Crusader Kings III

Crusader Kings III

934 voti
[Beta] Dynamic Trade Routes
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1.365 GB
16 giu 2022, ore 10:53
22 dic 2024, ore 8:46
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[Beta] Dynamic Trade Routes

In 1 collezione di Kapl0k
Dynamic Trade Routes
42 elementi
Descrizione
Dynamic Trade Routes (DTR) adds a medieval trade system to CK3, offering a more immersive experience with three main aims:
  1. Historicity over Balance: medieval resources need to be accurately placed, not fairly distributed.
  2. Medieval Lords, not Traders: role-playing over economic strategy.
  3. Realism: economy and development should be quickly and radically affected by war.

Detailed guides on how DTR works are available at CK3mod[ck3mod.com].

For discussions, join the DTR Discord Server[discord.gg].

Sub-mods:


At its core, DTR features an original Coinage System of Character Traits with 2 coin types (Large, Small), 3 metals (Gold, Silver, Copper), 10 Designs with different requirements and effects. Also, Bracteates.


Mints as special holding building: their coin issuance extends to the whole duchy and precious metal availability determines coin survival.

New Court positions Master of the Mint and Warden of the Mint who increase coin survival and also allow for Renovatio Monetae & Debasement.


Added all known medieval Mines of gold, silver, and copper, as well as all other essential or important ore sources (iron, tin, alum, marble, etc.).

Ore Extraction dependent on the mine's historical starting year and known or estimated yield.


Added all known relevant medieval resources with their local production, (inter)regional Production or Extraction baronies, as well as Trading Hubs/Ports.

Actual Production/Year for each resource is based on specific buildings, building levels, and terrain/location, as well as on Culture (innovation, tradition) and Activity:


Trade (Imports, Exports) are heavily dependent on Region and Religion.

Activity—i.e. production and trade—is affected by development, war, raids, and related modifiers.


Usage of resources checked yearly for each ruler's (Sub)Realm, including:
  • Men-at-Arms types,
  • Foodstuff for estimated population (deficit causes Famine and Disease),
  • Building Construction costs dependent on available materials (e.g. timber, stone),
  • etc.


Added Warhorses as artifacts in a new Inventory slot, with quality, breed, etc. based on culture and training. Camels and Elephants.

Royal Studs are special holding building of Castles, with its horse artifact trading system and taxed sales. New Court Position Head Groom.


Wargames (Tourneys, Chowgan games)as activities with duel-like competitions, divided according to faith and location


Royal Shipyards available for Trade Ports. Allows build fleet and hire fleet decisions, and unlocks Admiral court position (usually available only for Kings or higher with coastal realms)


Slave Markets are a special holding building for Cities, with slave trading system and taxed sales.

Domestic slaves (includes Eunuchs) and Mamluks (slave soldiers) can be bought and integrated as court positions.

Slave Concubine system for Polygamous faiths, secret concubines for non-concubinists.


Caravans or Fairs (depending on faith and region) are a special holding building for Temples, with artifact trading system and taxed sales.

New artifacts Falcons (diplomacy, hunt), low quality Imitations, and Edibles (stress relief).


Raiding allowed for independent rulers based on faith hostility (always) or traditionally raiding cultures (Britannia, India, Africa), including enslave events when commander is the ruler.


Non-raidable counties are amenable to trade (Trade Deal vs. Trading Post), depending on diplomacy (Republics excel).


Wars will be joined by vassals depending on their opinion of their liege—and almost certainly if they will lose land.

Holy wars are more likely to be joined by same-faith neighbors.

Sieges reduce fort level, and trigger Pillaging events.


  • New Art and Images for Modifiers, Events, Backgrounds.
  • Historically accurate on-start setting of Mints, Coins, Royal Studs, Slave Markets, Caravans/Fairs and Royal Shipyards for 867 and 1066.
  • New Disease events, including Smallpox outbreaks, historical Great Famine and Black Death.
  • Dynamic Historicity: starting wars, title changes, claims, special troops...

As a general rule, load DTR and sub-mods always after all other mods.
  • Mods that change the barony distribution will need a compatch.
  • Mods that change GUI files (windows for character, holding) are likely to conflict with DTR.
Discussioni più popolari Visualizza tutte (27)
51
14 feb, ore 4:36
Mod conflicts
Thomas
9
17 nov 2023, ore 14:18
Character portrait mods are not properly displayed
Quizer9O8
4
13 gen, ore 1:49
Game becomes much slower
Psijic
2.161 commenti
nnnn23322 7 dic, ore 20:37 
Is it still working?
instantgaming 1 dic, ore 2:02 
Any news?
hummusbro 28 nov, ore 8:15 
Please update :( This mod made CK3 into a much more complex simulation
arisalh108 26 nov, ore 7:58 
any update?
JamieStylez 21 nov, ore 17:34 
Please Update this! :)
hawks 6 nov, ore 15:28 
CK3 without this mod is cooked, ''Weight of crown'' is somewhat of an alternative but a far cry from this gem.
Verifirs 31 ott, ore 0:01 
Still more impressive than anything PDX has done mechanically for CK3, yet balance is still vanilla-like.
Rocko13456 29 ott, ore 5:07 
Holding out a slim hope of an update sometime soon
arisalh108 27 ott, ore 15:51 
update?
hello_moto2901 23 ott, ore 23:28 
This might be a good alternative but i havent tried it: Silk Road Reboot