Crusader Kings III

Crusader Kings III

[Beta] Dynamic Trade Routes
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Opdatering: 24. sep. 2022 kl. 1:27

Version 1.1.1 (minor update):

  • Additional stepped correction of Opinion Modifiers for coins.
  • Open Mint AI evaluation shorter (from 5 to 4 years).
  • Added special graphics for Graeco-Roman buildings from CoW2.
  • Added martial education focus for Kilij Arslan.
  • Removed duplicated Pharos of Alexandria in DTR-CoW2 Compatch.

Opdatering: 23. sep. 2022 kl. 4:12

Update to Version 1.1:

Trade:

  • Improved Trade Religion evaluation: it is now more efficient (less checks), but also more exact (closer to a zero-sum situation when faith changes).

Coins:
  • Changed Coin Opinion modifiers: changed from linear to stepped increases, to avoid OP coins and stacking.
  • Change: Slightly more likely for vassals to get Coinage Rights when negotiating contracts.
  • Change: Check for Master of Mint position *before* evaluation of coins, to improve AI chance of keeping coins, if they can afford to hire it.
  • Added check for Master of the Mint and Warden of the Mint positions after successful update of coins (when no depreciation happens), to receive/upgrade theMintmaster trait after a certain number of successes (increasing random chance). Added chance when issuing a coin with success, too. Mintmaster trait modifiers slightly changed.

Raids
  • Change: Raid is now allowed for vassals who have Allowed War Declaration contract. This contract is now more desirable for vassals.
  • Hotfixed bug of disappearing stolen artifacts from caravans/fairs during raids.
  • Hotfixed burnt stables: if the holder has more Royal Studs, not all horses will die, but about half (random chance).

Miscellanea:
  • Hotfixed Groom evaluation to increase Stablemaster trait. Changed check for trait to chance, too, instead of fixed number of years on the job. Stablemaster trait modifiers slightly changed.
  • Change: Slightly more efficient evaluation of building levels on updates.
  • Hotfixed Revoke Holy Order interaction.
  • Increased annual development progress of Trade Hubs and Trade Ports (x2) in counties with cloth production baronies.
  • Game Speed changed reverted slightly to values closer to Vanilla (now 25% more quickly for DTR, 10% more quickly for DTR Lite).
  • Hotfixed minor issues in triggers (duplicates and such) and custom loc (efficiency).
  • Increased probability of triggering Great Calamities slightly earlier, to make dealing with its consequences more enjoyable before endgame.

Dynamic Historicity:
  • Changed starting point for Abu Bakr vs. Ibn Tashfin, where the latter still needs to oust the former. Now Almoravids do not start at war with Maghrawavid Fez (which has an opportunity to survive with diplomacy).
  • Sultanate of Rum requirements adapted to much less strict requirements (following the historical assumption of the title “Sultan” by Suleyman in 1080): it concerns only only the (on start) De Jure Kingdom of Anatolia, and the decision is easier than creating the Kingdom of Anatolia. Creation will not mean immediate independence, and Rum will have to fight/negotiate with their overlord if they are vassals.
  • Added appropriate contracts for Suleyman (plus disloyal trait), Danishmend, Al-Aglab, and ibn Tashufin, to allow for raids and conquest despite being vassals.

GUI:
  • Hotfixed Add Building Slot interaction button highlighted when interaction was not possible.
  • Hotfixed new DLC F&F modifiers to DTR style.
  • Hotfixed Character Window: now unlimited wards, spouses and concubines should work.

Patches:
  • New Compatch DTR CoW2 for Cities of Wonders 2, and (optionally) More Buildings.
  • Updated DTR Lite (Character GUI only).

Opdatering: 19. sep. 2022 kl. 15:35

Minor update v. 1.0.2:

  • Corrected RICE Red Sea mines (DTR ones should work now instead of RICE ones).
  • Reverted trade hubs to London (from Southwark) and Seville (from Almonte) in 1066.
  • Holding Sprawl errors (missing sprawls, missing walls) solved by adding more assets and buildings. Adapted in Holding Sprawl DTR.
  • Added new Hotyn fortress from MattTheLegoman.
  • Removed Gazi from the name Danishmend
  • Changed Almohadi spawned armies, knights, horses, gold, prestige and piety to make their success more likely.

