Crusader Kings III

Crusader Kings III

[Beta] Dynamic Trade Routes
Showing 51-60 of 82 entries
< 1 ... 4  5  6  7  8  9 >
Update: Aug 13, 2022 @ 11:58am

Version 0.8.1:

  • Added more regional Background and Event graphics.
  • Fixed Vanilla bug where tribal holdings never show the "arid" version.

    Update: Aug 13, 2022 @ 11:48am

    Update: Aug 12, 2022 @ 4:47am

    Version 0.8:

    1. Hotfixed Arabia Region in trade as part of Persia, because it includes Jazira and Mesopotamia. This change alone will modify how the region fares since game start.

    2. Disease - added events, effects:

    • Added Great Famine (approx. 1315-1322) and Second Plague Pandemic (approx. 1345-endgame) events. They will trigger a randomized number of decades after Mongol invasion (closest in time and space to its known historical origin), or following the known start of the Little Ice Age. Development loss and modifier time depending on Severity (in turn dependent on chance, increased by development and famine/disease modifiers). Courtier disease triggers and possible Pogroms where appropriate.
    • Added regionally appropriate Smallpox events after Disease Rampant 5+ years, including courtier diseases (for DTR Lite, chance is greater when county is occupied).
    • Greater risk of contracting Smallpox or Plague after raid or occupation of infected county - that is, unless it is spared (not sacked / pillaged).
    • It is now likely for Europeans to get smallpox when in a Crusade in the Middle East (regardless of whether there is an outbreak in sieged/occupied holdings), because the disease was not yet endemic in most of Europe (excluding Iberia).
    • Graphics: Added Trait Pockmarks with portrait decal after resolution of Smallpox, Great Pox, and Bubonic Plague.
    • Increased chance of successful treatment effects for certain religions and cultures where appropriate: mainly Judaism/Jewish (high increase), Islamic/Arab-Iranian core (medium increase), and India (low increase) for treatments.
    • Decreased chance (50%) of successful treatment for patients who are lowborn (not rulers) or slaves (not concubines).
    • Slaves at slave markets much more likely to catch diseases during these events (up to 95% with plague).
    • Increased chance of being able to hire Jewish physicians of historically appropriate culture in historically appropriate courts.
    • Added chance of (higher ranking) AI hiring excellent or good physicians, not just low skilled ones.

    3. Raids & Slaves:
    • Hotfix: Development Progress Loss after raids is now negative, as it should, and both Losses and Gains are more flexible (no artificial cap at 100%).
    • Hotfix: Capture chance during raids limited to traits, culture, dynasty perks, and skill (was more than 100% in too many cases).
    • Hotfix: Maximum number of slaves in a county is now 75% (was in some cases 100%, so no threshold was ever reached).
    • Changed stress gain for “Just” trait: if Muslim, only received if the enslaved is Muslim; for Tribals, only if the enslaved individual is of the same Faith; for all others, left as is.
    • Gained some prestige when taking agrarian slaves (as opposed to taking slaves for sale only).
    • Added more historically sensible trade route rules for slaves sold. Now it’s more likely to find slaves of reasonable cultures in each region (although distant slaves can still appear, as it was possible then).
    • Increased chance of slaves becoming ill.
    • Added Dynasty to assess Court Position aptitude of domestic slaves (hence prestige multiplier), and consequently price.
    • Hotfix: Slave markets in city holdings that are title province of a county will only able to open if the county holder has a Republic government. They will be automatically revoked if the holder becomes someone of non-Republic government. This will affect counties like Pisa, Luni, Visby, Hamburg…

    4. Pillage:
    • Added Game Rule Pillage “Realistic” (as opposed to default “Custom”), where the army commander allows pillaging or not according to their traits (no automatic notification, no malus for knights).
    • Changed pillage development progress loss to a percentage of the current development level (Normal: 10% level in progress loss; can be Half in some cases, or Double for others).
    • Changed Pillage modifier to 8 years instead of 15.

    5. Activity:
    • Duchy buildings now benefit the Activity (production and trade) of the whole county, not only the capital barony where it’s built.
    • Changed AI chance to select Buildings and Duchy Buildings, which should increase appropriate buildings in productive baronies.
    • Trade Port and Trade Hub now have the same benefits in activity and development (+25%).
    • Slightly more development gain for cloth/glass/leather/silk industries.
    • Ivory: Changed back East African core to Marsabit (due to terrain and to affect ivory exports more in the LMA). Added Harar for Babile elephants, Awssa for Arda-Arto in Ethiopia, and Togdheer for Ogaden in Somalia as main sources to make ivory trade more interesting with the available Vanilla regions.
    • Added Prague as slave market in 867.
    • Added Pechina/Bayyana (Almeria) as a Republic in 867, since it would become one in 10-20 years.

