Crusader Kings III

Crusader Kings III

[Beta] Dynamic Trade Routes
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Update: Jun 25, 2022 @ 2:06pm

Version 0.3.1.
- Corrected an error whereby grain consumed (fodder) kept accumulating without yearly reset.
- Adjusted fodder and food consumption accordingly.
- Added estimated cost of transfer (10%) to actual transfers.

Update: Jun 25, 2022 @ 12:00pm

Update: Jun 25, 2022 @ 10:27am

Version 0.3 (might conflict with previous versions):

  • Foodstuff is now transferred to other counties of the holder's domain when needed (if it is at least 10% above needs, to account for losses). I decided not to deal with relative development (= population) for each county because of the simplistic nature of this trade system that affects other parts of the mod.
  • New tooltip for estimated foodstuff balance (+ some details on grain/fodder) in counties, for players to know their situation.
  • Added Game Rule to increase local grain production as opposed to traded grain.
  • Corrected duplicate dyestuff for Saffron (now half of the value appears as spices, as originally intended).
  • Corrected mixed faith and mixed culture traits (Arabic-oriented coins weren't displayed for appropriate regions).
  • Imprisoned slaves of other lieges can be sold without a need to seize them first.
  • Diminished effects of pillage modifier on production, and reduced effects to 15 years.
  • Adjustments to food (cheese, meat) in India, Tibet.

Update: Jun 23, 2022 @ 1:53pm

Version 0.2.2:
- Changed name of file for raid rules to avoid being overwritten by MB.
- Added cheese to India region, assuming importance of preservable dairy products (butter, cheese) well before the Mughal period.

Update: Jun 23, 2022 @ 9:49am

Version 0.2.1.
- Added localization for different languages (just working English text, not translated).
- Moved all raw_text and raw_tooltip to localization, to facilitate translation projects.
- GUI: Adjusted graphic opinion & (again) winter severity icons

Update: Jun 22, 2022 @ 10:25am

Minor update:
- Updated trade regions for d_poitou (now Northern France, because of Melle mine) and d_aragon (now Muslim, as it should, because of timber exports to Northern Africa that should be affected if conquered).
- Removed winter severity icons, because they occasionally hinder visibility of barony names (GUI already shows winter severity through fog anyway).
- Added warning note for players trying to create a Slave Market, so that they realize huge malus (esp. that county control will be lost).
- Slave Market can now be closed by those with clan government (although AI will never do).

Update: Jun 21, 2022 @ 3:27pm

- Adapted to modified/added files of CK3 1.6.1.
- Corrected bug that affected sales of slaves, where shipping and brokerage costs were added to the seller (noticeable mostly for areas without slave markets, like tribals).
- Corrected lack of notification (and lack of added shipping/brokerage costs) for artifacts and horses.
- Eliminated benefit of slaves for in-army ruler knights in case of tribals.
- Added slavery traits on start: Currently only for Ahmad ibn Tulun as freed Mamluk and Son of Slave Concubine, to be updated progressively.
- Added more variable loot for plunder to compensate for increased benefits of slave-taking. Now armies with plunder appear with loot icon instead of shackles.
- GUI: Smaller symbol for famine, changed icons' position adapted to new portrait.gui changes.
- Corrected minor errors in localization (e.g. lack of female slave term for North Germanic).

Update: Jun 17, 2022 @ 10:51pm

Update: Jun 17, 2022 @ 12:45pm

Update: Jun 17, 2022 @ 9:31am