Crusader Kings II

Crusader Kings II

Medieval Trade Routes (Vanilla)
127 Comments
DonJulan  [author] Jan 24 @ 7:46am 
Reworked multiple numbers and added option to allow "resource specific buildings" for everyone - recommended option.
DonJulan  [author] Jun 21, 2024 @ 2:10am 
@august_ekstrom: Same thing as with the ones below. Thx for the kind word. "Trade routes" and "scripted triggers" are the only files that make a valid tradepost province. If you get rid of a zipped file you either get rid of a mod or make steam download the missing file.
DonJulan  [author] Jun 21, 2024 @ 1:57am 
@jonjowett: Same thing as with IcyVOid. You can use the arrows.
DonJulan  [author] Jun 21, 2024 @ 1:53am 
@IcyVOid: I'm sorry for such a late response but for whatever reason Steam did not show the green notifying icon. If you want to rework my mod for your own purposes and don't publish it I don't see any reason not to allow it. :)
IcyV0id May 23, 2024 @ 4:08pm 
Sent this on the cleanslate version but im putting it here as well. Is it fine if I make a version of this compatible with tianxia?
august_ekstrom May 23, 2024 @ 11:36am 
Hi, I love your mod - best one out there! Q: What am I missing in order to add a couple of trade posts? After unzipping the file, adding them to the scripted_triggers.txt and at the top of the file in relevant trade route like italian_vanilla.text? and then getting rid of the zipped file?
jonjowett May 11, 2024 @ 5:09pm 
@DonJulan I responded to your comment on my mod page, not sure if you saw it. In short: Too many mods, too little time, I'm a coder not an artist.

---

Different subject, but strangely similar theme: Do you have a mod which ONLY has the arrows on trade routes? (IE: Graphical improvement only, no change in checksum.)

If not, do you mind if I pull the requisite parts out of MTR and upload it on the workshop (with credit)? (I'm not an artist! And your arrows already look really good!)

(Background: I've recently joined a long-term mp game on the ATEFF map. The directions of the trade routes are sometimes very non-obvious with base game graphics, and I think the others might also appreciate a better solution.)
DonJulan  [author] Apr 30, 2024 @ 4:24am 
@jonjowett: find a nice picture for your mod ;)
DonJulan  [author] Apr 30, 2024 @ 4:12am 
@Isgud: Thx for appreciation. I know what amber is (basically crystallised tree sap) and I just realised I may have in fact named a building "amber mine". What I actually meant was, believe you me, "micro industrialised negligible excavation" aka "mine". ;)
jonjowett Apr 29, 2024 @ 10:29am 
@DonJulan After all this time I realised I had forgotten to publish the Trade Post Automation mod which I made specifically to integrate MTR with my single-player games. Feel free to check it out if you have a chance - any feedback is very welcome! https://steamcommunity.com/sharedfiles/filedetails/?id=3232897989
Isgud Apr 28, 2024 @ 5:09am 
Very cool. fyi amber is not actually a mineral and is not mined.
DonJulan  [author] Feb 29, 2024 @ 6:58am 
No. That would be copying (entirely or partialy) in order to avoid using this mod - I do not agree to that.
I'm glad you clarified what would you like to use my mod's files for.

"iyho" meant analogically to "imho": "in your honest opinion" but it's no longer relevent.
Archidamos Feb 28, 2024 @ 5:02pm 
Hey @DonJulan

''however you may freely work on its files if you want to add more flavour to your mod''.

Do you mean that i am allowed to use your files like adding the trade ports you have in your mod into my mod? I dont quite understand what you mean.


''Secondly I see no reason for this mod to be incorporated into yours''.

Appoligies, what i actually meant is if i perhaps can use the things in your mod for my mod. Not to merge/combine our mods together, with all due respect haha.


