Crusader Kings III

Crusader Kings III

915 ratings
[Beta] Dynamic Trade Routes
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File Size
Posted
Updated
1.365 GB
16 Jun, 2022 @ 10:53am
22 Dec, 2024 @ 8:46am
82 Change Notes ( view )
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[Beta] Dynamic Trade Routes

In 1 collection by Kapl0k
Dynamic Trade Routes
42 items
Description
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.
Popular Discussions View All (27)
51
14 Feb @ 4:36am
Mod conflicts
Thomas
9
17 Nov, 2023 @ 2:18pm
Character portrait mods are not properly displayed
Quizer9O8
4
13 Jan @ 1:49am
Game becomes much slower
Psijic
2,141 Comments
Crobi567 23 Jun @ 10:43am 
PLEASE update the mod its probably the best one
clison 23 Jun @ 6:36am 
请更新
20 Jun @ 3:04pm 
i really hope it will get updated still a very good mod
mlgprocupcake 17 Jun @ 12:52am 
@Sea of light , you can run the game on an earlier version by clicking on the gear icon near the bottom right corner of the game's banner (or just right-clicking on the game in the library list), then clicking 'properties' and then 'betas.' From there you should be able to click whichever version you'd like to play and wait for steam to update (or whatever the opposite would be i guess) to that version. Hope that helps!
Grimsvar 14 Jun @ 1:14pm 
RIP
bruno300996 8 Jun @ 11:44pm 
Pls comeback, this is the best mod in the game.
NorscanWarlord 8 Jun @ 8:42pm 
any plans on updating this? or has it been abandoned? i really liked this mod
fsdamilaresaliufs 6 Jun @ 8:36am 
Hello update pls. can't play
Sea of light 25 May @ 7:19pm 
Update pls
Sea of light 23 May @ 10:23am 
@Alyosha , please how to run the game with different version ? , as after i deleted the file u said , i still face some problems with current version , like all map mods are the same , some ui problems .