When Horse Lords came out I couldn't understand for the life of me why PDX did not extend these routes further to Constantinople and Rome, so I decided to create a mod for it: Trade++
Eventually after giving much love to the Silk Road I decided to add completely new trade routes, new trade post improvements and new events.
Currently extends the silk road to:
- Constantinople
- The Mediterranean.
- Kiev
- Novgorod
- Western Europe
Adds two new additional trade routes:
- Marble Road
This ancient trade route was used to trade marble from the baltic to Rome in the Roman era. The demand for marble has dramatically decreased since the fall of the empire and the rise of many barbaric states in the region. Yet the infrastructure stands, can you guarantue the safety of the merchants?
- The Baltic sea trade
Long before the Hansa existed timber, grain and fur was traded with the Northern Germanic states via the Baltic sea. This was vital for the ever growing cities of Hamburg, Danzig and Lübeck. Can you defend this route against the growing threat of the Vikings?
Adds several trade post improvements such as:
- A road network
- Trade route specific warehouses
- Guard towers and Trade forts
- Tollbooths
- Important Centers of Trade(!)
Adds several events for trade post holders such as:
- A black market has formed
- A merchant needs help
- Bandits are present on the trade route
Trade routes are affected by:
- Winters (reduces the wealth and income of trade routes)
- Province being coastal or not
- Province next to a major river
- The amount of cities in the province
- Being recently conquered
Adds a minor high priority title: Master of Trade
- Can only be a nobody
- Keeps you informed about trade events in your demesne
Things still to do:
- Adding the sub-Saharan trade route from Mali to Europe
- Giving Spain and France some more trade love
- Balancing, trade routes can make you extremely rich (which is semi-historical for some cities)
- Various minor fixes that will arise later (route changes most likely)
Some images:
Full changelog can be seen on the steam page of the mod (I did not make a changelog in the beginning)
#########
# 0.9.6 #
#########
- Made the effects of "Surge of Traders" last shorter
- Fixed a compatibility issue with CK+
- Made tradepost cost modifier the same as republicans
- Made tradepost buildings cheaper (due to change above some are more expensive in the end)
- Added trade route Via Regia (Western Part)
- Added trade route Saharan Gold Trade
- Added route from Provence to Paris
- Decreased distance limit trade posts significantly
- Added gold warehouse for provinces on the Saharan Gold Trade
- Added common goods warehouse for provinces on the Via Regia
#########
# 0.9.5 #
#########
- Deleted the new council position in favor of a minor (high priority) title. The titleholder still has the same events, the modifiers given by these events go to a random trade route province in your demesne.
Also to be able to hand out this title you MUST have a trade route province in your DEMESNE
- Master of Trade title can only be given to a nonlanded adult male, who has no other titles or jobs (except commander, so basically a nobody)
#########
# 0.9.4 #
#########
- Added event (for Master of Trade) "Merchants request more protection"
- Protecting trade (Master of Trade's job) lowers levy size by 0.2% per stewardship level
- Added description for Tax Trade
- Added description for Promote Trade
- Made the council screen more compact so that it fits on smaller screens (smaller than 900 pixels height)
#########
# 0.9.3 #
#########
- Fixed a localisation issue for version 2.4.2 BETA
- Added a new council position, Master of Trade, with two options as of right now, tax the trade or protect it (more options and better events come later)
- Event added (for Master of Trade) "Merchants upset"
Known issue: AI does not seem to see that the Master of Trade is not a Steward
Known issue: Resolutions that have a height of less than 900 dont see the Master of Trade position
#########
# 0.9.2 #
#########
- Winters now affect trade route wealth and value, making your trade route income more dynamic (sadly these numbers cant be seen in the game)
- Major river crossings and strait crossings increases both trade route wealth and value (sadly these numbers cant be seen in the game)
- Cities add trade route wealth and value, more cities means more trade coming through (sadly these numbers cant be seen in the game)
- Coastal provinces have more trade route wealth and value (sadly these numbers cant be seen in the game)
- Marketplaces in cities increase trade route value by 1 per upgrade
- Ports in cities increase trade route wealth by 5 per upgrade
- Balanced the tax bonus of trade routes a bit (the added trade wealth of the other modifiers gave you insane bonuses to city tax (80+%))
- Recently conquered provinces give less trade income (trade route value)
- Looted provinces decrease both trade route wealth and value
- Fixed a bug where one was unable to build a Guard Tower in their trade posts
- New administration reduces trade income by 50% for that province
- Reduced the trade value of amber route by 50% and baltic trade by 25%
#########
# 0.9.1 #
#########
- Fixed a bug where you could not build trade post upgrades if you were not a republic
#########
# 0.9.0 #
#########
Events:
- Event added "Bandits have been seen"
- Event added "Stolen goods"
- Event added "Black market"
#########
# 0.8.2 #
#########
Trade Routes:
- (Baltic Trade) Added trade route from the Waddenzee (Coast of Holland) to York, Circinn(Gowrie) and Dublin
- (Silk Road) Added Cornwall to the trade route to Paris/London/Brugge
Trade Post Buildings:
- Added Warehouse II
- Added Tollbooth II
- Changed Trade Fort so that it replaces Guard Tower
- Added Important Center of Trade (!)