Opdatering: 16. sep. 2022 kl. 3:41

Version 1.0.1. Minor update to bring DTR in line with CK3 update 1.7.1. It should be compatible with saved games. Other changes include:

Coins:

  • Issue Coin decision evaluated more often by the AI, but longer cooldown (4 years).
  • Set Mint interaction evaluated more often; slightly more likely to be taken for duchies without mints.
  • Adjusted price for Mints: should be 150 for counts, 350 for dukes, 500 for kings, 650 for emperors, minus discounts for tradition/traits.
  • Modified Gold-Silver exchange values when converting holding taxes (monthly income) to coin slots, to make them more dynamic instead of just a fixed ratio (Byzantium-like 1:6 ratio is still used as base, for practical purposes).
  • Corrected graphics for Gros Tournois purity 1-2 (irregular borders were not clearly visible, due to the interior design overlapping it).

“Dynamic Historicity”:
  • Changed values for RICE Upper Egypt Nile modifiers, to make their impact more noticeable in the short term (in line with DTR’s foodstuff modifiers).
  • Added error suppression for RICE to clean up error.log.
  • Removed Seljuk marriage from Suleyman ibn Qutalmish.
  • Removed Seljuk marriage from Danishmend Gazi - added trait loyal.
  • Removed claim for Ghana from Yusuf, to avoid ahistorical massive early expansion of Ash’ari to the south, and of Ghana kingdom to the north (left unpressed claim for Abu Bakr to still allow for expansion of his family there, in exceptional cases).

GUI Event Scenes and Backgrounds:
  • Hotfixed/Changed Court Position backgrounds.
  • Added backgrounds Alley Day and Alley Night for Egypt/Jerusalem/Arabia and Persia/India (distinct from “Desert” streets).
  • Changed Market India background (left current Bengali one for slave markets only).
  • Added India Muslim: Garden, Temple Interior, Temple Exterior.
  • Added more quality Loading Screens.

Other & DTR patches:
  • Triggered on_building_completed on_action when building Special Holding Interactions, for them to have immediate effects on trade.
  • Hotfixed Holding Sprawl monastery not showing up (temporary solution)
  • Hotfix: Trade Maps DTR logging errors for horse_for_sale.
  • Hotfix: GUI Court Positions in MB+DTR.

Opdatering: 11. sep. 2022 kl. 10:55

Version 1.0: This revision includes changes and additions that will break any previous save games. Unsubscribe and Resubscribe to DTR, and start a new game.

One of the main changes is that DTR has been brought in line with RICE, which helps balance different regions outside of Europe. RICE modifiers and special buildings should now work seamlessly.

Changes brought in line with new CK3 version 1.7.0 "Bastion":

  • Added Memories to important events, like Famed Coins, Trade Deals, important Slavery events, and resullts of Tourney/Chowgan games.
  • Added Reason for relation friend, rival, lover where appropriate.
  • Reverted GUI changes (removed SRE compatibility changes, due to being unnecessary now).

Modding (this has no effect on players, but is very important to keep updates):
  • Consistency: File naming, distribution and contents are now easier to look for.
  • DTR Lite: I have separated core contents from those that Lite replaces.
  • Localization: few structure changes, with certain files included into appropriate folders (e.g. horse & falcon into folder artifacts; interactions into folder interactions; activities and activities events into their folder). Only renaming is from trade_resources.txt events to health_outbreaks.txt.
  • Added new files for memories.

Coinage:
  • Full Review of Coin Issuance Decision, Events and Updates.
  • Hotfixed / Changed Fame effects from dynamic Empires (whose de jure structure and “neighbors” as defined in the game might change, which is very difficult to follow in code) to fixed Trade Regions.
  • Hotfixed GUI: Balance values now reflect actual coin slots from Resources when positive.
  • Added better chance during issuance for Special Coins, and added Gros Tournois and Denier Tournois for more flavorization in France.
  • Trade Maps :: added Free Coin Slots map modes (different from the previous Precious Metal Trade Flow map modes), to better assess the best location for mints.

