Sid Meier's Civilization V

Sid Meier's Civilization V

Caravansary Trade Routes
63 Comments
Cyber Deus 24 May @ 7:42pm 
Excellent mod! THANK U!
Sternentier 16 Apr @ 4:30pm 
Does this mod speed up trade routes? It seems like each one lasts about half as long as it normally did. I play on marathon speed, if that matters.
Ctrekoz 8 Jan @ 7:18am 
Making the same for harbors will be too op, in general and considering AI, but I wish to somehow give +1 trade route to East India Company at least...
Ctrekoz 8 Jan @ 1:58am 
I've installed Vox Populi, activated Community Patch in mod menu and it made my game redownload all modes I am subscribed to, including this one and the others that weren't showing before. Holy shit.
Ctrekoz 4 Jan @ 2:13am 
Damn. I really want to use this, but without balance changes. Wish I knew how to make one myself, had an xml template or something. I also want to make the same for harbors. Sucks how little routes a civ can get, not fair for wide empires and even worse if you don't have naval trade/are using a lot of internal trade routes. That is, this mod won't download...
Ctrekoz 10 Nov, 2024 @ 3:58am 
Won't download. Sounds very promising(
{442}Ryuu Turner 3 Nov, 2019 @ 7:32am 
I can't get this to download for some reason
[G.O.D.] Russian of Doom 1 Nov, 2018 @ 10:17am 
Caravansary Trade Routes works in muitlplayer, all you must do is change the mod file "Caravansary_overhaul" located at C:\Users\usernamehere\Documents\my games\Sid Meier's Civilization 5\MODS\Caravansary Trade Routes (v 4) from multiplayer = 0 to multiplayer = 1 .

Tested in multiple games and seems pretty much stable.
Steely Dan 23 Apr, 2018 @ 3:13pm 
automated renewal of trade routes with all the extra caravans?
Ryika  [author] 22 May, 2016 @ 2:45pm 
See the mod description above.

All balance changes have been put into individual files. Just delete the ones that you don't want to use.
Gabadur 22 May, 2016 @ 2:16pm 
Mod but with no venice nerf?
Amnesiac 12 Mar, 2016 @ 2:49am 
Rickter, open the mod with notepad and delete the code relevant to Venice. Don't delete the whole Venice XML though.
thirty-two character length name 7 Aug, 2015 @ 4:27pm 
casual reminder that petra also adds a trade route, perhaps considder buffing that too since it's otherwise only useful for making desert cities not useless.
Stanfiem 17 Jul, 2015 @ 1:28pm 
can you use this on a previous save game?
ɌƗȻꝀŦɆɌ 5 Jul, 2015 @ 2:45pm 
is there any way to manually remove the alteration for venice? i like to play a peaceful non-anexing venice and even thought this mod looks great, a single city it's a bit underpowered on this arrangement, compared to wider empires, even with 50% more traderoutes, commerce is actually the only thing venice has going for them, the other civs kind of get too agresive for me to handle in higher dificulties whenever i puppet a city state that's within half a world of distance from them...
Illuminare 21 Apr, 2015 @ 11:21am 
@Walker I don't know maybe doesn't look like indar
no_offline_games_anymore 31 Mar, 2015 @ 5:43am 
Great MOD, I'm looking forward to using it. Was there a design decision to exclude Petra on the Wonders balance update?
dasaard200 22 Jan, 2015 @ 8:25am 
A donation : the TR ditty, "Road, if by Land; Harbor by Sea; and I, in the Counting House shall be !"
Rootimus 16 Jan, 2015 @ 4:05pm 
Thank-you
Walker 13 Jan, 2015 @ 3:58pm 
is that....Indar in the background?
dasaard200 1 Dec, 2014 @ 10:02pm 
A MUST USE mod to go with the 2 Barbie+ mods !! (Barb. Ultd. XP, and Barb. Spawn Increase)

Could you, and the other authors, put together a co-op package, perhaps ??
Ryika  [author] 28 Oct, 2014 @ 9:40pm 
It shouldn't. Read the patchnotes and none of the changes sound like they would have any influence. But if strange things happen, just let me know and I'll look into it.
dasaard200 28 Oct, 2014 @ 5:32pm 
I hope that monday's patch/fix won't mess up your wonderful mods !
SpankMeLikeTheProletariat 21 Oct, 2014 @ 4:04pm 
Yea it still doesnt pop up in my mod list and I am subbed. Any ideas on how to fix it?
dasaard200 19 Oct, 2014 @ 4:36pm 
Yea,verily; for thou hast made Wide affordable, and Tall much stronger !!
Ryika  [author] 19 Oct, 2014 @ 12:03pm 
Ahh... now I know where I know your name from. You're the one who plugged my mod in that mod-thread! <3 Thanks. :3