Requires two separate trade routes to be present, plus Warehouse II, Trade Fort (Guard Tower II), Road Network and Trade Post III. Costs a lot, but adds tons of bonuses to trade.
#########
# 0.9.6 #
#########
- Made the effects of "Surge of Traders" last shorter
- Fixed a compatibility issue with CK+
- Made tradepost cost modifier the same as republicans
- Made tradepost buildings cheaper (due to change above some are more expensive in the end)
- Added trade route Via Regia (Western Part)
- Added trade route Saharan Gold Trade
- Added route from Provence to Paris
- Decreased distance limit trade posts significantly
- Added gold warehouse for provinces on the Saharan Gold Trade
- Added common goods warehouse for provinces on the Via Regia
#########
# 0.9.5 #
#########
- Deleted the new council position in favor of a minor (high priority) title. The titleholder still has the same events, the modifiers given by these events go to a random trade route province in your demesne.
Also to be able to hand out this title you MUST have a trade route province in your DEMESNE
- Master of Trade title can only be given to a nonlanded adult male, who has no other titles or jobs (except commander, so basically a nobody)
#########
# 0.9.4 #
#########
- Added event (for Master of Trade) "Merchants request more protection"
- Protecting trade (Master of Trade's job) lowers levy size by 0.2% per stewardship level
- Added description for Tax Trade
- Added description for Promote Trade
- Made the council screen more compact so that it fits on smaller screens (smaller than 900 pixels height)
#########
# 0.9.3 #
#########
- Fixed a localisation issue for version 2.4.2 BETA
- Added a new council position, Master of Trade, with two options as of right now, tax the trade or protect it (more options and better events come later)
- Event added (for Master of Trade) "Merchants upset"
Known issue: AI does not seem to see that the Master of Trade is not a Steward
Known issue: Resolutions that have a height of less than 900 dont see the Master of Trade position
#########
# 0.9.2 #
#########
- Winters now affect trade route wealth and value, making your trade route income more dynamic (sadly these numbers cant be seen in the game)
- Major river crossings and strait crossings increases both trade route wealth and value (sadly these numbers cant be seen in the game)
- Cities add trade route wealth and value, more cities means more trade coming through (sadly these numbers cant be seen in the game)
- Coastal provinces have more trade route wealth and value (sadly these numbers cant be seen in the game)
- Marketplaces in cities increase trade route value by 1 per upgrade
- Ports in cities increase trade route wealth by 5 per upgrade
- Balanced the tax bonus of trade routes a bit (the added trade wealth of the other modifiers gave you insane bonuses to city tax (80+%))
- Recently conquered provinces give less trade income (trade route value)
- Looted provinces decrease both trade route wealth and value
- Fixed a bug where one was unable to build a Guard Tower in their trade posts
- New administration reduces trade income by 50% for that province
- Reduced the trade value of amber route by 50% and baltic trade by 25%
#########
# 0.9.1 #
#########
- Fixed a bug where you could not build trade post upgrades if you were not a republic
#########
# 0.9.0 #
#########
Events:
- Event added "Bandits have been seen"
- Event added "Stolen goods"
- Event added "Black market"
#########
# 0.8.2 #
#########
Trade Routes:
- (Baltic Trade) Added trade route from the Waddenzee (Coast of Holland) to York, Circinn(Gowrie) and Dublin
- (Silk Road) Added Cornwall to the trade route to Paris/London/Brugge
Trade Post Buildings:
- Added Warehouse II
- Added Tollbooth II
- Changed Trade Fort so that it replaces Guard Tower
- Added Important Center of Trade (!)
Requires two separate trade routes to be present, plus Warehouse II, Trade Fort (Guard Tower II), Road Network and Trade Post III. Costs a lot, but adds tons of bonuses to trade.
Link to steamworks mod: http://steamcommunity.com/sharedfiles/filedetails/?id=481517829
Link to direct download: https://drive.google.com/file/d/0B5gYr1JV3cZ8VUVUcTFFTEF1ZVk/view?usp=sharing (0.9.6)
Reddit: https://www.reddit.com/r/paradoxplaza/comments/3dk63n/mod_trade/
Have some new ideas? Post them and Ill consider them
I especially need some inspiration on the event side of things
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