Crusader Kings II

Crusader Kings II

Medieval Trade Routes (HIP map)
Showing 11-20 of 33 entries
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Update: 11 Feb, 2022 @ 5:32am

Update: 6 May, 2021 @ 12:05pm

Fixed a bug that prevented a trade post at Abydos (Troada) from being built even though it was a valid location.

Update: 23 Sep, 2019 @ 1:53pm

Fixed a bug where a trade post symbol would display in a province Halych (id: 536) but was in fact buildable in a province Galich (id: 586). The trade post is now buildable in a designated province (Halych).

Update: 23 Aug, 2019 @ 5:21am

v.2.3

- fixed a major bug where saints existed but weren't shown in a saints tab,
- adjusted trade route:

#Via Regia
- deleted path Praha - Meissen (source map inconsistency),
- added path Praha - Lausitz (source map consistency).

Update: 8 Aug, 2019 @ 7:41am

v.2.22

- fixed an issue with the mod not working properly on Linux,
- redone trade routes:

#Amber Road
- added 15 new trade posts for Amber Road:
-- Gemer, Galich, Sarkel, Qazan, Ashli, Sandomierz, Olomouc, Northern Dvina,
-- Velyky Ustug, Yaroslavl, Vladimir, Suzdal, Smolensk, Minsk and Vilnius.
- removed Bezhetsky Verh as staring point,
- added Northern Dvina as starting point,
- added path from Dvina to Yaroslavl,
- added path from Yaroslavl to Novgorod,
- added path from Rostov to Yaroslavl,
- added path from Minsk to Nadruvia,
- added path from Ashli to Azov,
- diverted path from Novgorod to Vitebsk.

#Andalusian route
- added 1 new trade post for Andalusian trade route:
-- Lisboa.
- added Lisboa as starting point,
- added path from Lisboa to Toledo,
- removed Algeciras as starting point,
- added Nakur as starting point,
- added path from Nakur to Algeciras.

Update: 22 Jul, 2019 @ 1:11pm

v.2.21

- adjusted vanilla oversized trade posts with higher than castles flags.

Update: 21 Jul, 2019 @ 6:45pm

Minor patch fixing two lines of code missing thus preventing construction of trade posts along vanilla routes: silk and saharan.

Update: 21 Jul, 2019 @ 2:26pm

v.2.2
- adjusted trade values,
- added 17 specific resources based on: climate, terrain type and geographical region which are:
--- timber,
--- amber,
--- furs,
--- slaves,
--- silk,
--- glass,
--- silver,
--- salt,
--- wine,
--- wool,
--- fish,
--- fruits,
--- horses,
--- iron,
--- gold,
--- emeralds,
--- wheat,
- added 17 resource-specific buildings which are:
--- lumber mill (build cost -3%),
--- amber mine (trade wealth +1, economy tech spread +5%),
--- fur trader (army morale +1%),
--- slaves market (build time -5%),
--- textile mill (trade wealth +1, culture tech spread +5%),
--- glass craftsmen (disease defence +2%, economy tech spread +5%),
--- silver mine (local tax +5%),
--- salt mine (disease defence +2%, army days of supply +15),
--- vineyards (local revolt risk -2%, army morale +1%),
--- sheep pastures (local revolt risk -2%, trade wealth +1),
--- fishing port (army supplies +2%, local galleys +5%),
--- orchards (trade wealth +1,5),
--- stud farms (local levy +5%, military tech spread +3%),
--- iron mine (local levy +4%, build time -3%),
--- gold mine (tax income +2),
--- emerald mine (tax income +2),
--- wheat fields (army supplies +2%, army days of supply +15),
- added minor bonuses for each resource-specific building (stated above).

Update: 21 Jul, 2019 @ 2:23pm

#steam malfunction

Update: 18 Jul, 2019 @ 1:36pm

v.2.1b (2019-07-19)
- adjusted trade route values:
--- E.Europe (3,48 -> 4,00),
--- British Isles (3,99 -> 3,25),
--- Asia Minor (7,09 -> 6,94),
--- Scandinavia (3,33 -> 3,33),
--- W.Europe (5,30 -> 5,03),
--- C.Europe (4.91 -> 4,91),
--- Italian P. (5,17 -> 5,58),
--- Iberian P. (5,38 -> 5,22).
- balance adjustments:
--- Asia Minor:
----- removed trade starting points: Tzamondos, Rhodos, Antalya,
----- added trade starting points: Aleppo, Theodosiopolis.
--- British Isles:
----- removed trade starting point: Devon.