One line summary of your issue
[2.8.3.3] [SAHQ] Rules for building MR coastal & silk road trade posts are inconsistent
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.
The combination of silk road trade posts and normal MR coastal trade posts makes for some rather weird rules about where you can and can't build.
For example, I am a MR based in the Indian Ocean. I happen to own 3 of the silk road trade posts in syria/jerusalem. Venice and Genoa are useless, so those silk road trade posts are enough for me to dominate the adjacent sea zones and make a tiny trade zone of size 3. That's all fine so far. However, I am unable to build any normal MR trade posts in this area because it "can't be reached by sea". (I'm also beyond my limit, but my dynasty's big enough that I could fix that easily.) So, I can have the special silk road trade posts (with all of my MR-exclusive upgrades) but I can't build normal coastal trade posts anywhere nearby - even in adjacent provinces, even though I dominate the sea zone.

Basically, I think that the rules for building a MR coastal trade post should be relaxed - change "can be reached by sea" into a more-flexible OR condition. Something like this pseudocode:
#3-5 would allow MRs to "jump the strait" at Sinai without requiring any actual conquest.
For #3 in particular, I think it's historically plausible for trade caravans to extend trade routes inland over short distances. Indeed, this is the way trade zones work at the moment - you can already make a contiguous trade zone that relies on inland routes (eg. Beneveto to Gaeta/Capua).
#4-5 are there to allow more options for expansion on the "other side" of Sinai. (For example, I can imagine that it would get quite messy if several families from the same MR made the jump and you didn't have these rules...)
#2 is included as a last-ditch method of expanding your trade zone in case all other methods fail. Because, honestly, if you own a coastal county as an MR then you should always be able to build a trade post in it.
(Note that there is already a check for "are you an MR and is this a coastal province?", so we don't need to bother duplicating those conditions.)
Steps to reproduce the issue.
Load the attached save and observe that, although the player already owns trade posts in Arsuf and Antioch, he is unable to build any other trade posts in the Mediterranean.
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[2.8.3.3] [SAHQ] Rules for building MR coastal & silk road trade posts are inconsistent
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.
The combination of silk road trade posts and normal MR coastal trade posts makes for some rather weird rules about where you can and can't build.
For example, I am a MR based in the Indian Ocean. I happen to own 3 of the silk road trade posts in syria/jerusalem. Venice and Genoa are useless, so those silk road trade posts are enough for me to dominate the adjacent sea zones and make a tiny trade zone of size 3. That's all fine so far. However, I am unable to build any normal MR trade posts in this area because it "can't be reached by sea". (I'm also beyond my limit, but my dynasty's big enough that I could fix that easily.) So, I can have the special silk road trade posts (with all of my MR-exclusive upgrades) but I can't build normal coastal trade posts anywhere nearby - even in adjacent provinces, even though I dominate the sea zone.
Basically, I think that the rules for building a MR coastal trade post should be relaxed - change "can be reached by sea" into a more-flexible OR condition. Something like this pseudocode:
Code:
One of these must be true:
1. Can be reached by sea
2. Is county owner
3. Owns a trade post in an adjacent province
4. Owns a trade post in a province connected by 1 sea zone
5. Owns a trade post in a province connected by 2 sea zones
#3-5 would allow MRs to "jump the strait" at Sinai without requiring any actual conquest.
For #3 in particular, I think it's historically plausible for trade caravans to extend trade routes inland over short distances. Indeed, this is the way trade zones work at the moment - you can already make a contiguous trade zone that relies on inland routes (eg. Beneveto to Gaeta/Capua).
#4-5 are there to allow more options for expansion on the "other side" of Sinai. (For example, I can imagine that it would get quite messy if several families from the same MR made the jump and you didn't have these rules...)
#2 is included as a last-ditch method of expanding your trade zone in case all other methods fail. Because, honestly, if you own a coastal county as an MR then you should always be able to build a trade post in it.
(Note that there is already a check for "are you an MR and is this a coastal province?", so we don't need to bother duplicating those conditions.)
Steps to reproduce the issue.
Load the attached save and observe that, although the player already owns trade posts in Arsuf and Antioch, he is unable to build any other trade posts in the Mediterranean.
Upload Attachment
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