Crusader Kings III

Crusader Kings III

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Dynamic Trade Routes
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1.354 GB
Jun 16, 2022 @ 10:53am
Nov 26, 2023 @ 9:55am
79 Change Notes ( view )

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Dynamic Trade Routes

In 1 collection by Kapl0k
Dynamic Trade Routes
42 items
Description
Dynamic Trade Routes (DTR) adds a medieval trade system to CK3, offering a more immersive experience with three main aims:
  1. Historicity over Balance: medieval resources need to be accurately placed, not fairly distributed.
  2. Medieval Lords, not Traders: role-playing over economic strategy.
  3. Realism: economy and development should be quickly and radically affected by war.

Detailed guides on how DTR works are available at CK3mod[ck3mod.com].

For discussions, join the DTR Discord Server[discord.gg].

Sub-mods:


At its core, DTR features an original Coinage System of Character Traits with 2 coin types (Large, Small), 3 metals (Gold, Silver, Copper), 10 Designs with different requirements and effects. Also, Bracteates.


Mints as special holding building: their coin issuance extends to the whole duchy and precious metal availability determines coin survival.

New Court positions Master of the Mint and Warden of the Mint who increase coin survival and also allow for Renovatio Monetae & Debasement.


Added all known medieval Mines of gold, silver, and copper, as well as all other essential or important ore sources (iron, tin, alum, marble, etc.).

Ore Extraction dependent on the mine's historical starting year and known or estimated yield.


Added all known relevant medieval resources with their local production, (inter)regional Production or Extraction baronies, as well as Trading Hubs/Ports.

Actual Production/Year for each resource is based on specific buildings, building levels, and terrain/location, as well as on Culture (innovation, tradition) and Activity:


Trade (Imports, Exports) are heavily dependent on Region and Religion.

Activity—i.e. production and trade—is affected by development, war, raids, and related modifiers.


Usage of resources checked yearly for each ruler's (Sub)Realm, including:
  • Men-at-Arms types,
  • Foodstuff for estimated population (deficit causes Famine and Disease),
  • Building Construction costs dependent on available materials (e.g. timber, stone),
  • etc.


Added Warhorses as artifacts in a new Inventory slot, with quality, breed, etc. based on culture and training. Camels and Elephants.

Royal Studs are special holding building of Castles, with its horse artifact trading system and taxed sales. New Court Position Head Groom.


Wargames (Tourneys, Chowgan games)as activities with duel-like competitions, divided according to faith and location


Royal Shipyards available for Trade Ports. Allows build fleet and hire fleet decisions, and unlocks Admiral court position (usually available only for Kings or higher with coastal realms)


Slave Markets are a special holding building for Cities, with slave trading system and taxed sales.

Domestic slaves (includes Eunuchs) and Mamluks (slave soldiers) can be bought and integrated as court positions.

Slave Concubine system for Polygamous faiths, secret concubines for non-concubinists.


Caravans or Fairs (depending on faith and region) are a special holding building for Temples, with artifact trading system and taxed sales.

New artifacts Falcons (diplomacy, hunt), low quality Imitations, and Edibles (stress relief).


Raiding allowed for independent rulers based on faith hostility (always) or traditionally raiding cultures (Britannia, India, Africa), including enslave events when commander is the ruler.


Non-raidable counties are amenable to trade (Trade Deal vs. Trading Post), depending on diplomacy (Republics excel).


Wars will be joined by vassals depending on their opinion of their liege—and almost certainly if they will lose land.

Holy wars are more likely to be joined by same-faith neighbors.

Sieges reduce fort level, and trigger Pillaging events.


  • New Art and Images for Modifiers, Events, Backgrounds.
  • Historically accurate on-start setting of Mints, Coins, Royal Studs, Slave Markets, Caravans/Fairs and Royal Shipyards for 867 and 1066.
  • New Disease events, including Smallpox outbreaks, historical Great Famine and Black Death.
  • Dynamic Historicity: starting wars, title changes, claims, special troops...


Load essential mods in their appropriate order by subscribing to the DTR Collection.Compatches:

As a general rule, load DTR and sub-mods always after all other mods.
  • Mods that change the barony distribution will need a compatch.
  • Mods that change GUI files (windows for character, holding) are likely to conflict with DTR.


These are not maintained by me and are always in need of help, so please contact their authors for updates / corrections:
Popular Discussions View All (27)
46
Mar 23 @ 6:03pm
Mod conflicts
Thomas
1
Jul 16 @ 8:05am
Seneschall and Control Growth Task not working
Mika701
9
Nov 17, 2023 @ 2:18pm
Character portrait mods are not properly displayed
Quizer9O8
2,064 Comments
rankindisback Sep 4 @ 5:19pm 
Join the discord, he announced it
Mikeboix Sep 4 @ 4:18am 
@rankindisback what, how, when, why?
rankindisback Sep 3 @ 11:50am 
ITS COMING BACK.
Severus Snape Aug 30 @ 6:40pm 
@Paşa - use 1.11.5
Paşa Aug 24 @ 1:20am 
Guys it wont let me use the system it says its not the right version of the game
Kvegege Aug 7 @ 6:24pm 
This mod added so much flavour to the game with the economics and mints and coinages. Having a coin with your visage on it was a key aspect of a medieval monarch. Really hope it gets updated again
FateChallenger Aug 7 @ 2:41am 
ขนมเปียกปูนจ้า ขนมเปียกปูนใหม่ๆสดๆร้อนๆจากเตาจ้า
Coach Jul 29 @ 10:43am 
Looking at the ungrateful, disgusting, aggressive, immature comments here, i would also not update the mod...
Woden Warrior Jul 16 @ 3:53am 
@tilarium
Yeah but many modders will address when their mod won't be updated for a bit.
With CK3 mods, you gotta uninstall half of your mod pack and spend an absurdly long time finding what mod is causing problems.
Players also have lives.
tilarium Jul 10 @ 1:43am 
Because mods like these require a lot of time and work to maintain and update and because modders have lives and do this during their free time. If the author doesn't have the time to maintain then the mod will fall behind