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DESCRIPTION
Dynamic Trade Routes (DTR) adds a medieval trade system to CK3, offering a more immersive experience with three main aims:
Historicity over Balance: medieval resources need to be accurately placed, not fairly distributed.
Medieval Lords, not Traders: this is a role-playing game, not Patrician IV or Victoria 3.
Realism: economy and development should be quickly and radically affected by war, and long-term advances quickly reversed.
Detailed information and guides are found on Discord
This mod works with the following mods of the same DTR family:
Trade Maps DTR: Additional map modes to see everything that is happening in the trade system.
Additionally, it is recommended to be used with these mods:
RICE: Dynamic Trade Routes is written to work with RICE - particularly interesting are the Uppper Egypt events, which balance the huge region's resources in DTR with the unpredictability of Nile floods and their effects.
Prisoners of War (needs a compatch, DTR PoW). Captives won't directly teleport to the raider's/occupant's capital. Adapted for DTR to make it impossible to sell captives into slavery until the army arrives home.
All my mods are available on Steam and on my Google Drive (including earlier versions).
Performance
This is a Beta version. Performance is a problem due to the many variables handled, so a good gaming PC is necessary, and you should follow online instructions to improve it.
Occasional stuttering is to be expected, and opening Character or County GUI Windows will slow down the pace of the game.
Please, let me know if you find any weird errors.
Coinage System
At its core, DTR features an original Coinage System of Character Traits with:
3 metals (Gold, Silver, Copper), 2 coins (Large, Small), 10 legend types with different requirements and effects. Also, Bracteates.
Dozens of specific graphical Coin Designs for traits depending on faith, culture, and location.
Coin Slot system with 4 Purity levels + 2 Fame levels (= Trait + Positive Modifier for the own Realm + Negative Modifier affecting neighboring realms), depending on coin metal and size.
Associated bonus or malus traits (Inherited Coin, Lesser Coinage, No Coinage Ruler,...)
Issued coins have associated Holding or County Modifiers, depending on purity, fame, and Mint locations:
Mints & Minting Rights
Mints as special holding building: their coin issuance extends to the whole duchy.
Associated bonus (Granted Mint, Active Coinage) or malus (Barter, No Coin, etc.).
Court positions Master of the Mint and Warden of the Mint: allow for Renovatio Monetae & Debasement.
Annual updates with coin survival dependent upon:
Availability of precious metals in minting holdings.
The issuer (sub)realm's balance of Resources, Production, and Taxes.
Careful handling of Minting Rights.
Foreign coins circulating in the realm (available Decision to Ban Foreign Coins).
Mines & Ores
Added all known medieval Mines of gold, silver, and copper, as well as all other essential or important ore sources (iron, tin, alum, marble, etc.)
Current Ore Extraction dependent on the mine's historical starting year and known or estimated yield.
Industry & Product
Added all known relevant medieval resources with their (inter)regional Production or Extraction centers, as well as Trading Hubs/Ports.
Relative Product Quantity—simplistically shown in percentage as covered needs of the holding—using either known or approximate exports, or otherwise sensible guesstimates.
Local production (when that's possible) follows the same rules as Exported production.
Actual Production/Year for each resource is based on specific buildings, building levels, and terrain/location, as well as on Culture (innovation, tradition) and Activity:
Activity & Trade
Trade (Imports, Exports) are heavily dependent on Region and Religion.
Activity—i.e. production and trade—is affected by development, war, raids, and related modifiers.
Surplus & Deficit
Usage of resources checked yearly for each ruler:
Each Men-at-Arms type consumes specific resources, whose deficit or surplus can increase or decrease Hire and Maintenance costs (modifiers).
Combined (Sub)Realm food surplus or deficits affect army Supplies.
Food is consumed by army use, modifiers,...Deficits in holdings cause famines, then disease, whereas Surplus can accumulate for up to 5 years to compensate for Deficits.
Building Construction costs depend on available materials (e.g. timber, stone), which get consumed by army units, active constructions, etc.
Activity (feast, playdates, etc.) and Court Amenities consume luxury and/or foodstuff resources.
Physicians will use mercury to treat appropriate diseases.
Horses & Stables
Added Warhorses as artifacts in a new Inventory slot.
Royal Studs are a special holding building of Castles, with its horse artifact trading system and taxed sales.
Warhorses can be trained (incl. Head Groom, Master of the Horse) or bought, with breed and trainer's culture, martial, and prowess affecting their quality.
Region- or culture-based Breeds and Types as described in the Middle Ages, adjusted to what we know today about them.
Royal Shipyards
Royal Shipyards can only be constructed on holdings with a historical Trade Port.
They unlock the Admiral court position – usually available only for rulers with Royal Court.
When At War, any ruler can take the decision to Hire a Fleet from any coreligionist Maritime Republic with a Shipyard, and rulers with shipyards can take the decision to Build a Fleet.
Tourney & Chowgan
Wargames as activities with duel-like competitions, divided according to faith and location.
Tourneys for Western European Christians.
Chowgan games for Muslims and Eastern Christians (including Western Christians in the Middle East). Also allowed for neighboring pagan steppe peoples and Indian faiths (for balance, in lieu of more specific horse-related wargames).
Realistic: fatal injuries, HoF and Chaplain negative opinion, potential increase in martial and prowess for characters and horse artifacts, increased risk of factions, etc.
Slave Markets
Slave Markets are a special holding building for Cities, with underlying slave trading system and taxed sales.
Domestic slaves and Mamluks (slave soldiers) as court positions. Adapted Chief Eunuch court position.
Slave Concubine system for Polygamous faiths, secret concubines for non-concubinists.
