Crusader Kings II

Crusader Kings II

Medieval Trade Routes (Vanilla)
DonJulan  [developer] 22 Jul, 2019 @ 1:55pm
Feedback/FAQ
Pretty self-explanatory...
Please, if you have any inthoughts or found any issues do not hesitate to write them "out loud".

FAQ:

1. Why there are no coastal trade routes?
Simply for visual reasons. There are those which are a must for islands to connect to mainland. Others would mess up your view and since there is no "route riding" or "port blocking" mechanics its pointless to implement them.

2. Why trade routes show on economy map?
It is hardcoded in game and can't be changed. Vanilla routes (Silk and Saharan) show on both trade and economy maps as well.

3. Why do I see trade routes on main menu map when I quit to menu from trade zones map view?
It is not mod issue. Most likely it's hardcoded. You can see Silk Road as well.

4. Why some land trade posts show on map and others don't?
It is not mod issue. Most likely it's ck2 issue and there's nothing to be done about it. You can see land trade posts indicators in Asia Minor and Thrace for example and you don't in Europe. This mod does not change any visual stuff apart from trade arrows and, since v.2.21 trade post sizes. Perhaps it's even better this way as Europe would get a bit messy with TP indicators showing on every map mode.

5. Haven't you missed some trade connection points on the map?
These aren't connection points but trade route starting points. They can't be at every junction due to game crashing issues. They were removed in v.1.5 because of that. Other than that I haven't seen any impact on trade routes themselves and I would love to implement them for strictly visual reasons - unfortunately that's not going to happen.

6. Why is everything messed up on the tradezones and economy maps? It's like gazillion lines going every direction and out of the map?!
You don't use Vanilla CK2 map thus trade routes go through non existant (off-map) or different than intended provinces, then come back to an existant/intended ones and so on. Use original map and everything's going to work like a charm. If You use HIP mod get MTR for HIP Mod version.

7. Why some provinces allow construction of certain buildings and others don't?
On startup game check wheter all conditions for resource appearing in every province on the map are met. Those are: geographical region, climate type and terrain type. If all are met a resource is spawned in a province and thus construction of a relevant building is allowed. If not - building does not appear on the list of available constructions. If, for any reasons, You, game makers or anybody else changed data of a province e.g. changed province's terrain type - some buildings would disappear from the list and others may become available for construction.
In this mod resources are not hardcoded to a province but are dependant on province's surroundings.


8. Why don't I see some trade posts on map when they definately exist in a province?
This is a vanilla game issue with placement of secondary holdings. These trade posts exist and work fine it's just their placement on the map that's not correct - a fine example is a province of Sandomierz which trade post appear in Lublin (a province to the east).
Last edited by DonJulan; 23 Sep, 2019 @ 3:18am
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Showing 1-15 of 17 comments
dunaedine 6 Aug, 2019 @ 10:49am 
There is a "bug" for people playing on Linux. The mod doesn't have any effect due to a little problem in the manifest. The manifest file referencing the zip file with uppercase characters (MTR Vanilla.zip) but the zip file itself use only lowercase characters. By use lowercase, the mod is correctly loaded.
DonJulan  [developer] 6 Aug, 2019 @ 8:16pm 
Thank you for your feedback and sorry for inconvenience, Unfortunately I won't be able to do anything about it as it would require to upload basicaly the same mod. Hopefuly, since it's easy to manualy fix it, interested people will do it on their own following your discovery. :)
dunaedine 7 Aug, 2019 @ 11:57am 
I don't know the modding system, but the manifest file is impossible to change in any bits?
The identification part isn't based only on the name property?
name="MTR - Vanilla Map" <= This part isn't problematic, and I suppose it is the identification part, no?