    6. Graphics:
    • Added 3D models and appropriate graphics and graphical triggers for East Slavic holdings and backgrounds: region-based (East Europe) instead of culture-based, so that DTR is still compatible with EPE.
    • Added 3D models for special buildings from Holding Sprawl by MattTheLegoman: Gate of Kyiv, Dome of the Rock, Temple in Jerusalem.
    • Added new graphics for Winter terrain and for Mediterranean areas, including character window Backgrounds and Event Scenes.

    7. Other:
    • Successful populist uprisings with a faction leader whose Capital County is a historical Maritime or Peasant Republic will have a Republic Government. If the capital county is in Northern Italy after 1200, there is a 20% chance it will turn into a Republic.
    • Limited Admiral court position: allowed only for non-landlocked realms. Allowed for (1) Kingdom tier or higher (tribals also need to have appropriate naval innovations/traditions) and (2) for rulers who have a trade port in their realm, provided it doesn't belong to a republican county holder (who would then be the one able to have an Admiral court position).

    Changed DTR Lite and Trade Maps DTR to adapt them to these fixes and additions.

    For those willing to keep playing with older versions, you can download any of them here: https://drive.google.com/drive/folders/1yAwbLgX_ADXY8mYoSdzXfA_1yuT-64k4?usp=sharing

    Update: Aug 3, 2022 @ 11:14am

    Version 0.7:

    • Added new interaction Add More Building Slot, at a cost. Maximum 2 more buyable slots for every holding: one when reaching county development 30, and another one when reaching 60. There can be no void slots in the holding to be able to buy one. GUI changed appropriately.
    • Hotfix Court Positions: limited for Slaves (none) and Mamluks (only Champion), to avoid weirdness of AI hiring them for other positions.
    • Hotfix Build Fleet Event: removed duplicate capital barony option.
    • Hotfix Armor Cost: corrected to Realm Iron * Realm Tin value (it was Realm Iron * Realm Iron value).
    • Hotfix Stolen Artifacts: Solved remaining issue with stolen falcons. Now notifications should appear for stolen artifacts, like for any other.
    • Hotfix Artifacts for Sale: notifications should not appear for edible artifacts.
    • Camel and Camel Armor icons made slightly smaller to put them in line with Large Horse icons (similar height) and Elephants (greater height).
    • Added on_actions for Elephants, Camels, Falcons to make them spawn more easily.
    • Added Elephant and Camel spawns to Royal Studs in appropriate regions.
    • Added Mahout localization terms in Bengal, Burma, Deccan regions.
    • Added new modifier icon for corruption (“outdoors_negative”) and for urban fires (“burning”) to distinguish them better from the frequent sacked/looted modifier.
    • Hotfixed Horse Breeding event errors with temporary solutions. Fixed errors in horse events localization.
    • Hotfixed Vanilla error: MENA cities with Indian appearance in black.
    • Made it more likely for the AI to buy Slaves (Concubines, Mamluks), Horses or Artifacts when they might be needed, even if not neighboring an appropriate market.
    • Added more (always historically appropriate) Trade Hubs/Ports, Royal Shipyards, Slave Markets, Royal Studs, Caravans or Fairs.
    • Added Salt production for Ordos region in Western Xia.
    • Added gold and silver mines assumed to be exporting to India from Tibet (Hgog) and Burma (Puga).
    • Improved values for Tangut horses, and changed regional distribution of horse types and amounts.
    • Corrected Kaffa barony, the main Ivory production center in West Africa.
    • Hotfixed Expert Sailor trait (=2) not received with Sea Events.
    • Modified AI values for taking Ban Strategic Exports and Issue Coin decisions.
    • Added Event Scene for Middle Eastern/Eastern raiders when at sea, showing ships more similar to Dhows instead of the 'western' types.
    • DTR Lite and Trade Maps brought in line with these changes.

