Crusader Kings II

Crusader Kings II

Terminus of the Silk Road (Outdated)
62 Comments
Riekopo 13 Dec, 2019 @ 1:17am 
Does this version still work? I don't like the updated version with all the other gameplay changes.
eva3071  [author] 13 Nov, 2019 @ 3:45pm 
PokeMageTech - ProNetNeutrality 12 Nov, 2019 @ 8:40pm 
Yo that link ain't working
eva3071  [author] 6 Nov, 2019 @ 5:25pm 
I have an updated version of this mod out on the workshop. It has been updated to 3.3, and futures some new items. It is located here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1907702542
Tsyki 27 Sep, 2019 @ 6:58pm 
Had to break up the post in two due to the char limit.

3.
(Basically, that list should look like
"silk_road_trade_post_trigger = {
custom_tooltip = {
text = silk_road_province_desc
hidden_tooltip = {
OR = {
province_id = 1491
...
province_id = 1797
province_id = 561
province_id = 496"

instead of just:

"silk_road_trade_post_trigger = {
custom_tooltip = {
text = silk_road_province_desc
hidden_tooltip = {
OR = {
province_id = 1491
...
province_id = 1797")


For now this fix seems to work and when you enable mod the search for the smithy works again (and possibly other minor fixes which were changed with further patches with triggers).
Tsyki 27 Sep, 2019 @ 6:56pm 
So I was reading what Bawlislaf and tried to replicate the solution and found how to fix that problem for now (probably untill the next update when you'll have to redo this solution again).

Basically, mod archive has old 00_scripted_triggers.txt file but which contains several additions for the mod to work.
To fix the problem:
1)Go to your ck2 installation folder (\SteamLibrary\steamapps\common\Crusader Kings II), and then to \common\scripted_triggers .
2)Make a reserve copy of 00_scripted_triggers.txt just in case.
3)Now open oringinal 00_scripted_triggers.txt and add
"province_id = 561
province_id = 496"
(without quotation marks) to the end of the "silk_road_trade_post_trigger" block of provinces.

4)Now go to your mod folder (C:\Users\username\Documents\Paradox Interactive\Crusader Kings II\mod) and go to /tsr.zip/common . Here you need to remove scripted_triggers folder and/or just file and then just enable the mod itself.
zlatky 9 Sep, 2019 @ 3:44am 
Is this compatible with other trade-route mods like https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1816098328 ??
Benseth 11 Aug, 2019 @ 5:19am 
For some reason this mods seems to now disable "search for a smith." When you click to activate it, you always get a "actually now is not the right time" response.

I got the same problem.
cybrxkhan 13 Jul, 2019 @ 6:55pm 
@eva3071 If you're still having trouble uploading your mod, I encountered your issue before while I was trying to update my VIET mod. I messed around for a day and found a solution, though I don't know if it will work for you - I uploaded another mod to Steam workshop (a minor mod of mine I have no intention of uploading, though a dummy mod might suffice), and afterwards I was able to update my mod. Not sure why that worked, and again it might not work for you, but I wanted to throw that out there in case you were still stuck. I like your mod so I hope to see it back up and running soon!
Sequester Grundleplith MD 21 Jun, 2019 @ 8:46am 
for some reason this mods seems to now disable "search for a smith."

When you click to activate it, you always get a "actually now is not the right time" response.
ryansschroder 4 Jun, 2019 @ 9:12pm 
Were you able to post the direct download link somewhere? It's a great mod, it's a shame Steam is making updating it so difficult for you.
derorje 25 May, 2019 @ 9:00am 
Is it possible to convert it to eu4? Other mapchanging mods aren´t.
eva3071  [author] 22 May, 2019 @ 7:38pm 
@Zafarnama, I wouldn't be able to do this until later tonight/morning, but I am going to see if I can post a direct download link for the updated version. That way, you guys can still have the update. I am thinking somewhere between 3-6 PM CST.
Zafarnama 22 May, 2019 @ 8:35am 
Oh that sucks, can't you post the link for the updated files? What about on the paradox forums?
eva3071  [author] 22 May, 2019 @ 12:45am 
Until I find a way to upload the mod to Steam that doesn't involve creating a new mod entry, this mod is on indefinite hiatus. Steam is refusing to upload my update of the mod, and is just creating a new mod instead. It is very frustrating, especially since there are no resources available in order to find out how to do so.
eva3071  [author] 19 May, 2019 @ 8:07pm 
@alphonsechristophe, I'd assume no, but I haven't checked with HIP for certain.
alphonsechristophe 18 May, 2019 @ 11:02pm 
Is this mod compatible with HIP?
eva3071  [author] 14 May, 2019 @ 12:01am 
This will match up with the trade centers in EUIV. Again, as the name of this mod suggests, all of these routes terminate in Constantinople.
eva3071  [author] 14 May, 2019 @ 12:00am 
Once the next patch updates, which should be this Thursday, I will update the mod and see if I can get rid of the reported bugs. In addition, I will also designate more provinces in Anatolia and Greece as trading centers on the Silk Road. These provinces, including what is already in the mod, are:

In the Despotate of Greece:
#490 Thessalonike
#482 Atheniai

In the Despotate of Thrace:
#496 Constantinople*

In the Despotate of Anatolia:
#762 Adana
#750 Nikaea
#745 Smyrna

In the Despotate of Trebizond:
#739 Sinope

In the Despotate of Khazaria
#561 Theodosia*
Bawlislaf 8 May, 2019 @ 2:11pm 
I've encountered the same bug with the smith decision.
So i looked into your mod and found the issue:
It appears you are causing redundancy issues by copying the vanilla scripted_triggers file.
The fix is rather simple: I removed every duplicate vanilla entry (except for the Silk Road) and renamed the file to something else.

