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CK2 Dev Diary #65: Along the Silk Road

Greetings!

Today I’d like to talk about one of the features that we’ve decided to improve and overhaul - the Silk Road. The Silk Road was introduced in the Horse Lords expansion and, while profitable, was very annoying to manage and fickle in its behaviour. As the Silk Road is essential in modeling the importance of China, it will also be unlocked by owning Jade Dragon. Owners of Horse Lords will receive all improvements we’re making, of course.

More often than not, the Silk Road was consciously ignored by players as it was too much of a hassle to manage. You used to compete with everyone for where to build your trade posts - not just with other realms, but with your own vassals. Another problem was that the Silk Road was way too easy to cut off - 100 men looting Dunhuang would completely cut off trade downstream, which wasn’t very realistic at all. With limited routes the trade usually had nowhere to go, and it was not uncommon to see the road completely blocked off if both origin points were under siege.

The Silk Road has received plenty of new routes - based on various historical records, such as those made by Arab traders, Radhanite Jewish merchants and the Chinese themselves. It’ll be very hard to cut it off entirely, as there’s plenty of paths for the trade to take!
Silk Road Basic Outline.png

The Silk Road origin points are now north of Tibet, southern Tibet and via the ocean to southern India.

The new vision we have for the Silk Road is one where you want to control (and fight over) specific counties along the Silk Road, where Trade Posts can always be constructed. These ‘hot-spots’ are placed in various counties with historical precedent along the road itself - i.e. Khotan, Kashgar, Debul, Merv, and even counties as far away as Jerusalem, Antioch and Alexandria. We currently have 51 Trade Post locations spread across the Silk Road.
TradePosts.png

The Trade mapmode now shows icons for Trade Posts, so you can at a glance tell where they can be built.

The value of the Silk Road depends on many factors, such as raids, occupations and the current attitude of China. Raids and occupations will no longer instantly cut off the Silk Road, instead they will decrease the value that travels downstream by a certain percentage - 10% for any county being under siege (i.e. raiders) and 25% for any occupied county. This means that, while the the Silk Road still has a dynamic and interesting value, it’s never arbitrarily cut off by a few raiders.
Raiding.png

You can now easily spot where hostilities are occurring along the Silk Road.

It will generally always be better to control Trade Posts further up the road itself - Trade Posts located further down the road are more susceptible to raiders and occupations, as the trade has to travel through more counties to get there. It’s far from useless though, as a Trade Post working at 50% efficiency still produces a LOT of wealth.
dynamicallyColoredRoad.png

In this screenshot you can see that a war in Bengal is choking the Silk Road passing through eastern and central India. There are also notable conflicts in the northern Steppe route, as well as minor conflicts in Egypt, Persia and Iraq.

Trade Posts now work similarly to hospitals - whoever holds the county controls the Trade Post (this doesn’t apply to Merchant Republics, who work like they’ve always had, even on the Silk Road). This means that you will want to hold as many Silk Road Trade Post counties as you can in your personal demesne. This makes it more fun to play as a vassal, as your liege can’t steal your Silk Road Trade Post slot just because you weren’t fast enough to build it first!

Silk Road Trade Posts are worth a lot of money, and they used to be destroyed first by besieging enemy armies even if there were other holdings in the county that were not yet sieged. This has been changed - they are still destroyed when occupied, but are now sieged last. This means that you can protect them with castles and forts, again improving the experience for whoever builds one. It’s now much less of a risk to build the various buildings Silk Road Trade Posts now contain.

The attitude of China might affect the value of the Silk Road - Plagues, Unrest, Invasions, Civil War and Famines decrease it, while Golden Ages increase it! Sometimes, China might decide to close down the Silk Road and turn inwards, though if you’re powerful enough - militarily or by controlling enough counties on the Silk Road - you just might be able to force them to open right back up...

All in all - it should now feel much more rewarding to control the Silk Road and the Trade Posts it contains. You will actively want to seek out and control the Silk Road, and keep it safe from raiders.
Socotra.png

The Emir of Socotra, with a Silk Road Trade Post in his demesne.
 
Will be there any other trade route besides the Silk Road? Africa really needs one in Nubia and another in Mali and Mauritania. And probably the Ambar Road too in Europe, at the very least.

Sorry for my English.
jup, silk road is most know trade route, but not onlyest. lets hope they will add it.
 
I know about that roads, of course, I even done mods with Amber and Vargarian routes. But was their cash flow on par with Silk Road?
(Also, for cultural impact - compare Silk Road wiki page and, for instance, Via Imperii one. ;))

of course not that profit fro them or culturar exchange was not so big as on silk route, BUT they were still important routes, and should be in game. And later extension of silk road to whole europe will be good IMO.

And i will love to implmentich of roads to structures buildable in provs. they will influence all, movement speed of troops, tax efficiency and after they reach certain lvl, allow extension of silk road.
because, if look on many provs at that time most common were just local roads, with kings roads only coneting important places, and with best roads reserved for continetal trade (amber road, silk road..etc).
 
Would it be really silly of me to offer a suggestion that the Silk Road should not be the same exact path every game? Dev blog said that only certain counties are enabled to build trade posts. But what if the Silk Road progressed in a random fashion, or under direct influence, westwards? Maybe the holder of the silk road county can make a decision to divert the road to his/her choice of adjacent county. Or just RNG it to do so randomly.

Just a thought, I like having things turn out differently every game and as long as the Road does not curl back on itself it seems cool to imagine it having a life of its own.

well i love that idea of ability to "force" silk route to go ahistorical routes, but there still need to be certain limits. just look at italy-austria route. if you want to have trade between these two states, you can only do it throught brenner pass, no other viable route between italy and austria exists. if you want to take different way, you have to go throught hungary or france.
so addint other major trade routes in europe together with solk road make totaly sense, together with ability to "merge" them with silk road, via booth historic and ahistoric (but geographicaly posible, thought major investments in roads which didnt hapened historicaly) ways.
 
Why Socorta alone? Тhis nonsense has gone on ever since merchant republics became a thing,you have to go trough series of gamey exploits to become a republic,why? Why not just give the player the option to become a republic if the criteria have been met?
agreee, similiry how nomad can decide to settle down.
 
I would suggest that if a realm is at war then there be some Silk Road blockage, because merchants do not want to travel through a warzone even if there isn't an army there
 
I would suggest that if a realm is at war then there be some Silk Road blockage, because merchants do not want to travel through a warzone even if there isn't an army there

Why should the merchants in Transoxania care if the Shah of Iran is fighting a war in northern Africa?