    As always, older versions of this mod and related ones can be found here:
    https://drive.google.com/drive/folders/1yAwbLgX_ADXY8mYoSdzXfA_1yuT-64k4?usp=sharing

    Update: Jul 28, 2022 @ 1:39pm

    Version 0.6.3:

    Changed Bremen (capital Church Holding) to Hamburg (capital City Holding) as "Proto-Hanseatic" Trade Port in 1066, seeing how the latter often develops into a Republic Government.

    The AI could thus eventually absorb neighboring Lübeck and even Bremen to create a Hansa-like core in Northern Europe, similar to how Venice or Genoa behave to the south.

    Update: Jul 28, 2022 @ 11:23am

    Version 0.6.2:

    • Hotfix: Eliminated double character in bad horse and sea events.
    • Changed Sell into Slavery interaction: Non-lowborn characters can be sold if there is no ruler in their extended family.
    • Hotfix: Coins Religion level 4 for Armenian Apostolic and Germanic will now appear correctly.
    • GUI: Added more space in Character Window for concubines (non-polygamous).

    Update: Jul 28, 2022 @ 7:44am

    Version 0.6.1:

    • Hotfix: No Resource updates for Holy Orders or Mercenary Companies
    • GUI Changes: No Trade Balance or Foodstuff for them, either

    It is a temporary solution, but in terms of performance only this seems much better than doing constant checks to exclude leased baronies, and adding them up for Holy Orders.

    Update: Jul 28, 2022 @ 1:22am

    Updated to Version 0.6:

    • Hotfixes/Changes to Region and Religion values (see current ones at https://ck3mod.com/trade-routes/ ).
    • Hotfixed Script Values for Trade Deals (secondary partners were not evaluated correctly in DTR, but they were in DTR Lite).
    • Hotfix: Added trade regions that weren’t defined: Istria, Krain, Lower Bosna (some more in More Bookmarks++ patch)
    • Hotfix: Moved duchy of Flanders from HRE to France; Sápmi duchies to North Scandinavia; and Bergslagen to South Scandinavia; duchy of Porto from South Iberia to North Iberia; and duchy of Catalonia from North Iberia to Southern France.
    • Hotfix: Salt region of Trapani and Siponto now Italy (was Francia), and of Lausanne now Francia (was Britannia).
    • Added Maldives as main (Dried Tuna) Fish producer for South India.
    • Hotfix: Added other sacked modifiers to limit enable mints and open mint, caravan/fair, slave market, or royal stud: recently_enslaved.
    • Hotfix: Corrected value of grain (multiplier by era).
    • New option for Trade event added, to just skip this trade deal and attempt to continue immediately looking for another trade objective.
    • Hotfix: Allowed all amenities for Tribals as a global, simple solution to the “Court Amenity Invalidated” messages issue. Higher amenities are still too expensive, and AI will never select them.
    • Hotfix: Jerusalem/Crusader coin designs now have precedence over Northern Catholic coin designs.
    • Changed Rules for Raiding Across Sea to increase historicity: See discussion in general thread, and new rules here: https://ck3mod.com/raid-trade/#water
    • Increased AI likelihood to select Tradition Practiced Pirates for Heritage Arabic and Sindhi culture.
    • Changed AI Raid values again to increase frequency, hence chance of successful sackings and trade deals.
    • GUI: Added tooltip to armies over enslaved icon, to know the exact number of slaves, and be able to make appropriate calculations when trying to use them as serfs / sell them.
    • Reversed after-raid peasant slaves calculation: now tier determines the base number, and enslaved population gives additional ones, to better represent the proportion of slaves from heavily raided but poorly developed areas.
    • Hotfixed Taking of Concubines and removed Forced Concubine trait when not imprisoned/slave.
    • Increased opinion malus for Lover Concubine to compensate for lover opinion.
    • Improved GUI for secondary spouses/concubines (incl. interaction).
    • Add reaver trait to Harald Hardrada from Norway and Robert Giscard from Apulia.
    • Hotfix: limited trick of banishing a slave trader (gold limit).
    • Added Duchy Building script values to local production, as well as Elephant Pens and Camel Farms.
    • Improved Elephant terrain values to compensate for huge grain demands, to avoid constant negative MAA Modifier 4 in India.
    • Added tribal building Market Villages for production in tribal holdings, which will now be functional since game start (e.g. gemstones, fur, ivory).
    • Changed Genoa, Napoli (Amalfi), Ancona to Republics on 1066 game start, to represent traditional or incipient maritime republics of the 11th century.
    • Hotfixed/Changed Slave inheritance: for players only, slaves will have one more check to try and get rid of those of likely less interest to the gamer first. The AI will still treat slaves of the deceased as the first ones to get rid of.
    • Hotfix: Now when slaves are automatically sold (e.g. on inheritance) the owner will receive payment.
    • Hotfix: More checks to guarantee that bad horses will be destroyed when a participant dies.
    • Added tradition Coastal Warriors to Russians, and appropriate reaver+sailor traits to Sviatoslav and Erik the Far-Travelled.
    • Added Camels and Elephants as Horse-slot-type Artifacts, including character interactions (gift-buy-sell), GUI, and appropriate Events and Localization.
    • Changed armor costs in artifact events to include iron, tin, and leather instead of activity costs.
    • Set Royal Shipyard interaction, and created historical Royal Shipyards on game start. Changed GUI for Character and County Window accordingly.
    • Corrected slightly values for Republics and Trade (now less than 100% base chance), for mods that make Republics playable.
    • Addition: Now frequent traders will get a Trader Trait that will increase their skills and also increase their chance of trade deals.
    • Addition: Now most Duchy Buildings (and Elephant Pens and Camel Farms) are relevant for appropriate Resource values.
    • Added message for holder and lieges when a Trading Post/House is established.
    • GUI: Added some new Event Scene images for Backgrounds for sea-related events, like Storms, Sea Raiding or Republic Trading, and Hired/Built Fleets.
    • GUI: Added Ship icon for armies whose owner has Hired/Built a Fleet.
    • Changes brought in line with DTR Trade Maps, DTR Lite and More Bookmarks++ (Compatch).