I hope you don't mind me messing with your mod.
eva3071  [author] 5 May, 2019 @ 4:07am 
I think it may have something to do with the Great Works update. Let me check on that.
CrAzY 5 May, 2019 @ 3:28am 
@eva3071 Thanks for the reply. I've just double checked on the bug reported on my end and ran the mod on its own. I can confirm that the issue is still present and the smith event still gives no options beyond quitting the event. Removing the mod will return the smith options.

Ran a new game too to make sure the other mods had no influence. If it helps I start my games during the viking age in britain.
eva3071  [author] 5 May, 2019 @ 1:07am 
For those reporting bugs, please check and make sure you have no mod conflicts first. If it then occurs after that, it will help me trace down the bugs causing the problems.
StuntSniper 4 May, 2019 @ 7:35pm 
Likely bug, this mod makes you unable to convert to any secret religion your following
alphonsechristophe 1 May, 2019 @ 6:32pm 
Hi,just wondering,is it possible if you can release a compatibility patch with Ancient Religions?
CrAzY 28 Apr, 2019 @ 2:54pm 
Hi there, just noticed an issue with your mod in that the "Search for a Smith" event does not give any options to search and only allows you to pick "Actually now may not be the best time" when the window pops up.
Raysdan 7 Apr, 2019 @ 11:21am 
This is an old mod so it makes sense that there should be issues with the current version of ck2, figured i'd post one I found. This mod prevents you from openly adopting your secret religion as a secret cult (at least I tested hellenic). So if you are hellenic and wish to come out as hellenic, as well as lands and cult members you cant.

This is because under the openly adopt religion decision there are requirements. Normally you need 500 virtue and to be at peace. However with this mod the decision requires underneath 500 virtue, "One of the following must be true." However after "One of the following must be true" there are no conditions. Since there are no conditions to satisfy, it can never be satisfied so you cannot spring your secret cult event.

Makes sense there would be some issues, figured i'd post it just in case.
Alfred Hitchcock 27 Feb, 2019 @ 4:35pm 
Any chance you can make this compatiatble with HIP?
MrFox 25 Jan, 2019 @ 5:10pm 
for some reason the game doesn't seem to recognise theodosia as a valid tradepost
FENRIR 13 Jan, 2019 @ 6:30am 
i have run the game many times with ancient religions and i had no issues but i have the same issue with constantinope also i play as the emperor
King 10 Jan, 2019 @ 9:40pm 
Nevermind, it was a conflict with Ancient Religions Reborn
King 10 Jan, 2019 @ 5:43pm 
I also have this issue.
eva3071  [author] 1 Jan, 2019 @ 10:24pm 
@Eavynne, might be a mod conflict issue on your end. If the County of Constantinople is owned by you directly, you should be able to build a trade post.
Leviathana 1 Jan, 2019 @ 9:58pm 
Is it intentional that the owner of Constantinople cannot build a trade post by him/herself? If so how can I go about correcting that for my personal use? Great mod by the way.
Unnamed_Shadow 29 Dec, 2018 @ 8:21pm 
Awesome mod. I just really hope you add a Trade Route for Venice in your other mods. This one can remain like it is as an overhaul of the Vanilla Route. But i feel Venice Lacks a Trade Route.
eva3071  [author] 12 Dec, 2018 @ 5:59pm 
@Flint, why thank you.
eva3071  [author] 12 Dec, 2018 @ 5:58pm 
@Magis, yes.
Magis 12 Dec, 2018 @ 5:43pm 
save game compatible?
Flint 10 Dec, 2018 @ 5:09am 
You can remove the overlaps if you split up the routes, e.g.:
- one route: sea of marmara - black sea - and so on to the east
- one route: sea of marmara - aegean sea - off to the south
- one route: sea of marmara - constantinople

And they will connect nicely in the sea of marmara without overlapping.
Flint 10 Dec, 2018 @ 4:55am 
Good mod, i have written other trade route mods which complement this nicely, i will keep them compatible with this and recommend this.
Magis 8 Dec, 2018 @ 2:14pm 
Love idea for this mod. Great and historically accurate. A little hesitant about using it. Not sure how much it could negatively affect the balance
eva3071  [author] 30 Nov, 2018 @ 8:45pm 
@Butterlord, I'll need to check concerning the historicity of the Trans-Saharan trade routes. I am far more familiar with the Silk Road than I am with the Saharan trade routes.
Ilija 30 Nov, 2018 @ 8:54am 
v
Willowphile 28 Nov, 2018 @ 6:27pm 
Would you consider changing the end of the trans-sahahran trade route to tunis? Seems kinda dumb that it just ends in tripoli when it could end at tunis.
Dawid 26 Nov, 2018 @ 11:14pm 
How did you do this that you can build a trade post in other provinces in the silk road? Every time I add province to scripted_triggers my game crash. :/
Ran 20 Nov, 2018 @ 9:37am 
Is it save game compatible or will it crash my existing game?
Chosenone 19 Nov, 2018 @ 8:36pm 
@Eva3071 That is true lol well anyways thank you for this fix :steamhappy:
Caio Soares 19 Nov, 2018 @ 7:39pm 
Work with Holy Fury?
eva3071  [author] 19 Nov, 2018 @ 6:19pm 
@Chosenone, who can fathom the depths of Paradox's mind?
eva3071  [author] 19 Nov, 2018 @ 6:19pm 
@Kola, no.