Raids and Slaves:
  • Added interaction to directly Enslave for tribals (even stricter requirements than selling, to avoid CB against enslaver).
  • New immersive event for Rakish characters after visiting a brothel, involving Slaves from nearby Slave Markets (when available) instead of random peasants.
  • Hotfixed Siege effects to avoid reaching Fort Level 0 in a province.
  • Hotfixed Enslave By Culture triggers (affects India, Africa, Britannia): an error didn’t allow enslavement in counties that should be enslavable, and allowed enslavement of imprisoned characters that shouldn’t be.
  • Change: Stress from enslavement adapted from Death effects.
  • Hotfix: Avoided duplicated stress effects from Enslavement + “Death” (disappeared without a trace).
  • Changed Raid rules to (hopefully) improve compatibility with mods that add governments.
  • Hotfixed Slave and Slaver traits to include a much lesser chance of converting (same as Zealous characters). Similar change with trait Reaver (less likely to convert, more likely to raid).
  • Tweaked AI raid values to improve chance of raid/trade realms of more powerful rulers (avoiding long-distance raids by AI just looking for weak rulers at war).
  • Change: Slave Soldiers and Eunuchs are more likely to be available where needed.

Holding Interactions and Artifacts:
  • Hotfixed errors with War Animals disappearing after title transfers.
  • Change: Cost of holding interactions is now dynamic, in line with increasing costs in the Realm.
  • Removed *No ongoing construction* limit from holding interactions (they are all supposed to be “permissions” dynamically upgraded, and it just benefits players constructing buildings *after* them).
  • Change: Merged Events after title transfers for Royal Studs and Caravan/Fairs. It should make checks and handling of “abandoned” artifacts more efficient.
  • Tournaments/Chowgan activities: Now every vassal or below and their knights will get called, not only direct vassals.

"Dynamic Historicity" (Beta) (can be switched off in game rules): added claims, troops, wars and characters to try and imitate real life after game start.
  • 867 Rurikids (also Oleg) receive claims (“were called” by the Rus’) and special troops, and special troops for Dyre of Kiev, apart from reaver traits.
  • 1066 Seljuks, including Suleyman from the Taurus and Danishmend Gazi from Cappadocia. They are given claims and immense manpower to be able to defeat Byzantium and still expand later where they should.
  • 1066 Byzantium, starting already with immediate post-Manzikert wars and uprisings (which fits the game’s slow, year-long troop movements): Loss of control in Anatolia (with Roussel as most powerful leader) Constantine Bodin in Bulgaria (Voyteh uprising), Hungarian claim on Syrmia, Pechenegs revolting in Paristrion, last wars against the Normans in Italy.
  • 1066 Almoravids start with the rise of Yusuf ibn Tafshin (supposedly occurred 1062) and war against Fez, which still resisted in 1065 before the final campaign. Made more likely to invade Iberia.
  • 1066 Iberia, including War of the Three Sanchos and their hosts, and “proper” (always questionable, due to the mix of holdings within each county), more balanced distribution of titles in Christian and especially Muslim Iberia.
  • 1066 Egypt starts with bad Nile flood modifiers due to the known famine of the 1060s (+ revolt in Cairo). Nile flood modifiers will continue (randomly) if you load the RICE mod. Otherwise, they will just disappear.
  • Almohads (spawned in story cycle) are given more troops.

GUI and others:
  • Improved triggers for Event Backgrounds, especially for tribals and steppe.
  • Sell Slave interaction now shows price of slave.
  • Hotfixed Character Finder skill section.
  • Hotfixed localization issues.
  • Hotfixed Mausoleum in Halikarnassos.

As always, the new and the old versions are downloadable here: https://drive.google.com/drive/folders/1yAwbLgX_ADXY8mYoSdzXfA_1yuT-64k4?usp=sharing

Opdatering: 27. aug. 2022 kl. 10:16

Version 0.8.6 (minor changes):

  • Removed slave scars portrait modifier (replaced for equivalent battle scars) to avoid compatibility issues.
  • Hotfixed minor issue with soulmates in Character Window (SRE compatibility).

