Crusader Kings II

Crusader Kings II

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Medieval Trade Routes (Vanilla)
   
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1.095 MB
Jul 22, 2019 @ 1:07pm
May 15, 2023 @ 4:07am
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Medieval Trade Routes (Vanilla)

In 1 collection by DonJulan
My Mods 4 Vanilla Map
3 items
Description
#MTR - Medieval Trade Routes for Vanilla Map

Ever wondered why the trade ends at Middle East and North Africa? Wonder no more. It is known...
Well actually its not. I have no idea either. Was there no trade in Europe in Middle Ages at all?
Yes there was and pretty fruitful as well. So if you were ever frustrated Paradox was to lazy to implement its own trade mechanics to entire map - frustrate no more. This mod is an answer to your prayers for a better trade networks. That is of course if you ever prayed for them.

This mod adds trade routes as well as trade posts in certain provinces to Europe which are based on historical medieval ones. It is intended to work with Vanilla Map and is fully compatible with it.

This mod requires either: Horse Lords or Jade Dragon DLC to work.

It is NOT compatible with any other map aside for one provided by Crusader Kings 2 game.



Source Map for MTR: Medieval Trade Route Networks[easyzoom.com]
Other versions:


#Alternative Download
NexusMods[www.nexusmods.com]

#VOLOUNTARY DONATIONS
If You enjoy the content I make and want to support me and my future developments You can support me at Patreon[patreon.com]. All Your donations are greatly appreciated!

[patreon.com]

#FEATURING
  • 7 new trade routes across Europe,
  • 1 new trade route in Asia Minor,
  • carefully balanced trade routes wealth and wealth increase using designed equations that take into consideration: total number of trade posts, start points and unique provinces trade route passess through;
  • 129 new trade posts locations,
  • 17 specific resources based on: climate, terrain type and geographical region which are: timber, amber, furs, slaves, silk, glass, silver, salt, wine, wool, fish, fruits, horses, iron, gold, emeralds and wheat,
  • 17 resource-specific buildings which are: Lumber Mill, Amber Mine, Fur Trader, Slaves Market, Textile Mill, Glass Craftsmen, Silver Mine, Salt Mine, Vineyards, Sheep Pastures, Fishing Port, Orchards, Stud Farms, Iron Mine, Gold Mine, Emerald Mine and Wheat Fields,
  • unique minor bonuses for each resource-specific building,
  • less irritating thin trade arrows also showing trade flow direction,
  • no more sea tiles trade routes clutter as sea zones don't matter in CK2;
  • adjusted vanilla oversized trade posts,
  • option to disable trade post buildings for non-merchant republics (feudal, tribal and theocracy able to build just Trade Posts).

#TBD
  • carefully balanced trade routes wealth and wealth increase using designed equations that take into consideration: total number of trade posts, start points and unique provinces trade route passess through;
  • reworked trade post buildings with lowered costs and increased AI weights (encouragement to build);
  • vanilla trade routes

#COMPATIBILITY
Should be compatible with everything that doesn't change trade system and vanilla map.
Save game compatible - you do not need to start a new game to use it.
Compatibility confirmed for: Check discussion thread below.
Not compatible with HIP, CK2+, AGOT, LTT or any other overhaul mod which changes original map.
For HIP go to: HIP Mod Version.

#ACHIEVEMENTS
You won't get achievements using this mod.

#WHAT'S NEW
- slightly lowered trade routes values accross Europe;
- evened up trade routes bonuses accross Europe;
- no more sea tiles trade routes clutter as sea zones don't matter in CK2;
- added new trade post centers in: Tunis (Africa - italian route), Orania (Africa - spanish route), Cyrenaica (Africa - asia minor route), Crete (asia minor route), Dyfed & Gloucester (english route), Iceland & Westrebothia (nordic route);
- removed couple excess trade posts along Andalusian, Italian and Amber trade routes;
- made southern Europe trade routes partialy originate in Africa thus African coastal provinces have actual impact on southern Europe's economy (new starting points in: Muluja, Tunis, Cyrenaica, Alexandria and Antioch);
- turned trade flow from Thessalonike to Messione, Athens to Rhodes and Palermo to Cagliari to go the other way due to new trade starting points in Africa;
- carefully balanced trade routes wealth and wealth increase using designed equations that take into consideration: total number of trade posts, start points and unique provinces trade route passess through;
- some visual improvements.

