Crusader Kings III

Crusader Kings III

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Holding Sprawl DTR
   
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381.423 MB
Jun 22, 2022 @ 9:53am
Nov 26, 2023 @ 9:52am
23 Change Notes ( view )

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Holding Sprawl DTR

Description
Holding Sprawl DTR is a standalone 3D graphics complement for Dynamic Trade Routes, which uses assets and scripts from the mod Holding Sprawl and much more.

Load it after Dynamic Trade Routes.

Instead of the "fully dynamic" sprawl of 3D buildings on the map as offered by Holding Sprawl, with this mod you will be able to appreciate at first sight which (non-tribal) holdings are relevant for DTR, if they:

  • Are historical trade hubs or trade ports (city sprawl).
  • Produce and export resources, with individual building sprawl based on production type: agriculture (farm sprawl), hunt (barracks sprawl), salt/fish/cattle (monastery sprawl), forest (camp sprawl), and research (city sprawl).
  • Have special holding buildings, such as stables (barracks sprawl), caravans/fairs (monastery sprawl) or slave markets (camp sprawl).

Some static sprawls and 3D models are also added manually:
  • Historical hubs/ports receive 1 or more extra city sprawls to represent their development on start and/or assumed increased development over time.
  • Historical hubs have an eagle (representing falconry).
  • Ships to mark historical Shipyards available on both game starts.
  • Ivory: elephants, or polar bears for walrus
  • Fish: seals in Northern Europe, whales in Black Sea and Maldives.
  • Aromatics: whale for Lisbon’s
  • Timber: Pine forest + logs.
  • Spices: Reeds.
  • Silk: Deciduous tree.
  • Honey: Beehives.

Be sure to check out the Dynamic Trade Routes mod page for more info.

You should not load Holding Sprawl if you load this mod. However, you can still use Holding Sprawl instead of this mod, if you prefer to have more buildings appearing based on the number of buildings of each holding.

Compatibility
This submod should work for save games that started with Dynamic Trade Routes loaded. Save games should also work if it is removed mid-game.

If the compatch DTR CoW2 is loaded, Holding Sprawl DTR must be loaded before it.

Building Mod
The mod now integrates 3D graphics from Building Mod, by David Lindh - who is now working at Paradox and hasn't updated the mod for quite a while.

I haven't received an answer from him regarding necessary changes - trigger for Visby's Ringmur, proper location of Mount-Saint-Michel and Sant Climent, adecuate positioning of assets, localization - or permission to integrate his assets. I had to decide between recommending not installing the mod, or provisionally incorporating those buildings in DTR (with graphics only in this submod). Since some mods are already incorporating them, I chose the latter. I will remove them if at any time the author decides to answer or update his mod.
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11 Comments
dedjustded Oct 22, 2023 @ 6:31am 
can you please make it compatible with the cow3 graphics mod?
Shuhrat Jun 17, 2023 @ 10:53am 
Hello! I would like to know if this mod is compatible with the latest version of the game?
arvfatahillah Jan 21, 2023 @ 4:09am 
this mod is error please to update
Hobo with a shotgun Jan 16, 2023 @ 6:59pm 
Hey there! Ty for your excellent mod! Can't imagine playing CK without it anymore :D Probably already known to you but there is visual bug to specific sprawl building type. It appears to spawn in white colour. Here is a pic
https://imgur.com/a/nKennFe

Also i got question. Since I play with Medieval Arts mod, there is visual glitch in Constantinople where both DTR Sprawl and Medieval Art buildings collide. Looks like this
https://imgur.com/a/9pdt9Q8

Nothing game breaking but I wonder are you planning on doing compatibility with MA mod. And if not, are there any ways to delete city's wall manually? Thanks in advance!
世界挂机 Nov 25, 2022 @ 10:41pm 
Is there any way to add this MOD line feed UI? (From translator)
https://steamcommunity.com/sharedfiles/filedetails/?id=2633505646
Kapl0k  [author] Nov 25, 2022 @ 9:01am 
@世界挂机 Yes, it is a known error of DTR (not of Holding Sprawl DTR specifically).
I haven't found the cause (or solution) yet.
I believe it has to do with how special vs. duchy buildings are counted in specific holdings, but I'm not sure why.
世界挂机 Nov 24, 2022 @ 11:42pm 
If there are too many buildings in metropolitan cities, some of them will exceed the screen

(From translator)
Kapl0k  [author] Sep 16, 2022 @ 4:21am 
@Zagrebneff: I don't know how much it will take to solve the issue permanently, so I've added a temporary solution.

Let me know if you notice something odd with this change.
Kapl0k  [author] Sep 12, 2022 @ 11:55am 
@Zagrebneff: Thanks! And sorry for that. I didn't notice before uploading. I think it's something that changed with the new CK3 version 1.7. It happens also in Holding Sprawl.

It concerns monasteries - which are used in this mod for husbandry production (wool, cheese) port-based production (fish, salt), and also for caravans/fairs. It only happens when there are no walls in the holding.

I've asked the dev of Holding Sprawl if he has any idea why this happens.

I could take monasteries off in those cases, but I'm going to wait a while before uploading any changes, in case it can be solved.
Jimmywhite Sep 12, 2022 @ 10:23am 
Seems there is a bug with missing holdings sometimes.. Winchester, Oxford in Wrath of The Northmen for example.
Only this mod and DTR enabled.