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ThePipton

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7smAu20.jpg


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:
XErRPIY.jpg

IIEj2ND.png

EPfBzLk.png

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.

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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Great idea with the mod, I support this...

Some inspiration to events... Don't know if it is good ideas or not, but here are something I can think of...

- An event about a merchant trying to bribe the ruler, in order to not pay toll/tax or bringing something illegal. Ruler could have choices between taking the bribe, acting arbitrary and greedy, or to arrest the man, acting just. Last but least he could trick the merchant, taking everything and get rid of him, acting really cruel and greedy.

- Continuing with the greedy, cruel and arbitrary traits, there could be an event where the ruler could lock up certain merchants if he needs some quick gold, kind of the way rulers can behave with jews. It gets him some gold, but afterwards the trade will be more bad, as fewer dare to travel through these lands.

- An event where the ruler can take a chance with the trade himself, perhaps if he has a focus on business. Option A, he use a little money, for little profit, small chance of failure, and small chance the merchant will trick him. Option B, places more money, with bigger profits and bigger risks, and Option C, big money, big chances...

- A merchant could join the court, giving the ruler a good steward.

- Weather events, that gives better or worse trade.

- Foreign traders and travellers can end up in fights/conflicts with local people, the ruler must decide if he supports his people loyalty, or his booming trade.

- Deseases could suddenly appear, being brought from foreign provinces, travelling with sick traders and merchants.

- An event where you can buy something "exotic", you have a chance of getting something valuable, or something really worthless.

- Smaller vassals will demand money or rights, since they also want to take share in the profits of a trade route.

- Rich merchants can try to "buy" influence, letting you change someone in your court, imprison someone, or something like that. Merchants that try to become "politicians", that sort of things...
 

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Excellent idea!

Really looking forward to playing with the extended road and new trade roads and seeing how this develops over time.
 

ThePipton

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Great idea with the mod, I support this...

Some inspiration to events... Don't know if it is good ideas or not, but here are something I can think of...

- An event about a merchant trying to bribe the ruler, in order to not pay toll/tax or bringing something illegal. Ruler could have choices between taking the bribe, acting arbitrary and greedy, or to arrest the man, acting just. Last but least he could trick the merchant, taking everything and get rid of him, acting really cruel and greedy.

- Continuing with the greedy, cruel and arbitrary traits, there could be an event where the ruler could lock up certain merchants if he needs some quick gold, kind of the way rulers can behave with jews. It gets him some gold, but afterwards the trade will be more bad, as fewer dare to travel through these lands.

- An event where the ruler can take a chance with the trade himself, perhaps if he has a focus on business. Option A, he use a little money, for little profit, small chance of failure, and small chance the merchant will trick him. Option B, places more money, with bigger profits and bigger risks, and Option C, big money, big chances...

- A merchant could join the court, giving the ruler a good steward.

- Weather events, that gives better or worse trade.

- Foreign traders and travellers can end up in fights/conflicts with local people, the ruler must decide if he supports his people loyalty, or his booming trade.

- Deseases could suddenly appear, being brought from foreign provinces, travelling with sick traders and merchants.

- An event where you can buy something "exotic", you have a chance of getting something valuable, or something really worthless.

- Smaller vassals will demand money or rights, since they also want to take share in the profits of a trade route.

- Rich merchants can try to "buy" influence, letting you change someone in your court, imprison someone, or something like that. Merchants that try to become "politicians", that sort of things...

I can only say one thing... AWESOME, thanks for the ideas Ill definatly implement some if not all of them (the investment event chain would take a little longer and more thought of course) :)

Excellent idea!

Really looking forward to playing with the extended road and new trade roads and seeing how this develops over time.
If you find any bugs or have cool ideas please post them :)

great job! keep up the god work
Thanks <3
 

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- Weather events, that gives better or worse trade.
Ill change the wild/normal/severe winter to alter trade_route_wealth plus trade_value, so the whole trade route experiences less income when there is a winter province upstream :) Not sure why the devs did not add this obvious thing.... Expect it in the next update
 
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A few other ideas for traderoute-events...

