Crusader Kings III

Crusader Kings III

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[Beta] Dynamic Trade Routes
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1.365 GB
2022年6月16日 10時53分
2024年12月22日 8時46分
82 項目の変更履歴 ( 表示 )
このアイテムを使用するには、 DLC が必要です。

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[Beta] Dynamic Trade Routes

Kapl0k 作成の 1 件のコレクション
Dynamic Trade Routes
42 アイテム
解説
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.
人気スレッド 全て表示 (27)
51
2月14日 4時36分
Mod conflicts
Thomas
9
2023年11月17日 14時18分
Character portrait mods are not properly displayed
Quizer9O8
4
1月13日 1時49分
Game becomes much slower
Psijic
2,161 件のコメント
nnnn23322 12月7日 20時37分 
Is it still working?
instantgaming 12月1日 2時02分 
Any news?
hummusbro 11月28日 8時15分 
Please update :( This mod made CK3 into a much more complex simulation
arisalh108 11月26日 7時58分 
any update?
JamieStylez 11月21日 17時34分 
Please Update this! :)
hawks 11月6日 15時28分 
CK3 without this mod is cooked, ''Weight of crown'' is somewhat of an alternative but a far cry from this gem.
Verifirs 10月31日 0時01分 
Still more impressive than anything PDX has done mechanically for CK3, yet balance is still vanilla-like.
Rocko13456 10月29日 5時07分 
Holding out a slim hope of an update sometime soon
arisalh108 10月27日 15時51分 
update?
hello_moto2901 10月23日 23時28分 
This might be a good alternative but i havent tried it: Silk Road Reboot