Opdatering: 26. aug. 2022 kl. 11:03

Version 0.8.5:

  • Added Special Buildings from known Graeco-Roman buildings/ruins still in use, following Michael Greenhalgh’s chapter on the matter: http://rubens.anu.edu.au/new/books_and_papers/survival.publish/chap6.html
  • 3D GFX: Added building assets for all possible special buildings (including those from Vanilla), following the example of Muslim Enhancements.
  • Hotfix: Restricted *actual* calls to physicians to avoid multiple calls during wargames for wound treatment (multiple event windows will still open up if there are different, almost instantaneous successive wound levels).
  • Hotfix: AI more likely to abandon the Tourney or Chowgan events when wounded.
  • Change: removed piety cost from Domestic Slave court position.
  • Changed “Attika” marble mines for the more likely historical source in Byzantium, Proconnesus.
  • GUI: Events:: Added Nameplates natively, with adapted graphical opinion and appropriate sizes.
  • GUI: Character Window:: Added support for Social Relations Expanded: Best Friend, Nemesis (and also Soulmate).
  • GUI: Character Window:: Added support for expanded Wards, Spouses, Concubines for mods that increase the number of any of those.
  • Graphics: added Hindu temple, Irish wetlands, more regional Mountain pass graphics.
  • Graphics: increased triggers to show different Event Scenes as Backgrounds and Events.
  • Graphics: Hotfixed India Event Scenes forest and hills.

Opdatering: 23. aug. 2022 kl. 3:19

Version 0.8.4 (minor changes)

  • Set Seville and London as trade ports for 867 start (instead of their cities, as is done for 1066).
  • Added variable for Holding Sprawl DTR.
  • Added some more Event Scenes.

Opdatering: 22. aug. 2022 kl. 11:15

Version 0.8.3:

  • Hotfix: Gold and Silver *Denarius* level for Orthodox showed a ‘normal’ coin version (noticeable when debasing from purity 3 to 2). They now show the appropriate concave versions.
  • Adjusted AI values for taking concubines (less frequent for old concubines) and selling slaves (more frequent for old slaves).
  • Hotfixed bug with counties trying to join factions on delivery of excessive agrarian slaves.
  • Hotfix: missing localization for Add Building interaction + trigger loc for lack of development.
  • Change: Plague Events (Black Death and Secondary Plague events) now trigger after checks in yearly pulse (on actions) instead of chained events. That should maximize the probability of the events triggering at some point.
  • “Plague Fog” for smallpox adjusted to a few years (depending on severity) instead of 20.
  • Adjusted game speed ticks so that different speeds are relevant for DTR. Further adjusted for DTR Lite with intermediate values.
  • GUI: Adjusted values (1 decimal) for balance & resources on Character Window.
  • Graphics: Added Mediterranean-like forest as Event Scene.
  • Added building triggers and variables to work with Holding Sprawl DTR (should not affect game saves).

Opdatering: 21. aug. 2022 kl. 13:39

Version 0.8.2:

  • Hotfix: Character Window GUI shows spouses + concubines correctly for non-Vanilla faiths (new faiths, modded faiths).
  • Hotfixed inability to get trait Expert Sailor or beyond after successful Sea Events. Replaced random list with chance, based on number of events already had.
  • Hotfix: Slaves of conqueror will not die after Holy War conquests of cities with slave markets.
  • Diseases now trigger more or less frequently depending on county disease (wherever the character is at the moment) and richness (rulers vs. lowborn).
  • Change: Slave Markets are silently disabled when held by someone with non-Republic government (merged two events that had a similar objective). They will be enabled again when held by someone with appropriate government. [Avoiding automatic revocation/disabling - to avoid player making use of this instead of proper revocation with malus - and also to avoid having to pay to reopen a market just because the current holder dies].
  • Adjusted Trade Port values for embark costs - now they are layered by building level (+10% each) instead of a one value for all (was 50% for any level).
  • Hotfixed Trade Port evaluation (ports are not necessarily coastal in DTR).
  • Change: Slightly more likely for AI to take agrarian slaves if tribal.
  • Change: Tribals who still have domestic slave positions to fill will receive 1 domestic slave on raids instead of selling all of them (the AI will make them concubines, where appropriate).
  • Change: Forced Concubines cannot inherit and are blocked from claim inheritance, but now the trait will not remain after concubinage ends.
  • Graphics: Added Event Scenes, some of them unused (I appreciate any help in finding appropriate events to use them: check gfx/interface/illustrations/event_scenes/ )
  • Graphics: Added 100+ loading screens from public domain paintings. Please let me know if any of them is too low quality.
  • GUI: Added “plague fog” in County Window View to counties with smallpox outbreaks, too.