Holding Sprawl DTR

SIZE

67.66MB

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DESCRIPTION

Holding Sprawl DTR is a standalone 3D graphics complement for uses assets and scripts from the mod Holding Sprawl and much more.

 

Load it after Dynamic Trade Routes.

 

Instead of the "fully dynamic" sprawl of 3D buildings on the map as offered by Holding Sprawl, with this mod you will be able to appreciate at first sight which (non-tribal) holdings are relevant for DTR, if they:

  • Are historical trade hubs or trade ports (city sprawl).
  • Produce and export resources, with individual building sprawl based on production type: agriculture (farm sprawl), hunt (barracks sprawl), salt/fish/cattle (monastery sprawl), forest (camp sprawl), and research (city sprawl).
  • Have special holding buildings, such as stables (barracks sprawl), caravans/fairs (monastery sprawl) or slave markets (camp sprawl).

Some static sprawls and 3D models are also added manually:

  • Historical hubs/ports receive 1 or more extra city sprawls to represent their development on start and/or assumed increased development over time.
  • Historical hubs have an eagle (representing falconry).
  • Ships to mark historical Shipyards available on both game starts.
  • Ivory: elephants, or polar bears for walrus
  • Fish: seals in Northern Europe, whales in Black Sea and Maldives.
  • Aromatics: whale for Lisbon’s
  • Timber: Pine forest + logs.
  • Spices: Reeds.
  • Silk: Deciduous tree.
  • Honey: Beehives.

Be sure to check out the Dynamic Trade Routes mod page for more info.

 

You should not load Holding Sprawl if you load this mod. However, you can still use Holding Sprawl instead of this mod, if you prefer to have more buildings appearing based on the number of buildings of each holding.

 

Compatibility

This submod should work for save games that started with Dynamic Trade Routes loaded. Save games should also work if it is removed mid-game.

 

If the compatch DTR CoW2 is loaded, Holding Sprawl DTR must be loaded before it.

 

Building Mod

The mod now integrates 3D graphics from Building Mod, by David Lindh - who is now working at Paradox and hasn't updated the mod for quite a while. 

 

I haven't received an answer from him regarding necessary changes - trigger for Visby's Ringmur, proper location of Mount-Saint-Michel and Sant Climent, adecuate positioning of assets, localization - or permission to integrate his assets. I had to decide between recommending not installing the mod, or provisionally incorporating those buildings in DTR (with graphics only in this submod). Since some mods are already incorporating them, I chose the latter. I will remove them if at any time the author decides to answer or update his mod.

CHANGELOG

v3.4 - Released 2022-12-06

v3.3 - Released 2022-12-06

v3.2 - Released 2022-12-05

v3.1 - Released 2022-12-05

v3 - Released 2022-12-03

v2.7 - Released 2022-11-05

v2.6.3 - Released 2022-10-30

v2.6.2 - Released 2022-10-15

v2.6.1 - Released 2022-10-12

v2.6 - Released 2022-10-12

v2.5 - Released 2022-10-08

v2.4 - Released 2022-10-06

v2.3 - Released 2022-10-04

v2.2 - Released 2022-09-19

REQUIREMENTS

Crusader Kings III

Crusader Kings III

Full game


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