Crusader Kings III

Crusader Kings III

[Beta] Dynamic Trade Routes
Nikdo 2 Dec, 2022 @ 8:23am
About mines...
Hi,
at first I'd like to encourage you in continuation of making this mod – it's definitely one of the best I've seen so far!

Anyway, I tried to play for a larger kingdom this time and I've found out that you have quite a lot of mines placed everywhere. This is a good thing and I love it, but there are still some things I'd like to point out to make it even better.

1) Levels

I don't know how many mines you've put in there, but it seems to me that you've been inspired by "Kutná hora mines", so all of them have 4 levels and work pretty much the same.

I'd like to say that there is a reason why developers made "Kutná Hora mines" part of the official game and omitted the others. "Kutná Hora mines" are supposed to produse A LOT of silver compared to the others, always making the holder one of the richiest in the HRE and surrounding regions.

I think the other mines should have only 2 levels at best (while producing the same amout of materials as they do on the level 4 now) and "Kutná Hora mines" should produce ways more than currently does. (Even on the evel 2 they should overshadow any other silver mine in the game).

2) Missing mines

You see, in some cultures, mining hodings tends to have very specific names, so I'll give you a list of holding that should have mine available in them based on my own research that include about 1/3 of the Europe (I'm sure, some of them are already included though).

b_breznobanya (produced gold, silver and iron)
b_komorcbanya (produced stone and gold)
b_selmecbanya (produced stone, gold and silver)
b_nagybanya (produced gold)
b_aranyosbanya (produced gold)
b_laposbanya (produced gold and silver)
b_abrudbanya (produced gold)
b_boksanbanya (produced gold and iron)
b_baia_de_arama (produced copper)
b_baia (produced iron – this is "Moldenberg mine")
b_freiberg (produced silver)
b_kamenz (produced stone)
b_piatra_neamnt (produced stone)
b_kamyanyets (produced stone)
b_yampil (produced stone)
b_stribro (produced silver)
b_olovo (produced lead)
b_srebrenica (produced silver)
b_srebrenik (produced silver)
b_medeniken (produced copper)
b_radna (produced iron)
b_rudnik (produced iron)
b_halle (produced salt)

3) The other resources

On the same note, some other holdings should produce more of a certain comodity based on its name:

b_konigsberg (should produce more fish)
b_rybnik (should produce more fish)
b_ramnicu_sarat (should produce more fish)
b_chilia (should produce more corn)
b_znin (should produce more corn)
b_schwerin (should produce more meat)
b_lovech (should produce more meat)
b_lotzen (should produce more meat)
b_pila (should produce more wood)
b_slany (should produce more salt)
b_szolnok (should produce more salt)
b_soli (should produce more salt)

To explain this, for example "Rybnik" (b_rybnik) literally means "Pond", so it's a place where a village was formed around a very rich pond, ergo should produce more fish. (The pond may not be there anymore though.)

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That's pretty much all I wanted to say. Thank you for your work!
Last edited by Nikdo; 3 Dec, 2022 @ 2:21am
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Kapl0k  [developer] 4 Dec, 2022 @ 3:43am 
Hey! Thanks for this. For reference of medieval mines of silver and gold and their actual relevance for coinage I use the book Money and its Use in Medieval Europe, by Peter Spufford. That's valid mostly for Europe. For the rest, there are many scattered resources.

The problem with Kutná Hora is that its start in Vanilla is anachronistically early. In DTR, mine ores are adjusted according to their relevance (agreed, Kutná Hora was a highly productive mine), but also based on technology (or "cultural era") and how long they lasted, hence the weird numbers you are seeing. So, it has rich ores, but they are obtained best mostly late in the game. See here how all those factors work combined: https://ck3mod.com/ore-extraction/

(you will certainly see some historicity problems with how mines work in DTR, though. For example, how Pandjhir mines usually remain highly productive well into the High or Late MA, but that's because the AI doesn't increase its building level... I'd need to set yearly variables for production instead of building levels to correct that weird behavior.).

I'll check those you mention for iron or copper, but if it's only because of etymology, that doesn't cut it for me. I need to find some historical document or modern research where mines and their produce are mentioned.

--------------------------

My go-to books for resources are those of medieval trade and economy. Can't check right now, but basically Cambridge, Routledge, Oxford, Brill are good bets, plus some regional ones from other publishers.

I'll check those you mention for fish, grain and wood, because my selections are somehow conventional, so yours might be great to add dynamicity for the late game.

As for salt, the problem is that the mod is quite static, so it has to be based chronologically around some time between the Early to High MA, and mostly for regional trade. Also, not *all* involved baronies can be added, or it will break performance. If I were to add all those you mention I'd probably need to add a lot more elsewhere in the world. But I'll think about adding local production in certain regions.

(stone and meat are not produced for export in DTR, though - those baronies would need to have buildings added, like quarries for stone or pastures for meat)
Last edited by Kapl0k; 4 Dec, 2022 @ 3:45am
Nikdo 5 Dec, 2022 @ 2:31am 
Hi, thanks for such exhausting answer.

I'd like to add that I checked all the mines I've mentioned, so they do produce the mentioned materials, at least one of them even today.

The mentioned "meat" production is all about hunting wild animals, not stock, if you decide to include it into the mod later.

Cheers.
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