Crusader Kings III

Crusader Kings III

Ports on major rivers-More navigable Rivers 2 (DISCONTINUED)
32 comentarios
misha_archmage  [autor] 16 MAR 2022 a las 4:11 p. m. 
@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  [autor] 16 MAR 2022 a las 3:38 p. m. 
@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 a las 3:12 p. m. 
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 a las 11:30 a. m. 
@misha_archmage Thanks, appreciate the quick fix!
misha_archmage  [autor] 15 MAR 2022 a las 9:12 a. m. 
Two rivers in Maghreb repaired.
misha_archmage  [autor] 15 MAR 2022 a las 6:20 a. m. 
@McDOAW Ok, thank you. I will look on it.
McDOAW 15 MAR 2022 a las 4:20 a. m. 
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  [autor] 8 FEB 2022 a las 11:38 a. m. 
@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 a las 11:24 a. m. 
Do i need more navigable rivers 2 to use this? That mod hasn't been updated yet right?
misha_archmage  [autor] 8 ENE 2022 a las 11:55 a. m. 
@McDOAW No problem.
McDOAW 8 ENE 2022 a las 11:07 a. m. 
@misha_archmage That worked, thank you!
misha_archmage  [autor] 8 ENE 2022 a las 10:37 a. m. 
@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 ENE 2022 a las 9:55 a. m. 
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  [autor] 8 ENE 2022 a las 9:27 a. m. 
@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 ENE 2022 a las 7:55 a. m. 
@misha_archmage Yes, but only for coastal metropolis, it seems, not the ones on major rivers (Rome, Florence, Paris, etc).
misha_archmage  [autor] 8 ENE 2022 a las 7:40 a. m. 
@McDOAW Metropolis has their own tradeport line.
McDOAW 8 ENE 2022 a las 7:13 a. m. 
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 ENE 2022 a las 6:59 a. m. 
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  [autor] 1 ENE 2022 a las 1:42 p. m. 
@McDOAW Thank you for finding bug. I updated the mod.
McDOAW 1 ENE 2022 a las 10:19 a. m. 
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  [autor] 16 MAR 2021 a las 12:49 p. m. 
@Langhar It depends when 'More navigable river' will update.
Anarchaz 16 MAR 2021 a las 12:31 p. m. 
1.3?
misha_archmage  [autor] 2 FEB 2021 a las 2:10 a. m. 
@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 a las 6:00 p. m. 
@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  [autor] 1 FEB 2021 a las 5:53 p. m. 
@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 a las 4:38 p. m. 
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  [autor] 8 OCT 2020 a las 3:27 a. m. 
@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 a las 4:41 p. m. 
can you kindly grant all civs the ability to travel via river? only norse/ viking having the ability is a pity. thanks
misha_archmage  [autor] 27 SEP 2020 a las 12:38 p. m. 
@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 a las 6:57 a. m. 
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  [autor] 16 SEP 2020 a las 1:10 p. m. 
@Licarious Fenrir Thank you very much. I uploaded fixed version.
Licarious Fenrir 16 SEP 2020 a las 12:36 p. m. 
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.