- finally resolved an issue with Merchant Republics not being able to build trade post buildings with "trade post buildings turned off" rule activated ( jonjowett thx for your assistance );

#NOTE
If u find any issues please give me a feedback - they will be resolved asap.

#LEGAL NOTES
This mod is entirely my own.
You may use it as is, without altering, unless you alter it for your own personal purposes. This permission does not include sharing it's altered content.
I do not agree for it to be used for any other modding purposes entirely or partially unless you ask and receive my permission.
Popular Discussions View All (4)
17
May 10, 2023 @ 6:57am
Feedback/FAQ
DonJulan
14
Dec 24, 2022 @ 1:28pm
Compatibility
DonJulan
0
Feb 25 @ 3:02am
PINNED: Top community supporters
DonJulan
121 Comments
jonjowett May 11 @ 5:09pm 
@DonJulan I responded to your comment on my mod page, not sure if you saw it. In short: Too many mods, too little time, I'm a coder not an artist.

---

Different subject, but strangely similar theme: Do you have a mod which ONLY has the arrows on trade routes? (IE: Graphical improvement only, no change in checksum.)

If not, do you mind if I pull the requisite parts out of MTR and upload it on the workshop (with credit)? (I'm not an artist! And your arrows already look really good!)

(Background: I've recently joined a long-term mp game on the ATEFF map. The directions of the trade routes are sometimes very non-obvious with base game graphics, and I think the others might also appreciate a better solution.)
DonJulan  [author] Apr 30 @ 4:24am 
@jonjowett: find a nice picture for your mod ;)
DonJulan  [author] Apr 30 @ 4:12am 
@Isgud: Thx for appreciation. I know what amber is (basically crystallised tree sap) and I just realised I may have in fact named a building "amber mine". What I actually meant was, believe you me, "micro industrialised negligible excavation" aka "mine". ;)
jonjowett Apr 29 @ 10:29am 
@DonJulan After all this time I realised I had forgotten to publish the Trade Post Automation mod which I made specifically to integrate MTR with my single-player games. Feel free to check it out if you have a chance - any feedback is very welcome! https://steamcommunity.com/sharedfiles/filedetails/?id=3232897989
Isgud Apr 28 @ 5:09am 
Very cool. fyi amber is not actually a mineral and is not mined.
DonJulan  [author] Feb 29 @ 6:58am 
No. That would be copying (entirely or partialy) in order to avoid using this mod - I do not agree to that.
I'm glad you clarified what would you like to use my mod's files for.

"iyho" meant analogically to "imho": "in your honest opinion" but it's no longer relevent.
Archidamos Feb 28 @ 5:02pm 
Hey @DonJulan

''however you may freely work on its files if you want to add more flavour to your mod''.

Do you mean that i am allowed to use your files like adding the trade ports you have in your mod into my mod? I dont quite understand what you mean.


''Secondly I see no reason for this mod to be incorporated into yours''.

Appoligies, what i actually meant is if i perhaps can use the things in your mod for my mod. Not to merge/combine our mods together, with all due respect haha.


''If you use anything that iyho requires crediting ''

Is there a way to know what Iyho made? i can also credit you if it is required for me using your files ( if you of course give premission)
DonJulan  [author] Feb 22 @ 2:08pm 
@Archidamos: Firstly I'm glad to hear you like this mod. Secondly I see no reason for this mod to be incorporated into yours, however you may freely work on its files if you want to add more flavour to your mod. It could be a nice idea to base on my resource system (since every single province has been given some triggers) and add some events (basing on my triggers wouldn't cause any troubles for those not using my mod since events would simply not fire). I'm often around and try to maintain my works. :) If you use anything that iyho requires crediting - do it, otherwise don't. ;)
Archidamos Feb 22 @ 4:26am 
Hey @DonJulan

Im Archidamos, the creator of the mod Extra Decisions and Events.

I got a question if you dont mind. Is it maybe possible for me to incorperate your mod into mine? If you require getting added to my mod's credits or anything else. i would be more than willing to do so.

The reason is that our community often use your mod with mine and it would be handy to have it all in one mod. Its all cool if you prefer not to :)

Many thanks in advance for responding.
DonJulan  [author] Sep 18, 2023 @ 10:55am 
@Rord82: It has been done... ;)