    For those who want to play a different version, older files are here: https://drive.google.com/drive/folders/1yAwbLgX_ADXY8mYoSdzXfA_1yuT-64k4?usp=sharing

    Update: Jul 14, 2022 @ 11:20am

    Version 0.5 (important changes, might break current games):
    [ As always, if someone wants to keep playing with an older version, here are all for download:
    https://drive.google.com/drive/folders/1yAwbLgX_ADXY8mYoSdzXfA_1yuT-64k4?usp=sharing ]

    • Hotfix: Coinage rights cannot be granted by vassals to their own vassals, if they don't have coinage rights themselves.
    • Hotfix: Counties are now updated for resources if they are not tribal holdings (regardless of the holder’s government), so a change in holder doesn’t matter - though it matters now for resource management…
    • Hotfix: Now whole food value (with tier/authority modifiers and trade deals/posts) is taken into account to compensate for deficits.
    • Hotfix: Removed tick from foodstuff evaluation, so that now foodstuff is evaluated yearly (instead of quinquennially, like the rest of resources)
    • Hotfix: Added transfers to counties excluding consumption from MAA.
    • Changed GUI for County and Character Window to show effected transfers. Showing neutral color in County Window when transfer is already effected.
    • Change: Famines trigger when value < 0, but now the Disease loop only triggers when food value < 100%.
    • Hotfix: Buildings related to production can now be upgraded regardless of terrain requirements.
    • Hotfix: Saltworks from the interior (Central Europe, England) are now mines so that their production works.
    • Adjusted grain values for England, Maghreb, Persia, Northern & Southern India.
    • Changed grain-producing barony of Tierra de Campos (now Villafafila) so that it appears on game start.
    • Adjusted Byzantine cheese to avoid extreme food buff for all involved regions (too powerful Byzantium, too powerful Byzantine vassals); adjusted grain accordingly.
    • Added historical Timber sources in Northern Europe, the Baltic, and Russia to compensate for late game scarcity in Central and Northern Europe.
    • Changed timber-producing barony, intended to represent Cuenca, from Albarracín (NE Iberia) to Segura in Albacete (SE Iberia).
    • Adjusted value for Mercury in Almader.
    • Added (again) Azurite, now as a byproduct of copper mines instead of silver mines, to add a proper balance for this dyestuff trade.
    • Hotfix: Guanches cannot raid by sea even if they have long canoes innovation (which they have on gamestart).
    • Hotfix: more difficult for AI to build Slave Market on the own or friendly holding.
    • GUI Hotfix: Character Window: Title section when Unlanded going off the margin.
    • GUI Hotfix: County Window: portrait Shoulders graphic opinion moved slightly to the right.
    • GUI Change: County Window shows names in larger font, when possible.

