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Check out the official main thread here: https://forum.paradoxplaza.com/forum/threads/wip-calradian-kings.1414804/
Note: You can always downgrade your CK2 version to 3.2.1 (Holy Fury) if you like to play. Or if you like to update the mod you can message here then add me on Steam to send your files. I'll add this info to the description as well.
Wait for the next harvesting season, we are almost there. :D
Mount & Blade: Warband in Crusader Kings II was really a good experience. For both modding and playing, it was a good experience for me to see both games work well when they come together as I always dreamed. I've been satisfied with this project, and I think the experience in CK3 will be spectacular.
A minor thing to report I've found is that the Sunset Invasion event happens but Aztecs actually show up. I know there are other priorities but that'd be a pretty cool way to shake up the map, along with any non-canonical invasion events like nomads.
It should be easy enough in paper as Warband's economy wasn't that complicated; one village makes a lot of wheat which turns into ale at cities, another makes Raw Silk which in turn turns into Velvet. Each trade route makes varying amounts of income. Each town is connected to a specific city because that's where they made the most money, however a surplus could occur and these can be translated as simple tax income to make life easier OR into a hidden mechanic for the warbands to buy products from, which can then be sold. Courtiers and rulers can use an intrigue mechanic to build certain types of factories as well, again using a hidden counter for trade goods. Geheimnisnacht did this with slaves, so maybe you can do something similar?
I've got plenty of ideas as to making an economy system that resembles Warband, but no idea about how feasible it is to implement them. If you're interested give me a holler.
I know Kaiserreich managed to work perfectly, but I'm not sure if it's because HoI IV is waaaaaay more polished than the previous titles, or because the Kaiserreich team is just that committed to the project; these people are skilled, well-funded, well-organized and extremely passionate about their project.
https://steamuserimages-a.akamaihd.net/ugc/786365513454360578/26549150EB1EAD407BBA324884C9DB2620AF6E2D/
My suggestion is that it should have a bunch of trade routes. What I'm meaning is that every cities trade routes are going from one city to another and that's it. So, for example, Sargoth would have trade routes going to Tihr, one going to Wercheg, and one going to Zendar.
Pros: Trade in say, Swadia won't be effected by something like some Norse trade routes being raided
Cons: Tedious to set up, possibly having cities with multiple trade routes getting stacking modifiers making them "too rich"
@ErkkiKurkku [FIN] I know right, it's a pain. And we still don't know what causes that but I started developing this mod while thinking it would be awesome to play with friends. :/ That's one of the top of my list to fix if we find out how to do that.
@RedBaronFlyer You can add me to friends list whenever you feel ready to upload your trade roads. ^^ Linking towns and Zendar (start point if possible) is what I was thinking before. I'll try to fix that bug, it was okay to search in previous versions, weird.
Wish you luck!