Medieval Trade Routes (CleanSlate)
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 reworks entire vanilla trade and adds trade routes to Europe which are losely based on historical medieval ones. It has been made exclusively and is intended to work with CleanSlate and thus is fully compatible with it.
It is also compatible with CK2Plus for CleanSlate (read notes in "compatibility" section below).
This mod requires either: Horse Lords or Jade Dragon DLC to work.
It is NOT compatible with the base game and won’t work properly without CleanSlate.
Source Map for MTR: Medieval Trade Route Networks[easyzoom.com]
Other versions:
None at the moment.
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- 7 new trade routes across Europe,
- 1 new trade route in Asia Minor,
- fully reworked vanilla game trade routes,
- trade routes partially dependent on different regions – e.g. war in Germany can affect trade in Italy, Scandinavia, France and Poland, war in Africa can affect trade in Greece, Italy, Spain and Persia;
- 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;
- 17 "main trade centers" in different regions which all regional trade tries to reach;
- 290 trade posts locations,
- reworked trade post buildings with lowered costs and increased AI weights (encouragement to build);
- 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-republic governments (feudal, tribal and theocracy able to build just Trade Posts).
Not yet decided.
Should be compatible with everything that doesn’t change trade system and CleanSlate map.
Save game compatible – you do not need to start a new game to use it.
Compatible with CK2Plus – be aware that: this mod erases CK2+ trade routes and trade post buildings as it does add new ones it their place. You can still add it to your current playthrough but keep in mind that both you and AI may lose trade posts and trade post buildings.
You won’t get achievements using this mod.
This is new. 🙂
If u find any issues please give me a feedback – they will be resolved asap.