Caravans or Fairs
Caravans & Fairs (depending on faith and region) are a special holding building for Temples, with artifact trading system and taxed sales.
Low quality Imitation artifacts like weapons, armors, helmets.
Falcons (diplomacy, hunt) and Edible artifacts (stress relief) as special items.
Raid & Enslave
Raiding allowed for Tribals and Republics (=Trading), but also Feudal and Clan governments based on faith hostility (always) or traditionally raiding cultures and regions (Britannia, India, Africa).
Sacking a county can involve Enslaving its Population, but slaves need to be brought back by the army:
To be sold as Chattel Slaves into slave markets.
To become Serfs, increasing development in the capital (potential malus from max. number of serfs allowed by culture).
Robbing mint dies and selling for counterfeit.
Trade Deal
Non-raidable counties are amenable to trade, depending on diplomacy (Republics excel):
Raid or Trade has been modified to affect non-Tribals only.
Reaching a Trade Deal means sharing the resources of the realm (100% for trader, 50% reciprocal for 'tradee').
Establishing a Trading Post means sharing half of the resources of the county (in exchange for tax benefits).
Decision to Ban Strategic Exports limits the damage of trade deals and trading posts, at a cost.
Wars & Sieges
Wars will be joined by vassals depending on their opinion of their liege—and almost certainly if they will lose land.
Wars are more likely to be joined by same-faith neighbors in case of holy wars.
The Fort Level will decrease after each sucessful siege for 1 year, increased if occupied again in this period.
Armies consume Holding Supplies of a province when at war or during raids.
After sieges, soldiers will attempt to commit excesses (during looting), and you have to decide if you'll let them, with bonus or malus depending on your culture and traits.
Pillaging might include Burning a Building Down in a random holding of an already damaged county (unlike in Vanilla, this will affect important economic buildings first).
"Dynamic Historicity"
Historically accurate on-start setting of Mints, Coins and Special Holding Buildings for 867 and 1066.
Historically sensible disease outbreaks, disease events, and disease treatment effects.
Great Calamities (Great Famine, Black Death and posterior plague events).
Changed (removed, added) titles, claims, and traits, and adjusted skills, gold, prestige and/or piety to rulers on game start (867 and 1066). Added special troops to balance their known historical evolution.
Added Special Troops for Great Holy Wars (randomized "Popular" troops) when trying to conquer Jerusalem.
Kingdom of Portugal and Sultanate of Rum now easier to be formed, hence likely to be relevant much earlier.
Other Changes
Cut and enhanced Holding graphics for a better experience.
Added 'realistic' graphics for Holding & County Modifiers.
Changed Window for Character and Character Lists to include necessary data.
Replaced numeric opinion values with more immersive graphical ones (incl. reverse opinion, as in Stik's In My Humble Opinion).
New Art and Images for Events and Backgrounds.
Compatibility
Mods that change the barony distribution will need a compatch.
Mods that change GUI files are likely to conflict with DTR.
As a general rule, load DTR always after all other mods to avoid problems.
Compatibility Patches
For Prisoners of War. Load order:
Prisoners of War.
DTR.
DTR PoW compatch.
Mod compatibility
This is the load order for some popular, useful, or historically accurate mods that work fine with DTR (links lead to Steam, where there is a Dynamic Trade Routes Collection to subscribe automatically)
Mods from the DTR family must always be loaded *after* DTR:
DTR PoW Compatch (only if Prisoners of War is loaded)
DTR KM Compatch (only if Knight Manager is loaded)
Trade Maps DTR.
CHANGELOG
v2.01 - Released 2023-09-20
v2.0 - Released 2023-09-10
v1.3.2.2 - Released 2022-12-25
v1.3.2 - Released 2022-12-24
v1.3.1 - Released 2022-12-06
v1.3.0.4 - Released 2022-12-05
v1.3.0.3 - Released 2022-12-05
v1.3.0.2 - Released 2022-12-04
v1.3.0.1 - Released 2022-12-04
v1.3 - Released 2022-12-03
v1.2.7.5.1 - Released 2022-11-24
v1.2.7.5 - Released 2022-11-20
v1.2.7.4 - Released 2022-11-19
v1.2.7.3 - Released 2022-11-13
v1.2.7.2 - Released 2022-11-06
v1.2.7.1 - Released 2022-11-06
v1.2.7 - Released 2022-11-05
v1.2.6.3 - Released 2022-10-30
v1.2.6.2.1 - Released 2022-10-15
v1.2.6.2 - Released 2022-10-15
v1.2.6.1 - Released 2022-10-12
v1.2.6 - Released 2022-10-12
v1.2.5 - Released 2022-10-08
v1.2.4 - Released 2022-10-06
v1.2.3 - Released 2022-10-04
v1.2.2 - Released 2022-09-29
v1.2.1 - Released 2022-09-29
v1.2 - Released 2022-09-28
v1.1.1 - Released 2022-09-24
v1.1 - Released 2022-09-23
v1.0.2 - Released 2022-09-19
v1.0.1 - Released 2022-09-16
v1.0 - Released 2022-09-12
v0.8.1 - Released 2022-08-13
v0.8 - Released 2022-08-12
v0.7 - Released 2022-08-03
v0.6.2 - Released 2022-07-28
v0.6 - Released 2022-07-28
v0.5 - Released 2022-07-14
v0.4 - Released 2022-07-11
v0.3.7 - Released 2022-07-06
v0.3.6.1 - Released 2022-07-04
v0.3.6 - Released 2022-07-03
v0.3.5 - Released 2022-07-02
v0.3 - Released 2022-06-27
v0.2 - Released 2022-06-22
REQUIREMENTS
Crusader Kings III
Full game
FORUM LINKS