Crusader Kings II

Crusader Kings II

Medieval Trade Routes (Vanilla)
DonJulan  [developer] Jan 14, 2020 @ 8:23am
Compatibility
So far this mod has had it's compatibility confirmed for the following mods:

- A Bigger Interface,
- A Revolutionary Borders Mod,
- Abdication,
- Artifact Acquisition and Overhaul,
- Better AI: Roleplaying Character Focus,
- Better AI: Roleplaying Education Focus,
- BlueDuke,
- Colored Buttons,
- Courtiers Will Join Mercenaries,
- Crimson Tooltip,
- Favor: Impossible Invitation Warning,
- Fixed WOL,
- Forts not Consumed,
- Gold For Favors,
- Interface: Century Gothic,
- Interface: Stellaris Colors,
- Larger Artifacts Menu,
- MTA - New Artifacts,
- Nicknames +++,
- Orange Ransom Button,
- Orange Wikipedia Icon,
- Prisoner Marriage,
- Rich Childhood,
- Rise to Power,
- Roll's Community Trait's Mod V2,
- Societies Icon Fix,
- The Great Trade League,
- The Orders of Chivalry,
- The Sufi Schools,
- Tooltip: Century Gothic Bold 18,
- Trait Softcap Exterminated,
- [VS] Enhanced Sounds,
- WOWGAG's More Artifacts & Bloodlines.

If you find any new please post below.
Last edited by DonJulan; Dec 2, 2022 @ 1:47am
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Showing 1-14 of 14 comments
jonjowett Mar 8, 2022 @ 6:45am 
The "Community Patch" also seems compatible with this mod.
Comiclove Aug 30, 2022 @ 10:31pm 
'More Navigable Rivers' seems to be compatible with this mod, in that none of the trade zones that are added in become distorted when both mods are active.

Cannot speak for the resource system as of now.
DonJulan  [developer] Oct 4, 2022 @ 6:12am 
@Comiclove: resource system is tied to each individual province so it won't be messed up by any mod.

Now compatible with "Warlock's Vinland Trade Routes" (however you may see 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).
Last edited by DonJulan; Oct 4, 2022 @ 6:28am
Imperator of Rome Dec 16, 2022 @ 7:08pm 
Radhanite and Varangian Trade Routes (Separate mods by the same person) appear compatible with this.
Imperator of Rome Dec 16, 2022 @ 7:10pm 
Originally posted by DonJulan:
@Comiclove: resource system is tied to each individual province so it won't be messed up by any mod.

Now compatible with "Warlock's Vinland Trade Routes" (however you may see 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).

I'm having difficulty finding the option you're referencing.
Comiclove Dec 16, 2022 @ 8:33pm 
Originally posted by Imperator of Rome:
Originally posted by DonJulan:
@Comiclove: resource system is tied to each individual province so it won't be messed up by any mod.

Now compatible with "Warlock's Vinland Trade Routes" (however you may see 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).

I'm having difficulty finding the option you're referencing.

If you're talking about the 'MTR option to disable buildings', it should be in the Game Rules you set at the beginning of each campaign. I can't recall if there was a dedicated category for MTR or if it's under 'General', but I know one exists since I fiddled with it to test the mod before using it.
DonJulan  [developer] Dec 17, 2022 @ 6:22am 
@Comiclove @IoR: Exactly, the option is available before starting new game. It is also possible to change options in existing save (as long as its not compressed) by opening it in txt editor like "notepad++" and adding a line into "game rules" section: MEDIEVAL_TRADE_ROUTES="MTR_BUILDINGS_OFF" or, if similar exists, changing ON to OFF.
Imperator of Rome Dec 18, 2022 @ 10:29am 
Originally posted by Comiclove:
Originally posted by Imperator of Rome:

I'm having difficulty finding the option you're referencing.

If you're talking about the 'MTR option to disable buildings', it should be in the Game Rules you set at the beginning of each campaign. I can't recall if there was a dedicated category for MTR or if it's under 'General', but I know one exists since I fiddled with it to test the mod before using it.