''If you use anything that iyho requires crediting ''

Is there a way to know what Iyho made? i can also credit you if it is required for me using your files ( if you of course give premission)
DonJulan  [author] Feb 22, 2024 @ 2:08pm 
@Archidamos: Firstly I'm glad to hear you like this mod. Secondly I see no reason for this mod to be incorporated into yours, however you may freely work on its files if you want to add more flavour to your mod. It could be a nice idea to base on my resource system (since every single province has been given some triggers) and add some events (basing on my triggers wouldn't cause any troubles for those not using my mod since events would simply not fire). I'm often around and try to maintain my works. :) If you use anything that iyho requires crediting - do it, otherwise don't. ;)
Archidamos Feb 22, 2024 @ 4:26am 
Hey @DonJulan

Im Archidamos, the creator of the mod Extra Decisions and Events.

I got a question if you dont mind. Is it maybe possible for me to incorperate your mod into mine? If you require getting added to my mod's credits or anything else. i would be more than willing to do so.

The reason is that our community often use your mod with mine and it would be handy to have it all in one mod. Its all cool if you prefer not to :)

Many thanks in advance for responding.
DonJulan  [author] Sep 18, 2023 @ 10:55am 
@Rord82: It has been done... ;)
Rord82 Sep 17, 2023 @ 4:26am 
can you update the direct downloadable link on ModDB please?
Imperator of Rome Sep 15, 2023 @ 11:21am 
That bites, tbh.
DonJulan  [author] Sep 15, 2023 @ 2:21am 
@Marku: This mod disables each and every vanilla building including the one you mentioned. All that, so far, have been spared are saharan buidlings located in "01_tradepost" vanilla file. Although if this mod receives an update similar to its "cleanstate" counterpart those will be gone as well.
jonjowett Sep 13, 2023 @ 1:24pm 
@Marku Yes it does. I always assumed this was deliberate, but maybe @DonJulan can confirm or deny?
Imperator of Rome Sep 13, 2023 @ 10:53am 
@Marku

Are you playing a Jewish nation and do you have a Trade Post built on the Silk Road?
Areodynamiczny Sep 13, 2023 @ 4:20am 
Mod seems to disable unique trade post upgrade, Radhanite Quarters :/
DonJulan  [author] Aug 22, 2023 @ 10:04am 
@Bio the Human: If this is the mod you mentioned - "Terrain and Winter affect Military and Economy" - it's been abandoned since 2020.
DonJulan  [author] Aug 22, 2023 @ 9:59am 
@Bio the Human: Copy your save file in case anything breaks or it's overriten, then disable all the mods you have apart from this one. Load your save and check the post you mentioned. My assumption is some mod is broken and I'm positive it's not this one. Then enable all other mods apart from that other economy one and load your game. Check the aforementioned trade post.
Bio the Human Aug 20, 2023 @ 12:58pm 
In on save file, one trade post (built by Merchant on Sardegna coast) is doing 11k of profit because the trade has "9k+ bonus" even though the score of the trade post is "-200".

