Crusader Kings III

Crusader Kings III

Trade
94 Comments
Sea of light Oct 20, 2024 @ 5:26am 
update plz?
艾青 Sep 30, 2024 @ 9:48pm 
OH,update plz
instantgaming Sep 30, 2024 @ 10:34am 
Updtae for 1.13 plz.
Beorhthere Appleby Jul 31, 2024 @ 3:18pm 
So it doesn't work.... rolling your game back doesn't count as still working.
tilarium Jan 19, 2024 @ 6:16am 
Yes, it still works. You just have to roll your game back to a version that was current as of 24 May 23, which would be 1.9.1 but 1.9.2 should also be fine.
Magnus Jan 19, 2024 @ 6:07am 
Does it still work?
Psijic Dec 9, 2023 @ 1:42pm 
What is the relation to Trade Goods? Is this mod alive?
Sherpart Nov 24, 2023 @ 11:01am 
Compatible Tribalism Improved please and update 1.11.1
☺ Arastat ☺ Nov 16, 2023 @ 10:01am 
Not sure if this mod still works in 1.11

I can build the buildings and can see the ressources in each county, but the tooltips in the county window don't show up (when you hover over the symbols) and the decision to start trading is missing. Maybe it only shows up after certain conditions are met?

An update would be huge :)
Exterminate Oct 30, 2023 @ 11:59pm 
can you make it compatible with The Fallen Eagle?
Bhuterchana Aug 29, 2023 @ 7:25am 
is this compatible with more unique buildings?
@AHrEJl Aug 27, 2023 @ 8:46am 
Does it work with 1.10 update?
The tru gru Aug 11, 2023 @ 1:22pm 
What colours indicate what resource on the economy map mode?
Life Aug 8, 2023 @ 9:58pm 
The trade center cannot work under the clan system.
IceMaverick Jul 21, 2023 @ 11:19pm 
You'll want to make the exact same set of edits to the "resources_temple_buildings" file, which will be at around lines 207 and 217 respectively. Once you save those edits in both files, you should be able to load up your save and (assuming you meet the normal requirements to build new holdings) the City and Temple should no longer be greyed out for no reason. Hope this helps anybody who's confident enough to tweak files.

(Comment 2/2)
IceMaverick Jul 21, 2023 @ 11:17pm 
To anybody like me who wants to try their hand at manually fixing the problem:
In ..\2977360091\common\buildings you'll find some files that need editing: "resources_city_buildings" and "resources_temple_buildings". Open in a text editor like Notepad++. Search for "can_construct_potential" at around line 234 and edit it to say

can_construct_potential = {
barony_cannot_construct_holding = no
}

Just below that change, at around line 244, edit this section to say:

can_construct_showing_failures_only = {
building_requirement_tribal = no
building_requirement_tribal_holding_in_county = yes
}

(Comment 1/2)
IceMaverick Jul 21, 2023 @ 10:11pm 
Reporting the same issues as the others here: Can't build new holdings while this mod is enabled (and holy crap did I just spend my entire evening trying to debug who was causing this after building my new modlist)
Kappa Jul 17, 2023 @ 1:54pm 
Hi I was having an issue with building holdings while this mod was enabled, not sure if you were aware of it but it would be great if it could be fixed.
Makaramus Jul 14, 2023 @ 1:22pm 
suggestion: Do you think it would be possible to add a tool to add trade goods to provinces? this can provide players to shape world in their vision and also allow map expansions to be fixed by players?
I don't know if its really possible ofcourse :D
Muhammadonov Jul 14, 2023 @ 7:40am 
Is it compatible with more holding graphics or do I have a problem with the load order?
General Cartman Lee Jul 9, 2023 @ 2:39pm 
I am not able to build any Cities and/or Temples even though I have the money and the innovation for it. Please help me?
Sykes Jul 3, 2023 @ 3:37am 
Compatibility with More Buildings Reboot would be lovely <3
macluk Jun 15, 2023 @ 2:31am 
More Buildings Reboot is not compatible here.
LunaW0lve Jun 14, 2023 @ 11:15am 
So is this compatible with More Buildings Reboot or not?

I can see and build the City Market, but don't see the Textile Center anywhere.

