Medieval Trade Routes (Vanilla)

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Author: DonJulan

Last revision: 15 May, 2023 at 11:07 UTC (2)

File size: 1.04 MB

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Description:
#MTR – Medieval Trade Routes for Vanilla Map

Ever wondered why the trade ends at Middle East and North Africa? Wonder no more. It is known…
Well actually its not. I have no idea either. Was there no trade in Europe in Middle Ages at all?
Yes there was and pretty fruitful as well. So if you were ever frustrated Paradox was to lazy to implement its own trade mechanics to entire map – frustrate no more. This mod is an answer to your prayers for a better trade networks. That is of course if you ever prayed for them.

This mod adds trade routes as well as trade posts in certain provinces to Europe which are based on historical medieval ones. It is intended to work with Vanilla Map and is fully compatible with it.

This mod requires either: Horse Lords or Jade Dragon DLC to work.

It is NOT compatible with any other map aside for one provided by Crusader Kings 2 game.

Source Map for MTR: Medieval Trade Route Networks[easyzoom.com]
Other versions:

#Alternative Download

ModDB – world’s oldest video game modification community
GRYOnlinePL[www.gry-online.pl]

#VOLOUNTARY DONATIONS

If You enjoy the content I make and want to support me and my future developments You can support me at Patreon[patreon.com]. All Your donations are greatly appreciated!

[patreon.com]

#FEATURING

  • 7 new trade routes across Europe,
  • 1 new trade route in Asia Minor,
  • carefully balanced trade routes wealth and wealth increase using designed equations that take into consideration: total number of trade posts, start points and unique provinces trade route passess through;
  • 129 new trade posts locations,
  • 17 specific resources based on: climate, terrain type and geographical region which are: timber, amber, furs, slaves, silk, glass, silver, salt, wine, wool, fish, fruits, horses, iron, gold, emeralds and wheat,
  • 17 resource-specific buildings which are: Lumber Mill, Amber Mine, Fur Trader, Slaves Market, Textile Mill, Glass Craftsmen, Silver Mine, Salt Mine, Vineyards, Sheep Pastures, Fishing Port, Orchards, Stud Farms, Iron Mine, Gold Mine, Emerald Mine and Wheat Fields,
  • unique minor bonuses for each resource-specific building,
  • less irritating thin trade arrows also showing trade flow direction,
  • no more sea tiles trade routes clutter as sea zones don’t matter in CK2;
  • adjusted vanilla oversized trade posts,
  • option to disable trade post buildings for non-merchant republics (feudal, tribal and theocracy able to build just Trade Posts).

#TBD
  • carefully balanced trade routes wealth and wealth increase using designed equations that take into consideration: total number of trade posts, start points and unique provinces trade route passess through;
  • reworked trade post buildings with lowered costs and increased AI weights (encouragement to build);
  • vanilla trade routes

#COMPATIBILITY

Should be compatible with everything that doesn’t change trade system and vanilla map.
Save game compatible – you do not need to start a new game to use it.
Compatibility confirmed for: Check discussion thread below.
Not compatible with HIP, CK2+, AGOT, LTT or any other overhaul mod which changes original map.
For HIP go to: HIP Mod Version.

#ACHIEVEMENTS

You won’t get achievements using this mod.

#WHAT’S NEW

– slightly lowered trade routes values accross Europe;
– evened up trade routes bonuses accross Europe;
– no more sea tiles trade routes clutter as sea zones don’t matter in CK2;
– added new trade post centers in: Tunis (Africa – italian route), Orania (Africa – spanish route), Cyrenaica (Africa – asia minor route), Crete (asia minor route), Dyfed & Gloucester (english route), Iceland & Westrebothia (nordic route);
– removed couple excess trade posts along Andalusian, Italian and Amber trade routes;
– made southern Europe trade routes partialy originate in Africa thus African coastal provinces have actual impact on southern Europe’s economy (new starting points in: Muluja, Tunis, Cyrenaica, Alexandria and Antioch);
– turned trade flow from Thessalonike to Messione, Athens to Rhodes and Palermo to Cagliari to go the other way due to new trade starting points in Africa;
– carefully balanced trade routes wealth and wealth increase using designed equations that take into consideration: total number of trade posts, start points and unique provinces trade route passess through;
– some visual improvements.

– finally resolved an issue with Merchant Republics not being able to build trade post buildings with "trade post buildings turned off" rule activated ( jonjowett thx for your assistance );

#NOTE

If u find any issues please give me a feedback – they will be resolved asap.

Download
Required DLC:

These DLC should be installed in order to use this item.


Crusader Kings II: Horse Lords
Revisions:

Old revisions of this mod are available below. Click the link to download.