• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

jonjowett

Field Marshal
83 Badges
Aug 31, 2012
3.393
2.013
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Monks and Mystics
  • BATTLETECH
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Distant Stars
  • Europa Universalis IV: Golden Century
  • Surviving Mars
  • Shadowrun Returns
  • Cities: Skylines - Parklife
  • Tyranny - Bastards Wound
  • Cities: Skylines - Green Cities
  • Stellaris: Megacorp
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV
  • Europa Universalis IV: Dharma
  • Imperator: Rome Sign Up
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Rule Britannia
  • BATTLETECH - Digital Deluxe Edition
  • Shadowrun: Dragonfall
  • Victoria 2
  • 500k Club
  • Stellaris: Ancient Relics
  • Europa Universalis IV: El Dorado
  • Europa Universalis 4: Emperor
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Imperator: Rome Deluxe Edition
One line summary of your issue
[2.8.3.3] [SAHQ] MRs keep inland/inaccessible silk road trade posts

Game Version
[2.8.3.3] [SAHQ]

What expansions do you have installed?
All of the above

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
If you are not a Merchant Republic, then the silk road trade post in a county is (nearly*) always owned by the character who holds the top-level county title. If you conquer a county and give it away to a vassal, you lose control of the trade post.

However, the rules are different for Merchant Republics: MRs retain ownership of all trade posts even if they give away the county. This is presumably so that Indian Ocean MRs can hold coastal silk road trade posts without having to own the county. (And/or to make the Vasco de Gama achievement possible without massive conquest.)

This has a possibly-unintended consequence for inland or otherwise-inaccessible silk road trade posts: if you ever conquer them, you will keep them for the rest of the game. For example, in the attached save, I conquered everything from Mali to Mongolia and then granted independence to all of my vassal kings - but I still own almost all** of the silk road trade posts, even though they're not even in my realm!

This is rather odd and may not be WAD - hence this bug report.


Top-level political and dynastic view, showing that I conquered these realms and that they are now independent
20181004175546_1.jpg 20181004175557_1.jpg

Examples of otherwise-inaccessible trade posts that I still own:
  • Jerusalem/Antioch/etc: 20181004174940_1.jpg

  • Merv: 20181004175000_1.jpg

  • Lhasa/Paro/Khotan: 20181004175031_1.jpg

  • Note that I have retained Paro even though an Indian empire has reconquered the county: 20181004175610_1.jpg



* It is sometimes possible to keep the trade post: siege the county, destroy the trade post, wait for the owner to start constructing a new trade post, make peace and give the county away to a vassal before construction completes, and you will own the trade post once it's finally finished being built. When it inevitably gets destroyed, you won't be able to rebuild it - but you will have a nice source of income for a while.

** Some of the silk road trade posts didn't exist when I conquered the county, and I was already far above my trade post limit so I couldn't construct them. In these cases, the silk road trade posts are owned by the county owner, as normal.

Steps to reproduce the issue.
Load the attached save and observe that the player character owns some silk road trade posts in locations that would normally be impossible.

Alternatively, start as a MR and conquer an otherwise-inaccessible county that contains a slot silk road trade post. Ensure that the trade post has finished being constructed. Give the county away, and observe that you keep the trade post. Follow the same process for feudal/iqta/etc and observe that you do not keep the trade post.

Upload Attachment
 

Attachments

  • Ironman_BedouinMR.ck2
    23,3 MB · Views: 0
Upvote 0