Sid Meier's Civilization VI

Sid Meier's Civilization VI

More Trade Routes
34 Comments
EveryEmpireFalls 8 Sep, 2024 @ 12:06am 
Apparently this mod is not fully functional in multiplayer. My friends said they are not getting the bonus trade routes from the airport (at least).
BlackLight 18 Jan, 2023 @ 10:23am 
@Siuwa Ah. I see. Thanks. I'm guessing this isn't exclusively for the player only?
Siuwa  [author] 18 Jan, 2023 @ 2:35am 
@BlackLight it shouldn't make the vault useless as the vault gives 1 trade route for the harbor district instead of the lighthouse.
BlackLight 17 Jan, 2023 @ 4:36am 
Does this mod make the gilded vault in secret societies useless? because this is what the gilded vault was supposed to do. 1 trader per commercial hub and harbor.
god of being bad at everything 11 Apr, 2021 @ 12:09am 
siuwa i wish for an unlimited trade route slot mod (you know i just want to play a tycoon in civ 6 by essentially getting unlimited trade routes and spamming them everywhere
Tremualin 20 Mar, 2020 @ 7:30pm 
I saw another problem with the mod; the description on the market, lighthouse and airport wasn't updating.

I fixed it by replacing TradeRoutesText.sql with the following: https://pastebin.com/R3Tv4MQC
Siuwa  [author] 25 Feb, 2020 @ 7:45pm 
@Tremualin I swear it works for me without a load order. But yeah that's actually needed. Thank you very much for pointing out something I haven't considered at all!
Tremualin 17 Feb, 2020 @ 5:12pm 
I got the mod to work.
I added LoadOrder with a value of 2 to Traderoutes.modinfo in the steam mods folder, like this:

<UpdateDatabase id="Gameplay">
<File>TradeRoutes.sql</File>
<Properties>
<LoadOrder>2</LoadOrder>
</Properties>
</UpdateDatabase>

Doesn't seem to affect saved games, however.
Tremualin 17 Feb, 2020 @ 3:39pm 
Tried a new game with ONLY this mod enabled (Gathering Storm)
It doesn't work. No errors on database.log or modding.log however.
Siuwa  [author] 26 Jan, 2020 @ 7:54pm 
@me start a game with this mod enabled and go to C:\Users\(user)\Documents\My Games\Sid Meier's Civilization VI\Logs and the modding.log and database.log should be there. Put both of them on pastebin or somewhere and I would see what I can do.
Into Your Heart 26 Jan, 2020 @ 1:42pm 
How can I do this ?
Siuwa  [author] 26 Jan, 2020 @ 12:07am 
@me Can you provide the modding.log?
Into Your Heart 25 Jan, 2020 @ 10:57pm 
I confirm, it doesnt work anymore. :steamsad:
Crakes 24 Jan, 2020 @ 2:00pm 
I don't know why you would check that it is working when it isn't. This hasn't worked for sometime now.
adwhitle 13 Jan, 2020 @ 5:28am 
It seems this mod is no longer working for me after the update. My text in game states only one trade route if I don't have a marketplace or lighthouse. What can I check to see if it is loading properly?
Siuwa  [author] 1 Jan, 2020 @ 12:30am 
@frankbb @Reitschuster[GLTP] I just checked that it does work and have updated the texts accordingly.
Frank Savage 2 Sep, 2019 @ 2:29pm 
Yeah this does not work.
Reitschuster 24 Aug, 2019 @ 6:54am 
Does this work? It still says I can only get a trade route if I don't have market/lighthouse, and airports don't seem to yield anything according to the description
AkeamVolf 24 Feb, 2019 @ 8:26am 
It work now. Thank you. :)
AkeamVolf 23 Feb, 2019 @ 9:18am 
Cool, I will test it when I get the chance. Thank you.
Siuwa  [author] 23 Feb, 2019 @ 9:15am 
@WayneHam fixed(for singleplayer at least). Sorry for making stupid oversights.
@fluffgar that's true only without Rise and Fall or Gathering Storm. The real reason is that you need to specify a load order that makes the mod load later than the expansions so that the mods gets to override the needed files.
Blasphazar 23 Feb, 2019 @ 8:41am 
I took a gander and it seems they changed the way some of the modifiers work. In your mod file it references LIGHTHOUSE_TRADE_blah but after pouring through the files it seems that they've associated the trade route capacity with the district.xml
Siuwa  [author] 23 Feb, 2019 @ 8:32am 
Just throw it here and I'll take a look.
Siuwa  [author] 23 Feb, 2019 @ 7:47am 
Ah... I'm not sure why it shouldn't because I don't know my multiplayer. What does modding.log and database.log says?
zon 19 Feb, 2019 @ 4:08am 
thx for the update :)
Siuwa  [author] 19 Feb, 2019 @ 4:07am 
Now compatible with Gathering Storm, sorry for the wait.
zon 19 Feb, 2019 @ 3:21am 
seems working fine with GS - to get rid of the compatibility warning add this to line 8 of .modinfo:
<CompatibleVersions>2.0</CompatibleVersions>
Jessy2299 17 Feb, 2019 @ 4:17pm 
@Siuwa reupload your mod and the mod the game will remove the "incompatible" tag.
Mockingcrow 14 Feb, 2019 @ 4:38pm 
Xentron, several mods state that, but they still work. Havent tested this one myself, but just open the game and see if it loads, or has any CTD's
Xentron 14 Feb, 2019 @ 10:48am 
The mod manager is giving an incompatibility warning. I should ignore that?
Siuwa  [author] 14 Feb, 2019 @ 6:41am 
Works as is as far as I've tested. Does it not work for you? @Xentron
Xentron 14 Feb, 2019 @ 6:28am 
update?
Quarrel53 14 Jun, 2018 @ 5:14am 
OK, I'll give this a whirl. If this works with my current modlist you get a big thump on the rate button, because if it works for me, on this laptop, along with other stuff, it should work for most everyone.
Eden Elvis 25 Mar, 2018 @ 1:47pm 
THANK-YOU SO MUCH. I mentioned this on Reddit, hoping someone would make this mod. I've always felt like the cost of all four thing ought to be worth 2 traders. It was so irritating that coastal trading towns with both districts didn't help much with internal trade in larger empires.