- merchants can offer to pay a small part of some improvements in the province, like fortifications for better protection.

- tech spread events, where you can have a chance of buying or getting some tech improvements.

- you can order a courtier, councilmember or family member, or they could volunteer, to use some time with the travellers and merchants, and look out for the trade. They then have a chance of getting some better stewardship, diplo or learning stats. But they could also have a small chance of getting hurt or die or something in that way.

- familymembers or councilmembers with certain ambitious traits could try to earn good Colin on the trade, which could end in succes or failure, and you as a ruler could decide what there should happen next, in either case. For succes you can praise their good minds, or you can become proud and feel lied to, and punisk Them, or demand part of the gainings. For failure you can forgive and forget, or you can punish or humiliate Them.

- religions courtiers, family members or councilmembers, or bishops and clerics in your lands, can ask for donations to the church, since you earn extra. You can act pious and make a huge donation, you can try to bribe Them to keep quiet, or you can reject it plain and simple.

- you can get events concerning ethically decisions, if it is alright or not. Questions about slaves or materials to use for weapons. Will you interfer or not?

- a desease or an accident like fire could temperary close your Trade port.

- a merchants can ask for an excort through your lands. You can ask your marshall to do this, making him unavailable some time, or just place him in risk of danger. You can let some random guards to it, or you can declinine. With more Security, the bigger the chance the merchant Will make it, and reward you. Otherwise, if he dont make it, you lose prestige or get worse Trade for some time.

- small towns can grow up near the Trade route. You get prestige and happy people. Perhaps there could also be a bad side of this, like less Tradeincome for you, so you could get a choice between leting Them settle, or Remove Them.

- if it is a coastal province there could be an event about buiding a "lighthouse" or huge pyres, so that the ships are safe. Or there could be storm events.

- an old merchant dies, while travelling through you lands. What happens to his goods - you can seize it all for yourself, try to find his closest kin, or let Them be given as aid to the poor.

- a local mayor asks you to change the route a bit, so his town gets some more Trade. You can decline it, give him some gold or do as he suggest, gaining better opinion from him, but risk a chance of worse Trade.

- an exotic beast/animal has escaped Its cage of a foreign trader, and is now loose near the Trade route, and you should decide if and how to stop it.

- events concerning the topography of the province. In mountains for instance, there could be a Road that has been blocked by colapsing rocks, and you need to have it opened again. In deserts sandstorms can destroy the trade. In forrests storms can also result in blocked paths by fallen trees.
 
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Perhaps you want to take some inspiration from this.
 

deserk

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I like this mod, but I got admit I get significantly poorer performance when playing with this mod on.
 

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A few other ideas for traderoute-events...

- merchants can offer to pay a small part of some improvements in the province, like fortifications for better protection.

- tech spread events, where you can have a chance of buying or getting some tech improvements.

- you can order a courtier, councilmember or family member, or they could volunteer, to use some time with the travellers and merchants, and look out for the trade. They then have a chance of getting some better stewardship, diplo or learning stats. But they could also have a small chance of getting hurt or die or something in that way.

- familymembers or councilmembers with certain ambitious traits could try to earn good Colin on the trade, which could end in succes or failure, and you as a ruler could decide what there should happen next, in either case. For succes you can praise their good minds, or you can become proud and feel lied to, and punisk Them, or demand part of the gainings. For failure you can forgive and forget, or you can punish or humiliate Them.

- religions courtiers, family members or councilmembers, or bishops and clerics in your lands, can ask for donations to the church, since you earn extra. You can act pious and make a huge donation, you can try to bribe Them to keep quiet, or you can reject it plain and simple.

- you can get events concerning ethically decisions, if it is alright or not. Questions about slaves or materials to use for weapons. Will you interfer or not?

- a desease or an accident like fire could temperary close your Trade port.

- a merchants can ask for an excort through your lands. You can ask your marshall to do this, making him unavailable some time, or just place him in risk of danger. You can let some random guards to it, or you can declinine. With more Security, the bigger the chance the merchant Will make it, and reward you. Otherwise, if he dont make it, you lose prestige or get worse Trade for some time.