And yeah, now it sounds even sillier than before, doesn't it? Still not 100% sure about the name. ^^
dasaard200 19 Oct, 2014 @ 8:26am 
{grumble}, now I have to use the new name for bragging about your mod !! {grumble}
Will update after finishing current game !
Ryika  [author] 17 Oct, 2014 @ 7:49am 
Seems like it did work for some and didn't work for some other people. I just updated the mod (see description), it fixed the problem for me and a friend of mine. I hope it does so for anyone who's had problems with the mod not showing up.
dasaard200 17 Oct, 2014 @ 7:33am 
My copy of your mod works just fine !!; and is funding my 38 frigate, 13 subs, 14 privateers, 42 Minutemen, 34 cities to totally blitz Dutch Willy and his GWall empire of 16 coastal cities . Now all I need is to get BBs, and Willy is TOAST . Wonder why this mod is #1 on my mod list ?
JimKnopf92 17 Oct, 2014 @ 1:50am 
I am really excited about this mod, so I downloaded it, but it doesn't appear in my mod list
is it activated automaticaly?
dasaard200 29 Sep, 2014 @ 4:31pm 
As a devoted user of the old 'Caravan Buff' mod, I have been able to survive and thrive in high-grade fertilizer starts; usually dumped into Lower East Swampy Fumbuk; CS's OR resources 15-20 tiles away from THE ONE lux (salt) I get to start with . Horses, gold, iron, wheat ?; 15-20 tiles . I will also agree with rgratzke about being able to change trade routes at MY option, as it sometimes messes with my timing for attacking a civ that has gotten me angry with it . I really don't like losing 5 or 6 T-R's because I will not let Bozo have those 20-30 turns to beef up its' defences !! While I enjoy a challenge, but sometimes I think I hear the computer chuckeling ...
[PIGZ]MrTango 12 Sep, 2014 @ 1:45am 
im not sure if your aware of the multiplayer/mods guide but ive noticed your mod is made up of an xml file, but it does not function. I would love (and im sure many more would too) if you could possibly see what the issue is?
rgratzke 10 Aug, 2014 @ 11:43am 
I like this mod alot. However, I really wish for someone to mod the trade route renewal frequency. I want to renew a trade route when I want to, and not have the game to continue having me renew these routes every so often. When I set up a trade route I expect it to continue until I decide to change it, unless the destination city becomes unavailable. When you have many trades routes, having to renew their destinations becomes a royal pain in the you know what.
Atomicbean 6 Aug, 2014 @ 4:23pm 
as someone that plays civ 5 with... well.... 200+ mods, i can say that this is actually fairly balanced compared to alot of other mods (corporations, etc.) and if you think that increasing your gpt that much would be totally OP, you can always use the extra trade routes for food/production for new cities. (particularly late-game, as your average city founded late-game is going to be sooo useless compared to early-game cities.)
Zenki Sagara 2 Jul, 2014 @ 4:32pm 
I got this mod activated in the game menu of mods and it doesn't seem to wok, i build caravansarys and don't get an aditional trade route
Bickdalls 28 Jun, 2014 @ 7:03am 
Thank you. It is helpful :)
Ryika  [author] 28 Jun, 2014 @ 6:17am 
Well, you can customize the mod if you want to. :) Just open the mod-file with a text editor and add...
<MaxPlayerInstances>10</MaxPlayerInstances>
...below the NumTradeRouteBonus-Entry.
Bickdalls 28 Jun, 2014 @ 5:46am 
I have an idea. I think it would be more balance if this mod is merged with improved caravanary. In that mod, only 10 caravanary can be built. So, a of maximum of 19 routes for all players without perks or wonders. I think it is very cool when trade routes can be added through buildings. Keep the works up!
YourAverageLoser 18 Jun, 2014 @ 6:42pm 
Why doesnt it work? it just doesnt show up
Emrod 11 Jun, 2014 @ 5:25pm 
For some reason. it didn't install for me ):
NoWorries 10 Jun, 2014 @ 1:28pm 
Haven't seen any mods that extend the range of trade routes. I like playing on huge maps but annoyed i cant reach most civs. maybe it would go nicely with this one
Brillares 9 Jun, 2014 @ 8:24am 
very good
teun 9 Jun, 2014 @ 3:49am 
this is sooooo OP
Evlysium 8 Jun, 2014 @ 5:15pm 
Haha just played this with Venice. OP as fuck. I love it man. Great job.
j.jamo5 8 Jun, 2014 @ 1:19pm 
Why thankyou my good man 'Tips hat'
De Silva 8 Jun, 2014 @ 10:36am 
This guy is a genius clearly im not cause i probably spelled that wrong
olo707 8 Jun, 2014 @ 4:31am 
thx :)
Kanidoro 7 Jun, 2014 @ 12:00pm 
Great mod, greetings from Poland :)
[STABLE GENIUS] Chicken jockey! 7 Jun, 2014 @ 11:06am 
Arabia would also be more powerful: More trade routes = more religion spread. Morocco gets buffed. As jazza.miles pointed out, Portugal also gets buffed.

This mod also kind of nerfs the Great Colossus and Petra because they each give an additional trade route, which is somewhat less valuable when you already have 15.
Velocity 7 Jun, 2014 @ 9:40am 
this plus warmonger venice would probably be op as fuck on a large map