    Update: Jul 10, 2022 @ 1:19pm

    Updated to Version 0.4.
    This version changes Foodstuff and Trade Flows in important ways, so it modifies the overall gaming experience, hopefully for good. Even though starts are easier, wars are now more likely to trigger famines everywhere, with most realms at the verge of hunger in both Vanilla starts. This is likely to make starts from poorer regions easier, and managing more developed regions more difficult, unless the ruler holds other counties with surplus, reaches strategic trade deals, keeps the peace, and maintains an appropriate number of soldiers (MAA+levies), etc.

    Resources:
    • Reworked Grain and other foodstuff values to make values easily translatable.
    • Corrected values for grain in production baronies accordingly.
    • Reworked GUI for foodstuff in County window and added to Character window with appropriate breakdown.
    • Doubled consumption for animals (horses, camels, elephants), halved for Men-at-Arms, and added consumption for levies (5 times less than men-at-arms), to balance the actual cost of armies. Changed how the AI hires Men-at-Arms (by culture) to help them avoid deficits from too many cavalry units.
    • Corrected/Modified Region/Religion values to increase flow into highly deficitary regions/religions.
    • Corrected/Modified industry values:
      • Adjusted reliance on grain vs. meat depending on Culture Era to improve earlier starts.
      • Meat in India more dependent on specific religion (Hinduism > Buddhism > Jainism) and era.
      • Added South India trade region, different from (North) India to add more route flavorization.
      • Added Tibet and Burma as neighbor trading partner to (North) India region.
      • Corrected error where Hinduists did not receive food in India.
      • Added other common regions/religions for Celtic lands, Britannia, Germania, Central-East Europe, Eastern Europe, India, Steppe East.
      • Corrected error for values of mined salt, which corrects fish, cheese, and meat values for India, the Caucasus, Africa, and Central-Eastern Europe.
      • Adjusted values for Grain, Meat, Cheese accordingly for Celtic region / Northern Europe / Central-Eastern Europe / Eastern Europe.
    • Hotfixes:
      • Added Berntford as Thames Valley grain production for England.
      • Solved error with honey production not taken into account, due to not evaluating logging camps in inappropriate terrains (N. Africa mainly).
      • Changed Chornobyl for honey production due to Vanilla (change in?) terrain distribution.
      • Changed Rome for Florence for Grain from Lombardy.
      • Changed Madurai for Tanjavur to avoid terrain mix (farmland+jungle) that messes proper exports for South India.
    • Corrected cooldown for lift_ban of strategic exports.
    • Liege at war means -10% Activity (production/trade) for vassals, and (direct) vassal at war means -5% Activity (production/trade) for liege to balance the scales - now both have to worry about each other.
    Trade Deals / Posts:
    • Adjusted chance for trade events: doubled skill values (200% diplomacy, 100% stewardship) and increased tradition values. Adjusted army_size value to available imports instead of fort level (used in Vanilla).
    • Changed negative modifiers for trade posts: 85% of production for Republican trading post and 60% production for feudal/clan trading post, to try and diminish famines/shortages just from trading posts.
    • If a Republic enters into war, it loses all its trade posts (trying to avoid aggressive expansion of Republics).
    • Added Trade Deal between Ebrahim from Ghaznavid Kingdom to Seljuqs, and raider trait (Ghaznavid Empire’s raison d’etre, raiding Northern India), following https://iranicaonline.org/articles/ghaznavids.
    • Added truce 1066 of Cordoba with Seville that historically triggered the attack of Toledo.
    Other Changes:
    • Added annual Development Progress for Trade Hubs (15%) and Trade Ports (20%), now shown in GUI.
    • Removed most changed raid values in defines.txt - except for greed and for same/different faith and culture - to avoid too much game imbalance.
    • Added negative modifiers for non-tribal peasant revolts (peasant leaders) to make it more difficult for them to win their more frequent wars with this mod. Including bad events at sea.
    • Lesser “Popular Crusade” special troops for GHW for Jerusalem, to avoid buffing up leaders of GWH who then proceed to conquer neighbors (e.g. Papal States).
    • Increased/adjusted special troops for 1066:
      • Normandy (cavalry).
      • Seljuks (siege weapons).
      • Almoravids (inheritable): to increase chance of becoming involved in Iberia.
      • Almohads: to increase their chance of becoming the ruling Maghrebi empire.
    • Corrected coins levels 3-4 for Catholic North, which were displaying Catholic Default design.
    • Removed ability of Guanche to raid by sea as tribal (ahistorical), which they had due to being Berbers .