I don't know what to tell you, but its not there. I haven't seen a set of MTR Rules for as long as I've had this mod. I didn't know this mod had its own set of rules until I read this thread.
DonJulan  [developer] Dec 18, 2022 @ 11:13am 
@IoR: I don't know what to tell you either. You "forced" me to check it, so I did, I launched CK2 with MTR mod only, chose new game, desired character and then in new game setup at the very bottom - an option named "trade post buildings". There - it - was...
Last edited by DonJulan; Dec 18, 2022 @ 11:13am
Imperator of Rome Dec 21, 2022 @ 4:16pm 
I just tried the same thing as you did, but they still weren't there. :( It must be some other issue, because I am stumped. I'm just gonna try to take it, I'm probably not missing anything major, anyway.

What exactly were all the different new rules and what did they do? Just one to enable or disable trade post buildings?
Comiclove Dec 21, 2022 @ 6:04pm 
Originally posted by Imperator of Rome:
I just tried the same thing as you did, but they still weren't there. :( It must be some other issue, because I am stumped. I'm just gonna try to take it, I'm probably not missing anything major, anyway.

What exactly were all the different new rules and what did they do? Just one to enable or disable trade post buildings?

Sorry to piggyback again, but that's pretty much it. Pulling from the description itself, the one MTR game rule is to "disable trade post buildings for non-Merchant Republic rulers". Any non-MR rulers (feudal, nomadic, etc.) would only be able to build what they're able to build in vanilla CK2, but MR rulers get access to all the new buildings from this mod.

If your save isn't an Ironman save + you're interested in using this game rule, you could try adding the game rule line that DonJulan wrote above into an uncompressed copy of the save.
Imperator of Rome Dec 21, 2022 @ 10:45pm 
Originally posted by Comiclove:
Originally posted by Imperator of Rome:
I just tried the same thing as you did, but they still weren't there. :( It must be some other issue, because I am stumped. I'm just gonna try to take it, I'm probably not missing anything major, anyway.

What exactly were all the different new rules and what did they do? Just one to enable or disable trade post buildings?

Sorry to piggyback again, but that's pretty much it. Pulling from the description itself, the one MTR game rule is to "disable trade post buildings for non-Merchant Republic rulers". Any non-MR rulers (feudal, nomadic, etc.) would only be able to build what they're able to build in vanilla CK2, but MR rulers get access to all the new buildings from this mod.

If your save isn't an Ironman save + you're interested in using this game rule, you could try adding the game rule line that DonJulan wrote above into an uncompressed copy of the save.

Okay, it sounds like I'm definitely not missing anything major.
DonJulan  [developer] Dec 22, 2022 @ 2:24am 
@IoR: No, you're not. I added it to give people an option to increase difficulty slightly, because AI does not know how important some buildings are and seldomly builds them no matter how high priority you give them. Furether more trade post and all other holdings are hardcoded so you can't move trade post to last position for sieging or disable razing it in non-trade wars. Sadly even if AI has a profitable trade post it doesn't know how to defend it or when to defend it almost at all costs. It does however build trade posts asap almost every single time. So - disabling buildings for non-merchant republics gives AI slightly better odds agains a human player by not giving the latter quite an edge in gameplay. And to be clear - disabling buildings removes all the buildings (vanilla and MTR) leaving them all only for merchant republics.

@Comiclove: No problem at all. If you can help and explain, you are more than welcome to do it. However this time you were a little bit wrong as I explained above. ;)
Last edited by DonJulan; Dec 22, 2022 @ 2:26am
Imperator of Rome Dec 24, 2022 @ 1:28pm 
Originally posted by Imperator of Rome:
Radhanite and Varangian Trade Routes (Separate mods by the same person) appear compatible with this.

It would seem that these don't entirely play nice with each other as I initially thought. Good news is the trade nodes from this mod that overlap with the trade nodes from those mods function normally. Bad news is the trade nodes from those mods that don't overlap with trade nodes from this mod but are along trade routes from this mod can't be developed... by non-Maritime Republics.
Last edited by Imperator of Rome; Dec 27, 2022 @ 12:20pm
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