- small towns can grow up near the Trade route. You get prestige and happy people. Perhaps there could also be a bad side of this, like less Tradeincome for you, so you could get a choice between leting Them settle, or Remove Them.

- if it is a coastal province there could be an event about buiding a "lighthouse" or huge pyres, so that the ships are safe. Or there could be storm events.

- an old merchant dies, while travelling through you lands. What happens to his goods - you can seize it all for yourself, try to find his closest kin, or let Them be given as aid to the poor.

- a local mayor asks you to change the route a bit, so his town gets some more Trade. You can decline it, give him some gold or do as he suggest, gaining better opinion from him, but risk a chance of worse Trade.

- an exotic beast/animal has escaped Its cage of a foreign trader, and is now loose near the Trade route, and you should decide if and how to stop it.

- events concerning the topography of the province. In mountains for instance, there could be a Road that has been blocked by colapsing rocks, and you need to have it opened again. In deserts sandstorms can destroy the trade. In forrests storms can also result in blocked paths by fallen trees.
Again some really good event ideas, some need some more work than others of course, event chains need a good thought before implementing. Really like the events concerning topography :D

Perhaps you want to take some inspiration from this.
Thanks for sharing but that was really one of the first maps I used to decide how to make these trade routes. Thanks for trying to help out though :)

I like this mod, but I got admit I get significantly poorer performance when playing with this mod on.
Yes, performace is significantly reduced (maybe thats why pdx did not extend the trade routes), but if you have the cpu power for it this mod weighs up to the performance hit imho (ofc I created it so dont trust my word :p). Before adding completely new trade routes Ill wait for pdx to fix some bugs and hopefully increase the perfomance aswell, especially mid-late game. We can only hope for the best :)
 

lutharien

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Do you know how to increase the trade route income based on the number of unblocked route provinces?
I thought this could be used to represent pilgrimage routes (for example Canterbury, Santiago de Compostela or even Jerusalem), but now if a route is blocked the other provinces get more income and this is not a good solution for this type.
 

ThePipton

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Do you know how to increase the trade route income based on the number of unblocked route provinces?
I thought this could be used to represent pilgrimage routes (for example Canterbury, Santiago de Compostela or even Jerusalem), but now if a route is blocked the other provinces get more income and this is not a good solution for this type.
Trade routes, as far as my knowledge goes, in this expansion are more the flow of a certain type of good, rather than an actual trade route that works both ways and on which multiple goods are trade. Therefor these routes have a clear destination (Rome, Constantinople, London and Brugge for instance). You are talking about much smaller trade networks, that were used to transport all kinds of goods. Anyhow to get back on topic, its harcoded that downstream gets no trade whatsoever if a war is upstream, all the wealth has to find another route thats why the other route earns more.
 

ThePipton

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Updated the mod, trade should now be affected by a number of province modifiers. Trade income is now much more dynamic, you could earn a ton on one day but if a harsh winter gets you... your trade income vaporizes. New features and fixes can be seen in the changelog :)
 

Vindahl

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Apparently your mod creates some sort of small issue with the Features - Descriptions. (The description when clicking the "!" sign over the portrait)
I have noticed it through many cultures, religions and goverment types...
 

roplox

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Very interesting base for a new mod. Definitely checking out this one.
 

ThePipton

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Apparently your mod creates some sort of small issue with the Features - Descriptions. (The description when clicking the "!" sign over the portrait)
I have noticed it through many cultures, religions and goverment types...
Hmmmm weird... since I have never touched those files (they aren't included in the mod either).

Very interesting base for a new mod. Definitely checking out this one.
What will your mod be about? Be sure to credit me if you use any of my work :)
 

ThePipton

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Apparently your mod creates some sort of small issue with the Features - Descriptions. (The description when clicking the "!" sign over the portrait)
I have noticed it through many cultures, religions and goverment types...
I can't reproduce it either :/
 

spendabuck

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This is a bit out there, but do you think you could add a trade route going from Iceland to the edge of the map, simulating trade between Iceland and Greenland (and eventually Markland & Vinland)?