Crusader Kings III

Crusader Kings III

Trade Goods
Showing 11-20 of 44 entries
< 1  2  3  4  5 >
Update: 8 Feb, 2022 @ 11:38am

- Compatibility with 1.5 "Royal Court".
- Added 8 new resources
- Implemented a fabric production system: Wool, Cotton, Linen and Silk, along with Dyes, must be processed in a specific building, Textile Centre, to produce bonuses and wealth.
- Implemented a growth system for Counties based on the availability of food in the Realm (note: this food resources don't require a Market to be used).
- Expanded the resource import system.
- Added an entry for each trade Good in the Encyclopaedia, indicating the various bonuses it provides, also accessible via Tooltips.
- Trade Power mechanism removed for now
- Various optimisations and balancing, now the various modifiers should appear faster in game when the requirements are met.

Update: 26 Jan, 2022 @ 8:43am

Update: 25 Jan, 2022 @ 10:54am

Added a new parameter, Trade Power, determined by the number of Markets built in the Realm

Update: 25 Jan, 2022 @ 10:51am

Update: 25 Jan, 2022 @ 9:45am

Update: 25 Jan, 2022 @ 6:40am

Update: 25 Jan, 2022 @ 6:33am

Update: 23 Jan, 2022 @ 8:06am

Update: 23 Jan, 2022 @ 2:42am

Balancing of some bonuses

Update: 22 Jan, 2022 @ 12:09pm

Added possibility for King and Emperor to import luxury resources via Decision, paying a monthly cost
New bonuses added for the Ruler when controlling multiple Trade Centres