Does that mean it doesn't work?
MarkKaluger Jun 10, 2023 @ 10:42am 
Incompatible interface with RUI mod
lankusnav Jun 9, 2023 @ 4:12pm 
Does it work with Asia Expansion Project? That would be amazing!
melgio Jun 9, 2023 @ 9:43am 
Suddenly feudal governments can no longer hold trade centers, does someone know why?
Fluffy_Ryebread Jun 5, 2023 @ 9:05am 
Hello, I am not able to build any holdings that is not a castle. do you think it will be fixed?
hoc213 Jun 4, 2023 @ 10:18am 
hi, i am using cow3 and the compatch, but the city market doesn´t appear. Can someone please help me? I already tried all the possible load orders, but none of them work for me
thanks
macluk May 31, 2023 @ 1:51pm 
With regards to More Buildings Reboot and this mod's buildings conflict - they both change the same vanilla file - hence the conflict on both sides, not just this mod.
macluk May 31, 2023 @ 1:42pm 
on top of that - when updating this mod, could i ask (I didin't check it before 1.9.1 update as i wanted to start a new game with this mod after this update) for a tooltip somewhere that would show the resource present in the county? The colours are just colours... some people might be colour blinded (i'm not but that still doesn't tell me anything beside a colour).

There is also a thing missing now - in your screenshots, whenever you have the country/character view opened, there are all resources shown there that the country can trade with or posseses - it's not there anymore in the current game :/
macluk May 31, 2023 @ 1:31pm 
@wurstmeister - it is More Buildings Reboot that conflicts with other building mods too - I had to create my own mod with all its buildings so i can have them with other building mods... and now i don't have buildings from this mod
And no way of reordering the mods loading order on the launcher helps here. I don't know how these mods are created that they conflict - mine doesn't have an issue with some building mods or mods that include buildings too (such Asia Expansion) - they coexist there.
Wurstmeister May 31, 2023 @ 1:52am 
I found that this conflicts with More Buildings Reboot. I put MBR under trade just so I have access to the MBR buildings as a temporary fix.
macluk May 30, 2023 @ 1:58am 
and now we can create special men at arms that are available only if you own a specific good.... or so i'm hoping ;)
AmesNFire May 30, 2023 @ 12:28am 
Is this compatible with Sinews of War?
reserva18 May 29, 2023 @ 4:43am 
It looks like it just didn't work because I had the Cities of kings mod installed.
I can't make the compatch myself so I won't include it.
reserva18 May 29, 2023 @ 4:34am 
It's not good that some of the count capitals, such as London, have been tradecenter since the start of the project.
It's a pity that even if you give it to a random commoner, he'll just become a count and you won't be able to use it yourself, so it's like a cursed piece of equipment.
Hathaway May 28, 2023 @ 2:42pm 
I see the option to Import goods, but how do you export or trade?
Hathaway May 28, 2023 @ 2:40pm 
So I just started the game and I'm not seeing 'trading in', despite having resources in my area; are they events to set up trade or is it bugged?
Easy tiger May 27, 2023 @ 2:50pm 
ok I found the solution in the original mod.
hamletsdead May 27, 2023 @ 1:20pm 
So which form or government can improve trade centers? Republic only? It's telling me I can't upgrade any of my capital cities because I'm feudal. Prague, Paris etc. all are now trade centers that can't be upgraded, even though I can still build in the slots. Is there a workaround for this, or do I suddenly get the right to improve the city later (I'm only in the year 801 now)? Really don't want to have to convert to a different rulership structure again given that I've already gone from tribal to feudal early so I could build in castle country.
Easy tiger May 27, 2023 @ 4:16am 
nice mod. but why the trade center can not work for feudalism?
YepThatsMyName May 27, 2023 @ 3:15am 
Aw hell yeah that would be funny!
cp-cavill  [author] May 27, 2023 @ 1:14am 
@CaliBlueBear that would be something to look into.
cp-cavill  [author] May 27, 2023 @ 1:07am 
@Vincent Van Vega (Thomas) nice work thank you.
cp-cavill  [author] May 27, 2023 @ 1:06am 
@Extrasolar i will look into this,
cp-cavill  [author] May 27, 2023 @ 1:06am 
@YepThatsMyName We can look at adding something like this in the future.
CaliBlueBear May 26, 2023 @ 3:58pm 
Using Holding Manager or Convert Holdings, would it be possible to convert a holding into a Trade Center?
Vincent Van Vega (Thomas) May 26, 2023 @ 11:47am 
Edasich May 26, 2023 @ 9:15am 
I found that when using this mod, baronies facing the sea cannot build a new trade port. Its problem is in ‘can_construct_potential’.
I copy the code from farm_estates and modified the code for trade port, and then i solved this problem.
Obviously, this is just a crude solution. It also requires your modifications.:steamhappy: