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Cannot speak for the resource system as of now.
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.
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.
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.
@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. ;)
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.