Crusader Kings II

Crusader Kings II

Flogi's Buildings & Technology Mod
flogi  [developer] 28 Dec, 2015 @ 2:35am
What do you think about the current trade routes?
It is a question that kept popping up once in a while, so I thought I'd ask you all.
The trade route system has some advantages and some disadvantages. Whereas many trade routes are nice and give flavour they can make it rather difficult for republics to expand.
So how to deal with it? Remove trade routes altogether until paradox does something about the requirement, make it an optional mod (connected to this of course) where you can activate the routes if you like (and maybe don't want to play a merchant republic) or just keep the status quo.

Feedback would be much appreciated.

Cheers
flogi
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Showing 1-4 of 4 comments
Mazyn 28 Dec, 2015 @ 3:06am 
I would certainly prefer the optional version, I'd keep it when playing feudal, and remove it when I plan to play as a republic.
winden80 31 Dec, 2015 @ 5:30am 
I agree with Mazyn, just started a merchant game and got a bit annoyed becuse I had forgotten about the added trade routes, of course I love having them when I play feudal ;)
flogi  [developer] 5 Jan, 2016 @ 6:14am 
Althought I would've liked some more oppinions I have now decided to go with the decision to seperate the trade routes from the main mod and created a sub mod that you can find in a collection I created, but also via searching the workshop. I do think that this is the best solution. Hope you guys are happy with this.
Mazyn 5 Jan, 2016 @ 2:01pm 
Awesome, thank you very much for that :)
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Showing 1-4 of 4 comments
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