I add little more detail for others users in this case. Open the "mtr vanilla.mod.mod" files in your mod directory (default path: ~/.paradoxinteractive/Crusader Kings II/mod/) and changed this part:

archive="mod/MTR Vanilla.zip"

to:

archive="mod/mtr vanilla.zip" (don't forget the V)

Thanks for your mod, it has probably taken way more time than this little fix :).

Last edited by dunaedine; 7 Aug, 2019 @ 11:58am
DonJulan  [developer] 8 Aug, 2019 @ 1:31am 
My experience tells me that changing anything in manifest file makes Steam think it's a new mod and instead of "update" option there is "upload" only :/
This mod took just a day. However HIP version (which was the core one) took 7 days 12-14 hrs each.
I'm glad you enjoy it...
Last edited by DonJulan; 8 Aug, 2019 @ 1:33am
DonJulan  [developer] 8 Aug, 2019 @ 7:59am 
Actually it may be doable. Get latest version and let me know if it fixed the issue.
Last edited by DonJulan; 8 Aug, 2019 @ 7:59am
dunaedine 8 Aug, 2019 @ 12:48pm 
It seems OK :), thanks. I had to unsuscribe and suscribe again to the mod, but it maybe that was caused by the fact I modified the files.
DonJulan  [developer] 8 Aug, 2019 @ 1:52pm 
Sometimes it takes time for Steam to find and download update. I think it would have eventualy. :) I'm glad it helped thou...
dunaedine 23 Sep, 2019 @ 1:06pm 
The effect on trade practice with the last update was intended? I have a serious drop on trade limit post due to the fact that the coeff associated with trade practice is now only nearly in negative (start at -87,5% to 0%, augment by 12,5 point increment by level). I saw nothing about in the change note, but it is the only mod I have which was updated since yesterday.
DonJulan  [developer] 23 Sep, 2019 @ 2:13pm 
Originally posted by dunaedine:
The effect on trade practice with the last update was intended? I have a serious drop on trade limit post due to the fact that the coeff associated with trade practice is now only nearly in negative (start at -87,5% to 0%, augment by 12,5 point increment by level). I saw nothing about in the change note, but it is the only mod I have which was updated since yesterday.

Well it was. :) But since You complained (hahaha) it's not anymore. Cheers! :steamhappy:
haisai 6 May, 2023 @ 12:45am 
undefined "mooniyaang_trade_routes_trade_post_trigger" is used in common\holding_types\trade_routes_holding_types.txt
DonJulan  [developer] 6 May, 2023 @ 3:11am 
Thank you for this info and for going through mod files... ;P
This is per request to make "Warlock's Vinland Trade Routes" compatible with this mod. :)
haisai 6 May, 2023 @ 5:06am 
I understand. Thank you for your prompt reply.
haisai 9 May, 2023 @ 8:27am 
From error log,
[persistent.cpp:40]: Error: "Malformed token: f, near line: 790" in file: "interface/settlements.gfx"
pdxmesh = { name = "tribalgfx_house_1_1" file = "gfx\models\Settlements\Tribal\tribal_house_1_01.mesh" scale = f #0.7 }
f literal only value of scale is NG?
Last edited by haisai; 9 May, 2023 @ 8:36am
DonJulan  [developer] 9 May, 2023 @ 9:19am 
@haisai: I'm entirely astounded as this file was copied from vanilla CK2 and the only thing I altered was trade post and trade ports sizes which are at the very top. I guess devs must have fixed it in one of the latest updates. I will issue a fix asap. Thanks for noticing!
DonJulan  [developer] 9 May, 2023 @ 9:38am 
Originally posted by haisai:
From error log,
[persistent.cpp:40]: Error: "Malformed token: f, near line: 790" in file: "interface/settlements.gfx"
pdxmesh = { name = "tribalgfx_house_1_1" file = "gfx\models\Settlements\Tribal\tribal_house_1_01.mesh" scale = f #0.7 }
f literal only value of scale is NG?

I rechecked entire file comparing it to vanilla and it's been fixed - let me know if everything is alright.
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