Crusader Kings II

Crusader Kings II

Trade++
 This topic has been pinned, so it's probably important
Hark de Graaier  [developer] 16 Jul, 2015 @ 3:30am
Bugs, balancing, crashes and other nasty stuff
Got a gamebreaking bug? Did your game crash to the most unwanted desktop? Did some king got power it did not deserve? Post it here so I can take a look at it and check if I might fix things mod related :)
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Showing 1-15 of 64 comments
Hark de Graaier  [developer] 16 Jul, 2015 @ 3:32am 
Currently there is a random CTD (Crash To Desktop) when looking at the trade post building screen. Multiple people have written about this crash on the forums and it seems that it is not mod related. So if you experience this crash, don't steamrun to me, it is probably not my fault :P
Lantians 18 Jul, 2015 @ 7:27pm 
First:
Great mod idea and great setup!

Bug:
The listed post improvement build costs and the actual build costs are completely different!

Improvements:
Two related issues for improvement:

1) Proximity of silkroad trade posts. You can't upgrade silkroad trade posts that are close to each other. This renders large sections of the route's owners unable to upgrade their posts.

2) Since coastal Trade Republic posts are replaced with silkroad trade posts, this creates an issue where your profitable Merchant Republic post loses its upgrades and then you can't upgrade the silkroad post because it is within close proxomity with another silkroad post.

This is very true around Venice.

Solutions:

1) Remove distance requirements for posts.

2) Reduce modifiers and reduce build costs to compensate.




Last edited by Lantians; 18 Jul, 2015 @ 10:55pm
Hark de Graaier  [developer] 19 Jul, 2015 @ 3:18am 
Originally posted by Lantians:
First:
Great mod idea and great setup!

Bug:
The listed post improvement build costs and the actual build costs are completely different!

Improvements:
Two related issues for improvement:

1) Proximity of silkroad trade posts. You can't upgrade silkroad trade posts that are close to each other. This renders large sections of the route's owners unable to upgrade their posts.

2) Since coastal Trade Republic posts are replaced with silkroad trade posts, this creates an issue where your profitable Merchant Republic post loses its upgrades and then you can't upgrade the silkroad post because it is within close proxomity with another silkroad post.

This is very true around Venice.

Solutions:

1) Remove distance requirements for posts.

2) Reduce modifiers and reduce build costs to compensate.

I guess you played as a republic? Republics are bugged as hell in this expansion and I advice to play not as one. Also the prices are bugged for some reason, remember I have not altered the building code, only merely added more. The costs for trade posts and build time is halved for every nation instead of republics, so I had to make it expensive otherwise building trade posts would be far too OP

About the trade route trade posts, Ill make it so that you cant upgrade to the next level if the same level is present in x distance instead of every upgrade of the tradepost :). So if a neighbouring province upgrade to Trade Post III you can upgrade Trade Post II. Of course its only reasonable that you cant have major tradeposts on every province.
Lantians 19 Jul, 2015 @ 4:14am 
I have large vassal Republics as the Byzantine Emperor.

Unfortunately, one of my vassals' Patricians already has a trade post built in Constantinople.

Is there any way to specifically buff silk-road posts that are owned by Patricians?
Last edited by Lantians; 19 Jul, 2015 @ 4:15am
Hark de Graaier  [developer] 19 Jul, 2015 @ 4:17am 
I am working on republic specific trade post buildings :). But yes that presents an interesing issue, since normally you could do an embargo war... Maybe some plot to destroy foreign trade post could be added
Lantians 19 Jul, 2015 @ 4:48am 
Cool! Republic specific buildings would be awesome.
Since my problem was caused by loading an in-progress game with your wonderful mod, I will simply edit the save to fix that issue in Constantinople.

However: since trade-route posts can be built by any government owner of the counties in the routes, can you try and minimize adjacent coastal counties in the trade routes so as to not give merchant republics as much competition with non-republics? Maybe try for having no more than one in-route county per coastal duchy when possible?

For instance: Roma is in the route. Why is the other Latium province (Orvieto I think) directly north also in the route when it just goes to the sea again? You can move that route inland and not have it go through the coast twice. Just an example.

Also, can you move the route to go through Amalfi and not Napoli?
Or was there an historical reason for that choice?

Last edited by Lantians; 19 Jul, 2015 @ 4:59am
Hark de Graaier  [developer] 19 Jul, 2015 @ 1:01pm 
Originally posted by Lantians:
Cool! Republic specific buildings would be awesome.
Since my problem was caused by loading an in-progress game with your wonderful mod, I will simply edit the save to fix that issue in Constantinople.

However: since trade-route posts can be built by any government owner of the counties in the routes, can you try and minimize adjacent coastal counties in the trade routes so as to not give merchant republics as much competition with non-republics? Maybe try for having no more than one in-route county per coastal duchy when possible?

For instance: Roma is in the route. Why is the other Latium province (Orvieto I think) directly north also in the route when it just goes to the sea again? You can move that route inland and not have it go through the coast twice. Just an example.

Also, can you move the route to go through Amalfi and not Napoli?
Or was there an historical reason for that choice?

Well over land its pretty difficult to warp a trade route past a couple of counties ;). Orvieto is not on the silk road rathe ron the amber road which goes over land. You still have the embargo wars if I am correct, you could use those to destroy republican trade posts. As for Naples... sorry its based on history :( maps said Naples

Lantians 20 Jul, 2015 @ 11:39pm 
On an unrelated note, did you increase disease chances at all?

Or was that part of the recent patch?

My entire court is getting sick repeatedly.

And every spymaster I have that I send to Constantinople dies of Typhus. :P
Hark de Graaier  [developer] 21 Jul, 2015 @ 2:01am 
lol no I have not touched the diseases :P. Maybe, like history, trade routes increase the chances of disease...? But knowing how pdx did not completely polish the trade route system it is far fetched to believe that :P

So I call it bad luck ;)
IRSMERT 21 Jul, 2015 @ 12:19pm 
I am noticing that when a repulic has been conquered, its trade posts do not disapear, but it is now owned by no one
Hark de Graaier  [developer] 21 Jul, 2015 @ 12:24pm 
Originally posted by IRSMERT:
I am noticing that when a repulic has been conquered, its trade posts do not disapear, but it is now owned by no one

Only with my mod or also in vanilla? Because it sounds like a vanilla issue to me. Also what version do you play, my mod has been updated for use with the new beta patch :)
IRSMERT 21 Jul, 2015 @ 12:43pm 
2.4.1, also trade post on tier 3 is "trade Post" when I had it in constantinople
Hark de Graaier  [developer] 21 Jul, 2015 @ 12:46pm 
I have fixed the localisation issue for the next update :). Ill keep an eye out on that bug you told me, it doesn't sound that it is part of my mod but who knows. Ill keep you posted :)
DIBK 21 Jul, 2015 @ 2:07pm 
So I'm trying to play in Ireland and Idk if this is cause of a conflict with another mod but I can't immagine because the other two mods don't affect land or anything so I'm not sure what the issue is or how this happens but in the late 800's whenever I try to load up the save, it says I'm landless. Now I only am playing with 3 mods so I don't understand how it's occuring and the other two mods is Everyone Can Start Mercenary Companies and Ruler Designer Unlocked, I'm looking to see if it's an issue with any of these mods but this one seemed the most logical. Do you know what's happening? O_O
Hark de Graaier  [developer] 21 Jul, 2015 @ 2:16pm 
Hmmm... tbh Everyone Can Start Mercenary Companies seems more logical to me, since being a mercenary makes one landless, I have not yet implemented such a feature (will be coming though :) ). In the mean time you can always use the console to get your land back.
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