Crusader Kings III

Crusader Kings III

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A Road Network In Vanilla
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15 Oct, 2024 @ 8:26am
8 May @ 12:05am
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A Road Network In Vanilla

In 1 collection by OPB
Sicily Roleplay List
32 items
Description
Current Version: 1.2.1 "Roads of the World!" (Released 30.04.2025, Compatible with vanilla patch 1.16.*)

This mod aims to enhance the overall gameplay experience by adding a road network to the game. This road network was graciously stolen from the A Game of Thrones mod team, who have implemented it in their outstanding mod!
THIS MOD IS IRONMAN AND ACHIEVEMENT COMPATIBLE.

If you liked the mod, feel free to favorite and rate it up!



Chinese translation!
German translation!


Important things to know:
This is a short list of what this mod does:
  • Visual Road Network: there is a wide network of roads. This includes major roads (via regia, via imperii and the silk road as of right now) and minor roads (all other roads) that you can see visually represented on the map.
  • Mechanical Road Network: As with the AGOT mod, roads speed up your movement, give you more supply, more travel safety and have light impacts on things such as battle withdrawal. Otherwise, they behave as if they are normal terrain of their type. The AI considers roads when moving.
  • Legend and Epidemic Spread: Epidemics and legends, while still largely spreading as in vanilla, have light preferences towards spreading along roads.
  • Event Implementation: Vanilla content that refers to terrain have largely bene adapted to include the newly added road terrain types.
  • MAA Implementation: Men-At-Arms get the same bonuses they get in specific non-road terrains in the road terrain of the same kind (so: Hills, Major Road Hills, Minor Road Hills)
  • Mapmode:I have stolen AGOT's road mapmode! You can access it in this mod as well!

    While this mod aims to enhance the gameplay experience, please be aware that odd behaviour, weird things, bugs or imbalances could always happen. Please let me know about these in the comments so that I can see whether it is a mod or a vanilla issue.


    Are you a modder that wants to use this mod?

    Please do, but please Credit the CK3AGOT team & JediNick9 for the road base script and model decals! Don't worry about crediting me!
    Please feel free to implement all or parts of it!
129 Comments
Arzacharia 24 Jun @ 8:20am 
Irrigation Techniques tradition doesnt give holding tax bonuses from certain traits like patient, scholar and gardener in desert road, drylands road terrains. Same thing applies to building cost reduction buff from same tradition in these road terrains as well.
Jay 15 Jun @ 1:25am 
Are road provinces supposed to not get dev and building buffs from terrain traditions?
Kag 5 Jun @ 4:21pm 
Is there a way to make the roads less shiny and a lil darker to blend in with the terrain more? If so how would I do that?
Solutos Lupus 8 May @ 4:37am 
i second this goonlord!
goonlord 7 May @ 6:52pm 
If you could make a version compatible with the Miller Cylindrical Projection mod I would bust
OPB  [author] 4 May @ 12:39am 
I would love to implement this, but this can sadly not be done currently (and likely never) in CK3. I agree fully with how you feel about it.
Gordon Feetman 3 May @ 7:34pm 
Neat mod, but is there a way to build roads? Or do we just have to hope our realm has them and take land to get more roads?

I would like the ability to build roads if possible and connect my empire together with infrastructure.
OPB  [author] 22 Apr @ 1:26pm 
I've added it midplaythrough, but I have not removed it, so not sure! I assume you'd get arrows from terrain types etc.
Just to reiterate for the crash: The freeze and hard crash is a known vanilla CK3 issue that they have not fixed yet.
Unstable Energy 22 Apr @ 12:37pm 
@OPB Is this safe to add / remove mid save?
Unstable Energy 22 Apr @ 12:36pm 
@IceColdFear Ive been getting those too ngl, didnt think it was a mod. If I idle it seems ill eventually get a a Freeze more than anything.