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grisamentum

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wow, some people talking in this thread as if Magnate Lords mod didn't exist.

People there are MODS that add goods to counties. It's not that complicated.

The complicated thing would be adding actual shipments of actual goods instead of just abstracting the trade itself. But if you at least added goods you could add things like lowering revolt risk for counties connected through a merchant republic to certain trade goods, or expand supply capacity in the province, or increase levy, etc.
 

Aardvark Bellay

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I do have Steam - How would I go about making a copy that won't be auto updated, and can I update said copy manually or just delete and recopy for each campaign?

Not sure with Steam. Might work to simply copy the CK2 folder out of the Steam folder to a games folder somewhere else. For updating i assume Steam necessary, so no updating outside the steam folder.
But i'm no reliable source for steam stuff. ;)


Besides:
Magnate Lords Mod (though currently not available until it's updated) http://forum.paradoxplaza.com/forum/showthread.php?612028-MOD-Magnate-Lords

Sadly i didnt make it to play the mod but followed the thread and i'm still not sure if i like actual trade goods. Though there is stuff in there that would suit the game just as well.
 
Last edited:

DominusNovus

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So, let me get this straight: People keep saying "Why bother asking paradox to include trade goods, when its already in a mod?" while said mod is not available until its updated.

That is why. No matter how great any mod may be, I much rather run with official content, since the people making that have a financial incentive to keep everything working properly.
 

Aardvark Bellay

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So, let me get this straight: People keep saying "Why bother asking paradox to include trade goods, when its already in a mod?" while said mod is not available until its updated.

That is why. No matter how great any mod may be, I much rather run with official content, since the people making that have a financial incentive to keep everything working properly.

Nobody said that iirc. The question was about how and the mod gives a good idea. Sorry, gave a good idea.
 

cybrxkhan

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So, let me get this straight: People keep saying "Why bother asking paradox to include trade goods, when its already in a mod?" while said mod is not available until its updated.

That is why. No matter how great any mod may be, I much rather run with official content, since the people making that have a financial incentive to keep everything working properly.

I think grisamentum and aardvark bellay didn't explain themselves properly the first time - as the latter said in his second post, it's more that Magnate Lords gives an idea about how trade resources might work. Disagree with it, it is a possible way the devs might draw inspiration for some mechanics.
 

Ordo Impavidus

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The next expansion/dlc is CK2: The Republic. http://www.pcgamer.com/2012/12/08/crusader-kings-iis-next-expansion-announced-the-republic/

You'll play as a republican merchant family, with very different gameplay than playing as a feudal lord.

But of course, a very similar concept (and awesome) game like this was already made:

http://en.wikipedia.org/wiki/Merchant_Prince

http://www.abandonia.com/en/games/324/Machiavelli+the+Prince+(Merchant+Prince+remake).html

Merchant Prince (also re-published as Machiavelli: the Prince). It was an amazing game with a lot of similar sounding features: control a merchant dynasty, try to get elected doge, trade, upgrade assets elsewhere, etc.

But it seems like it'll be really one-dimensional and flat in CK2. We don't have trading goods, we don't have warehouses, we don't have a College of Cardinals to bribe, we don't have exploration or sailing to India and China, we don't have the Silk Road. It just seems like it's going to be very.... meh, without some really radical changes.

Like, will we be able to invest in missions to the Orient, like Marco Polo's? Will we be able to discover new lands, generally?

If republics are just a different way to paint the map with your dynasty, that seems really boring. It already seems really simplistic that "trade" is just amassed through holding territory and collecting "taxes." Like, could we please get some way to actually make decisions about where to buy goods and where to sell goods, where to invest money, etc.?

At least PI isn't using AGEOD's work this time.
 

Aardvark Bellay

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I think ...aardvark bellay didn't explain themselves properly the first time ....

Aye. Actually it was a poor attempt to cheer people up a wee bit that there is a mod that makes trade goods true if Paradox decides against them.

(sigh) Nobody understands my good intentions.:laugh:
 

DominusNovus

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Aye. Actually it was a poor attempt to cheer people up a wee bit that there is a mod that makes trade goods true if Paradox decides against them.

(sigh) Nobody understands my good intentions.:laugh:

I wasn't so much responding to you as the guy before you. It was a rather interesting juxtaposition:

Him: Why doesn't anyone acknowledge that you can play with trade good in Magnate Lords?
You: Magnate Lords is great, wish we could play it right now.