Crusader Kings II

Crusader Kings II

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Terminus of the Silk Road (Updated 3.3)
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Tags: gameplay
File Size
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190.112 KB
6 Nov, 2019 @ 8:24pm
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Terminus of the Silk Road (Updated 3.3)

Description
-Compatibility-

CKII version 3.3 - updated 10/19/2019
Mod version 2.0 - updated 11/06/2019
Horse Lords DLC - Required
Jade Dragon DLC - Recommended
Not Compatible with Ironman Achievements


-Features-

1. The Silk Road's original five ending routes has been extended to all end in Constantinople.
2. Several counties in Anatolia, Greece, and Thracia have been designated as important trading centers, enabling the construction of Silk Road trading posts.
3. Greek localization of feudal and republican titles.
4. Byzantine cultural tactic "Embolon Charge Formation" has been revamped.
5. Horse Archers has been fixed.


-Summary-

Constantinople, along with it's many other epitaphs, has been called the "Terminus of the Silk Road" due to its location at the end of the Silk Road. Whoever owned the City of World's Desire was certain to become rich beyond measure due to its status as the gateway to European trade. It was unfortunate that Paradox didn't extend the silk road to Constantinople.

Therefore, I took it on myself to correct this slight, and so the five routes from the ends of the Silk Road all end in the New Rome. In addition, both several counties in the de-jure kingdoms of Greece, Thracia, and Anatolia have been designated as important trade centers, so that those who own those provinces can create trade posts.

Furthermore, I have taken a page from HIP, and added Greek localization to titles held by Greek characters, lining it up with the Latin localization of title that you would get had you converted to the Roman culture. In addition, kingdoms held by Greek characters that are not viceroyalties are called despotates.

The Byzantine cultural tactic has been completely revamped, with the tactic now causing damage to both heavy infantry and pikeman, while becoming vulnerable to charges. Horse Archers are given much better representation in the tactic damage modifiers, while light cavalry has been relegated to a distant third. This gives the Byzantine cultural tactic a much needed unique identity as an anti-infantry tactic, and not an inferior version of the couched lance charge.

In addition, a fix to the horse archers has been applied, ensuring that flanks with horse archers and little to no light cavalry, like the Cataphract retinue, do not fire harass tactics. The damage multiplies on swarm tactics has been increased, allowing the horse archer to deal more damage than light cavalry, but not as much as camels.


-Known Bugs and Issues-
No bugs or issues have been reported.


-Credits-
redtide - author of Adjustments to Combat Tactics


-Future Updates-
N/A
37 Comments
Dr.Oetker 20 Apr @ 5:19am 
Broken with ck2plus
Comiclove 30 May, 2024 @ 1:43pm 
@eva3071 I'm aware, just breaking it down for that commenter and anyone else who is curious who may not want to dive into the files for whatever reason (laziness, lack of technical knowledge, etc.). Thanks anyway for the explicit confirmation, always good to have that on record somewhere.
eva3071  [author] 30 May, 2024 @ 9:46am 
@Comiclove, the files are arrayed in such a way that it should be easy to identify which files your should delete if either you only want part of the mod or there is a file conflict with another mod. Thanks for answering the question from @PillagingPagans for me.
Comiclove 23 May, 2024 @ 3:17pm 
Super late, but might as well...

@Riekopo: I checked the mod files against the vanilla game's, to see if anything was absent. For the 00_scripted_triggers and 00_silk_route files, they're fine as is. 00_combat_tactics has some changes, but I wasn't as concerned with that file frankly. The TSR_Nobletitles localisation file is completely original to the mod, shouldn't be a concern. Leading on to...

@PillagingPagans: A version with only the trade route changes should be able to be homebrewed by just deleting the combat tactics and localisation files. I'd also go delete the duplicates of 'province_id = 775' and 'province_id = 1279' in the scripted triggers and silk road files, I think that was a mistake. I tested these changes in game, everything works fine.
Riekopo 26 Dec, 2022 @ 3:00am 
Can this get one final update? CK2 development is done.
Imperator of Rome 8 Jul, 2022 @ 12:25pm 
Despite the Silk Road modifier being present in the counties with a trade node, I can't build a trade post in them. Furthermore, preexisting trade posts on Silk Road nodes can't be upgraded with their usual improvements.
Riekopo 18 Dec, 2021 @ 8:43pm 
Does need updated?
Das Omega 30 May, 2021 @ 8:02am 
@ KindaFreeXP : Two years later to this response, but in case anyone else has the same problem: trade posts are handled by the vanilla scripted triggers file, so if any other mod overwrites that file you won't be able to build trade posts on any of the new locations even though they'll still show up on the map (since the routes themselves are handled by a completely different file.)
lalarukh3 18 Oct, 2020 @ 3:51pm 
Did the HIP / SWMH version ever come about? I don't really like the large trade route expansion mods as they overcrowd Europe and ruin the point of the Silk Road, but Constantinople / Alexandria not being on it seems such an oversight...
Aeterny 5 Oct, 2020 @ 1:49pm 
External download link?