir I don't know about this change. I read all the changes in the patchlogs and didn't see anything like that. If it works i will change trigger.
Licarious Fenrir 16 Mar, 2022 @ 3:12pm 
You realize this is still missing a whole bunch of baronies in that list.

Have you thought about utilizing the is_riverside_province condition introduced in 1.5?

Replacing your scripted trigger with this will make this compatible with any mod that changes the map.

building_common_river_tradeport_requirement_terrain = {
is_riverside_province = yes
}
McDOAW 15 Mar, 2022 @ 11:30am 
@misha_archmage Thanks, appreciate the quick fix!
misha_archmage  [author] 15 Mar, 2022 @ 9:12am 
Two rivers in Maghreb repaired.
misha_archmage  [author] 15 Mar, 2022 @ 6:20am 
@McDOAW Ok, thank you. I will look on it.
McDOAW 15 Mar, 2022 @ 4:20am 
I think I found two more rivers that aren't coded with ports: 10135 river_oum_er-rbia and 10046 river_sebu. Both are in de jure kingdom of Maghreb (real world Morocco).
misha_archmage  [author] 8 Feb, 2022 @ 11:38am 
@Dov Yes MNR 2 is required in use with this mod. I tested load MNR2 in this version and it's work for me.
Dov 8 Feb, 2022 @ 11:24am 
Do i need more navigable rivers 2 to use this? That mod hasn't been updated yet right?
misha_archmage  [author] 8 Jan, 2022 @ 11:55am 
@McDOAW No problem.
McDOAW 8 Jan, 2022 @ 11:07am 
@misha_archmage That worked, thank you!
misha_archmage  [author] 8 Jan, 2022 @ 10:37am 
@McDOAW Should be like it
can_construct_potential = {

OR = {
building_common_tradeport_requirement_terrain = yes
building_common_river_tradeport_requirement_terrain = yes
}
has_building_or_higher = cow_metropolis_01
}
McDOAW 8 Jan, 2022 @ 9:55am 
Gotcha, that makes sense. I'm a modding noob, I'm not sure how it works with the 3rd variable "has_building_or_higher = cow_metropolis_01" Should the final string look like this?

can_construct_potential = {
OR = {
building_common_tradeport_requirement_terrain = yes
building_common_river_tradeport_requirement_terrain = yes
has_building_or_higher = cow_metropolis_01
}
misha_archmage  [author] 8 Jan, 2022 @ 9:27am 
@McDOAW You can find inside 'Metropolis mod' - 'building' folder. Next file with tradeports buildings. Inside this file you will change string 'building_common_tradeport_requirement_terrain = yes' on those lower.

OR = {
building_common_tradeport_requirement_terrain = yes
building_common_river_tradeport_requirement_terrain = yes
}
McDOAW 8 Jan, 2022 @ 7:55am 
@misha_archmage Yes, but only for coastal metropolis, it seems, not the ones on major rivers (Rome, Florence, Paris, etc).
misha_archmage  [author] 8 Jan, 2022 @ 7:40am 
@McDOAW Metropolis has their own tradeport line.
McDOAW 8 Jan, 2022 @ 7:13am 
Disregard my previous comment. Looks like it's happening only for metropolis holdings on major rivers (not the coast) so it's probably an incompatibility with the City of Wonders mod. I'm running Ambitions Cities of Wonders 2 (for 1.4.*)
https://steamproxy.net/sharedfiles/filedetails/?id=2512278056
McDOAW 8 Jan, 2022 @ 6:59am 
Found another one missing tradeports (unless my game is bugged was some reason). The barony of Rome. Every other holding on the river Tiber has ports.
misha_archmage  [author] 1 Jan, 2022 @ 1:42pm 
@McDOAW Thank you for finding bug. I updated the mod.
McDOAW 1 Jan, 2022 @ 10:19am 
If this is still open for updates, none of the holdings on the River Ouse (runs between North Riding and West Riding in northern England) have the ability to build tradeports.
misha_archmage  [author] 16 Mar, 2021 @ 12:49pm 
@Langhar It depends when 'More navigable river' will update.
Anarchaz 16 Mar, 2021 @ 12:31pm 
1.3?
misha_archmage  [author] 2 Feb, 2021 @ 2:10am 
@Karmapowered https://steamproxy.net/sharedfiles/filedetails/?id=2229800103
It should work together, but i don't remember load order. Probably this mod will need patch for build tribal ports on rivers.
Karmapowered 1 Feb, 2021 @ 6:00pm 
@misha_archmage Thank you very much for your reply. Can you please point me to the mod ? Also will that mod work with this mod ? I really want to keep your mod(s) (I use many of them, you're a talented creator).
misha_archmage  [author] 1 Feb, 2021 @ 5:53pm 
@Karmapowered But game do not have ports for tribals. I used standard ports. I know one mod which add ports for northern tribal.
Karmapowered 1 Feb, 2021 @ 4:38pm 
Can this be added for "tribals" too please ?

Commercial hubs on a river, like piers, date back to at least the ancient Egyptians. Make them less powerful obviously, but there should be no reason to limit them to "feudals".
misha_archmage  [author] 8 Oct, 2020 @ 3:27am 
@求组队,不想单排 I added river travel innovation for all in this mod.
https://steamproxy.net/sharedfiles/filedetails/?id=2217464142
求组队,不想单排 7 Oct, 2020 @ 4:41pm 
can you kindly grant all civs the ability to travel via river? only norse/ viking having the ability is a pity. thanks
misha_archmage  [author] 27 Sep, 2020 @ 12:38pm 
@Kirkkov yep, rivers gave cheap and something safe transport for big quantities of goods. This is boosting trade and production.
I can recommend this mod which add more buildings.
https://steamproxy.net/sharedfiles/filedetails/?id=2229800103
subhuman connoisseur 27 Sep, 2020 @ 6:57am 
I notice that any count/duke/king with most counties that has access with most ports has great advantage since they have greater income compared to landlocked states. I think there should be a equal to trade port income to counties that have no access to ports like a land type trade building hub(caravanserai).
misha_archmage  [author] 16 Sep, 2020 @ 1:10pm 
@Licarious Fenrir Thank you very much. I uploaded fixed version.
Licarious Fenrir 16 Sep, 2020 @ 12:36pm 
Looks like paradox messed up by trying to have to segments of the Don river use the same province ID.
I have updated my scripts to account for larger vertical non-contiguous sections. So there are now an addition 2 baronies in the e_caspian-pontic_steppe region.