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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
}
can_construct_potential = {
OR = {
building_common_tradeport_requirement_terrain = yes
building_common_river_tradeport_requirement_terrain = yes
}
has_building_or_higher = cow_metropolis_01
}
can_construct_potential = {
OR = {
building_common_tradeport_requirement_terrain = yes
building_common_river_tradeport_requirement_terrain = yes
has_building_or_higher = cow_metropolis_01
}
OR = {
building_common_tradeport_requirement_terrain = yes
building_common_river_tradeport_requirement_terrain = yes
}
https://steamproxy.net/sharedfiles/filedetails/?id=2512278056
It should work together, but i don't remember load order. Probably this mod will need patch for build tribal ports on rivers.
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".
https://steamproxy.net/sharedfiles/filedetails/?id=2217464142
I can recommend this mod which add more buildings.
https://steamproxy.net/sharedfiles/filedetails/?id=2229800103
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.