What could be the cause? I don't have any other mod that touches trade zones. The only mod about Economy i have is the "terrain affects income" one.
Bruce Wayne Aug 19, 2023 @ 6:33pm 
[PG] literally could just look at the files of the mod and see that it doesn't touch vanilla or afffect anything besides trade.
DonJulan  [author] Aug 12, 2023 @ 4:22am 
@[PG]TUS: There are absolutely no files in this mod that touch anything besides trade routes (add new - no vanilla adjustments) and trade route buildings (replacement + new ones or option to disable them). Not one of these files has anything to do with events, decisions and/or character reasoning. There is absolutely no possibility that this mod does anything to character reasoning apart from (indirectly) changing economic weights. It's like 2+2 = 4 all the time and there are no alternatives.
What I assume is some character convinced the pope to change crusade target or the target of the crusade is no longer under infidel rulership (or at holy war for the crusade target) and thus it got cancelled. Most likely it's the former because of the economic weights adjusted.
[PG] TheUltimateSayian Aug 10, 2023 @ 10:25am 
@jonjowett Yes, I checked the calculations. The Crusaders' relative strength was actually HIGHER with this mod installed, because European Christians had access to the funds produced by trade posts. Plus, I watched the relative strength calculations, and even the day the Crusades were cancelled the Crusaders still have around 150% relative strength compared to their target.
DonJulan  [author] Aug 7, 2023 @ 1:43pm 
@jonjowett: Thank you for explaining and replying to [PG]... :)
jonjowett Aug 6, 2023 @ 4:20am 
@TheUltimateSayian Did you check the strength calculations just before cancellation? Crusades are supposed to be cancelled if the attackers have <75% strength vs the defenders. This mod changes buildings, so enabling/disabling it could conceivably alter strength calculations (eg. AI dismissing mercs because they can't afford them without the trade income).
[PG] TheUltimateSayian Aug 5, 2023 @ 2:58pm 
I noticed something while trying to do a Holy Order setup for Rise to Power. With this mod enabled, for some reason, the Pope will always cancel the First Crusade ~50 days before the crusade starts. ALWAYS. I had a savegame where the pope cancelled the crusade after multiple savegame loads. I turned off the mod, the crusade starts. Reactivate the mod, Pope cancels the crusade ~50 days before it starts. If you could take a look at that, I'd greatly appreciate it so that I could set up my knightly base on Rhodes and benefit from having a trade port there. Thanks!
DonJulan  [author] May 15, 2023 @ 4:18am 
And yet another update - this time including: general files cleanup before future trade routes rework and implementation of MTR CleanSlate uniquely designed equations for "trade routh wealth" and "wealth increase".
DonJulan  [author] May 7, 2023 @ 2:57am 
New update has just been released - see details above.
jonjowett May 5, 2023 @ 8:55am 
To clarify: If the "non-hardcoded" option below is the only way, I'm not suggesting @DonJulan should do all that, but it would be possible for a submod.
jonjowett May 5, 2023 @ 8:39am 
Has anyone ever figured out why SR trade posts are destroyed on siege, but MR trade posts are not? (Your mod's added trade posts act like SR trade posts, ie. they are instantly destroyed, which seems to be a large part of the problem.)

If it's *not* a hardcoded engine feature, perhaps all trade posts can be altered to be unsiegeable?

If it *is* hardcoded, it would in theory be possible to achieve the desired effect via a LOT of province flags and on_action events.

(Eg: Every trade post and every trade post building that's built would add a province flag. Then, on peace/succession, fire an event that waits until the holder is fully at peace, and then reconstruct all TPs for free according to their flags. Finally, on_loot_settlement should block TP construction, then wait for no holdings to be sacked, then wait for owner to be at peace, then fully reconstruct. Optional: Reconstruct with 1-2 fewer buildings unless the owner pays for full reconstruction.)
DonJulan  [author] May 5, 2023 @ 5:28am 
@Orange1861: It would be absolutely pointless. The problem is twofold: 1. For whatever reason trade posts are the first holding to be sieged (apart from forts which ai doesn't use as a "siege buffer"); 2. AI doesn't know how valuable and profitable trade posts are (especially if built up). It won't defend them even if it could and most oftenly it would go for your capital/targeted province/allied troops/vastly outnumbered opponent. To sum up: trade post buildings make AI weaker in comparison to the human opponent, giving the latter quite an edge due to properly calculating profitability and overall value of said holdings.
Orange1861 May 4, 2023 @ 1:07pm 
Fair, also, couldn't you just massively increase the AI weights to build the buildings until they start to build them?
DonJulan  [author] May 4, 2023 @ 1:48am 
@Orange1861: Probably it would be a very interesting mechanics. However - my mods are in a maintanance mode so it's very unlikely to be tried out...
Imperator of Rome May 3, 2023 @ 1:54pm 
@Orange1861 I like the sound of that.
Orange1861 May 3, 2023 @ 1:07pm 
Wouldn't it make more sense to add events that auto-upgrade trade posts instead of preventing players from using trade post buildings?
jonjowett Dec 10, 2022 @ 7:49pm 
It's worth adding that there is a compounding effect from having a number of trade posts linked together in a "trade zone". (Check the "trade zone" page on the wiki for details.)

