Crusader Kings III

Crusader Kings III

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[Beta] Dynamic Trade Routes
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1.365 GB
2022년 6월 16일 오전 10시 53분
2024년 12월 22일 오전 8시 46분
업데이트 노트 82개 (보기)
이 아이템을 사용하려면 DLC가 있어야 합니다.

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[Beta] Dynamic Trade Routes

Kapl0k님의 1 모음집
Dynamic Trade Routes
아이템 42개
설명
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.
인기 토론 모두 보기(27)
51
2025년 2월 14일 오전 4시 36분
Mod conflicts
Thomas
9
2023년 11월 17일 오후 2시 18분
Character portrait mods are not properly displayed
Quizer9O8
4
2025년 1월 13일 오전 1시 49분
Game becomes much slower
Psijic
댓글 2,161
nnnn23322 2025년 12월 7일 오후 8시 37분 
Is it still working?
instantgaming 2025년 12월 1일 오전 2시 02분 
Any news?
hummusbro 2025년 11월 28일 오전 8시 15분 
Please update :( This mod made CK3 into a much more complex simulation
arisalh108 2025년 11월 26일 오전 7시 58분 
any update?
JamieStylez 2025년 11월 21일 오후 5시 34분 
Please Update this! :)
hawks 2025년 11월 6일 오후 3시 28분 
CK3 without this mod is cooked, ''Weight of crown'' is somewhat of an alternative but a far cry from this gem.
Verifirs 2025년 10월 31일 오전 12시 01분 
Still more impressive than anything PDX has done mechanically for CK3, yet balance is still vanilla-like.
Rocko13456 2025년 10월 29일 오전 5시 07분 
Holding out a slim hope of an update sometime soon
arisalh108 2025년 10월 27일 오후 3시 51분 
update?
hello_moto2901 2025년 10월 23일 오후 11시 28분 
This might be a good alternative but i havent tried it: Silk Road Reboot