Crusader Kings II

Crusader Kings II

Trade Post Automation
6 Comments
jonjowett  [author] 1 Oct, 2024 @ 10:06am 
@Ethan Li - The update I pushed on 7th Sep should theoretically support all MTR versions. (You have reminded me that I still need to update about 15 mod descriptions... ugh, thanks I guess...)
Ethan Li 30 Sep, 2024 @ 8:31am 
Hi jonjowett, legendary mod! It is rare to see new creativ mods for ck2 in 2024. Could you please update this mod to support MTR (HIP version)?
jonjowett  [author] 30 Apr, 2024 @ 1:12pm 
@DonJulan (1/2)

Re pictures: This is the major disadvantage of having nearly 30 mods on the workshop: even if I *only* take 30 mins per mod to do pictures - that's 15 hours! And given it's not something I particularly enjoy or am good at, well, that's why it probably isn't going to happen anytime soon, unfortunately!

Re compatibility: It's probably compatible with some/all of your other MTR mods. (I saw scripted_triggers for "asian" and "mooniyang" trade routes in MTR(Vanilla), noticed that they weren't used in MTR(V), but included them anyway because I know that there are other versions.)
jonjowett  [author] 30 Apr, 2024 @ 1:12pm 
@DonJulan (2/2)

Re limited autobuild: I'm don't think this is worthwhile, given that the base holding is ridiculously inexpensive vs its buildings. (50 base gold for the holding vs 300-800 gold for *each* building. IE: Autorebuilding the trade post saves you ~50 gold; autorebuilding everything saves you ~5000.) Maybe there's a point in some limited circumstances (eg. 1-session very-pvp full-raiding multiplayer - encourage building a tradepost, discourage but don't disallow the buildings), but it doesn't seem widely useful. Unless there's something I've missed?
DonJulan 30 Apr, 2024 @ 4:20am 
Another idea: find a picture/thumbnail for your mod. It looks sad as it is... :)
DonJulan 30 Apr, 2024 @ 4:19am 
Neat idea - I'm glad it works with my MTR (Vanilla) mod. :)
TP razing while sieging is most likely the stupidest mechanics - why on earth would anyone razed the most profiting asset in a county one wants to own? However there can always happen a collateral damage and perhaps it would be possible to add a game option for a more difficult scenario where there is only some chance for a buildings not to get destroyed and only a TP itself guaranteed rebuild? Just an idea... ;)