However, for non-MRs, the ability to create trade zones is quite situational. The only absolutely certain way is if the trade post counties are directly adjacent (this happens in a few spots). Trade zones are also sometimes possible for coastal trade posts in the same/adjacent sea zone - but this heavily relies on there being no MR tradeposts in the area. These coastal non-MR trade zones are very feasible in the North Sea and Baltic in early start dates, but they become less so as the game progresses. (Because more MRs appear and because all MRs get higher trade post limits due to tech and dynasty size.)
DonJulan  [author] Dec 10, 2022 @ 4:51pm 
@august_ekstrom: I'm glad you like it. 1. When you construct a trade post it becomes an additional holding in a province. You click on it as you would on any other holding (castle, city, temple) and a window pops up with possible constructions. If you haven't changed pre-game options and disabled buildings for non-merchant republics they will be there. I have never used that mod so I can't give you an answer. 2. Nope, it's nothing like EU4. 3. The best place to invest is a province owned directly by you, that has the most holdings as trade route increases taxes. However I wouldn't micro as much as money shouldn't be of any trouble to get. 4. No, however some buildings increase trade route value, yet still I wouldn't be worried and micro that much. Just be sure to protect your trade posts as, if I remember correctly, they are the first to go under siege (not counting a fort). 5. Yes it does. Ps. If you want to further study this game visit ck2wiki. ;)
august_ekstrom Dec 8, 2022 @ 11:04am 
Hi, loving this mod, but got a few questions. 1) Where can I build the trade good specific buildings? or does the my castle modd disable these? 2. Is there such a thing as collecting at trade node from upstream? 3. How/Where should I increase trade. at previous(upstream) trade posts, through out the trade route, or doesnt work like that? 4) Is it important to activate/build all tradeposts in a row to add some kind of multiplier? 5 Does this modd work with The Great Trade Leage-society modd? Great Work! really enjoy it, just eager to understand it a bit better, thanks
DonJulan  [author] Oct 12, 2022 @ 3:05am 
@Wonjunkit: Firstly, I am glad you like it. Secondly - if no other active mod changes CBs, then your Embargo CB and every other cb are as designed by vanilla game (look in steam folder). If you cant declare war using specific CB it means you don't meet the requirements for it. IoR replied you that he uses this mod and has aforementioned CB and it is not possible for the same mod to work in two different ways for two different people... Personally I also had said CB in my games. ;)
Wongjunkit Oct 12, 2022 @ 1:48am 
Only mods that change the cb_types is elder kings and the mod is disabled... Unless can disabled mods affect other mods that are enabled? :steamfacepalm:
Well, it's still fine I guess. The mod is great :)
DonJulan  [author] Oct 11, 2022 @ 2:21am 
@Wongjunkit: this mod does not even have the CB folder, so it can't have any impact on any CB. Go through your mod folder and look for any mod that has "cb_types" folder inside a "common" folder. One of those mods will be your culprit.
Imperator of Rome Oct 10, 2022 @ 7:12pm 
@Wongjunkit I don't believe it does. I still have the CB.
Wongjunkit Oct 10, 2022 @ 7:09pm 
Does this mod break the Embargo CB? I don't seem to have it anymore and now I can't get rid of other trade ports in my holdings.
DonJulan  [author] Oct 4, 2022 @ 6:30am 
Update: Now compatible with "Warlock's Vinland Trade Routes" (however you may see one of: duplicate of trade post buildings in North America due to WVTR adding its own set to it's region or trade post buildings in North America with MTR option to disable buildings turned on due to the same reason).
DonJulan  [author] Oct 4, 2022 @ 3:28am 
Update: Fixed missing localisation (descriptions) in new game setup options.