Improved Trade & Buildings 1.2.4 Update

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Author: Gunnar Von Pontius áf Ädelsprupp

Last revision: 23 May at 13:20 UTC (5)

File size: 1.49 MB

On Steam Workshop

Description:
Improved Trade & Buildings

A lightweight economy overhaul that improves trade flows, market behavior, and regional specialization — without adding new goods types or new building categories.

Core idea

1. Improve the existing starting setup to make countries and areas more realistic and differentiated. A large focus on historical accuracy is the guideline.

2. Make inter-market trade necessary and profitable while improving common-goods availability so the AI economy doesn’t implode.
Shortages matter, trade routes emerge naturally and regions become distinct through more believable production + demand.


Market rework: more (and better) marketplaces

Adds a large set of historically motivated markets to improve market access
Reduces single-market dominance and creates better regional trade patterns
Several existing markets have also been moved to better reflect historical locations

Buildings: making trade infrastructure matter

A lot of “ignored” buildings now have real impact, and trade/movement infrastructure shapes economies:

Reworks to Roads, Bridges, Wharf, Protected Harbor, and Pound Lock Canals to better support market performance
Terraces, Irrigation Systems, Polders and similar buildings are now long-term investments that can significantly boost production — but at a heavy cost

Goods balancing: demand, transport costs & AI behavior

A broad tuning pass pushes the world toward specialization and trade:

Some goods are more common, some are rarer, and overall demand is higher
Several forgotten / barely-used goods now matter and must be secured through local production or trade

Unique locations: “special regions” feel special

Adds a large set of unique production modifiers (and some new RGO’s)
Creates recognizable economic centers based on historical importance coupled with dynamic pop demands.


Compatibility

Does not overwrite vanilla files (unless needed, i.e. Roads)
Place it late in your load order for best results
Most likely compatible with allmods that don’t heavily rework the world map or core economy systems

Testing & feedback

All changes tested in multiple runs to Absolutism to catch irregularities.
If you find issues, please leave a comment on the Workshop page.

Full changelog

https://docs.google.com/document/d/1nR6WoJsluYK0IIynwRbivPO2KTLt-1Hso2upp83RG7s/edit?usp=sharing

Download
Revisions:

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