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Sigral

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Oct 22, 2015
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Changes to Trade Posts were not included in the main download thread. I've seen the obvious changes: overland routes, and being able to build trade posts, regardless of government, if located on a major trade route. That's about it.

So, specifically, why must I directly own a province now to build a trade post? How am I supposed to expand as a Merchant Republic without warring everyone for a simple trade post?
 
It seems to be a new "feature" courtesy of Paradox. We have no control over the specifics of that, other than the placement of the networks themselves obviously. You should still be able to build on the non trade network provinces without owning the province however.
 
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Paradox made the requirement that you have to be either a merchant republic trying to build a coastal trade port or the province's owner if trying to build a trade port on a trade route for the Silk Road. From what I can tell they somehow set it up so if a trade route passes through a coastal province, a Merchant republic needs to own the province as well, which isn't a problem in vanilla since the Silk Road only passes through three or four coastal provinces in India and the Middle East if memory serves.
 
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Paradox made the requirement that you have to be either a merchant republic trying to build a coastal trade port or the province's owner if trying to build a trade port on a trade route for the Silk Road. From what I can tell they somehow set it up so if a trade route passes through a coastal province, a Merchant republic needs to own the province as well, which isn't a problem in vanilla since the Silk Road only passes through three or four coastal provinces in India and the Middle East if memory serves.

So is there no way to mod the requirements of building a trade post? I really like playing Patrician families and with CK2+ but I can't do both if this feature is hard coded into the game
 
So is there no way to mod the requirements of building a trade post? I really like playing Patrician families and with CK2+ but I can't do both if this feature is hard coded into the game

Provinces sitting on top of a pre-defined trade route cannot be accessed by MRs without physically owning the entire province, which is a hard-code block as set up by Paradox. You can however use the already existing CB to take the city in the province, then a 2nd CB to take the whole province itself if you really want it that bad. In addition, there are ample spots to still build TPs regardless of your ownership as that only affects those very specific provinces that do sit on both a coast and on a pre-defined trade route.

If after all that you are still bothered by it however, there's this sub-mod that disables said pre-defined trade routes to only those available in vanilla CK2.
 
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Relevant quote from elsewhere since I inquired about this to @Divine

Edit: @zeress Actually it seemed like they wanted wanted the coastal province in the same ocean rule to take precedence over the other rules. So I took the liberty of fixing that. So coastal provinces in the same ocean as the Merchant Republic should, in an upcoming patch, now always be a valid placement for a trade post regardless of the trade route status.

ie, it was unintended behaviour on PDS side of things
 
Relevant quote from elsewhere since I inquired about this to @Divine



ie, it was unintended behaviour on PDS side of things

This is great to hear, while we're on the topic of republics is there any reason as to why they're so powerful in this mod? The republics get a special decision to raise all their patrician's troops with no downsides and they also get a CB on any coastal city even without a trade port. The defense of a republic I can see, (even though I think it'd make more sense if the patrician could say no) but why do they get a claim on any coastal city even when they don't have a trade port there?
 
The coastal city thing is probably meant to counter the trade routes through coastal counties preventing the usual method of expanding for them, which requires them to build a trade port in a coastal county, declaring war for a city in that county, and then another declaration of war for the county itself.
 
The coastal city thing is probably meant to counter the trade routes through coastal counties preventing the usual method of expanding for them, which requires them to build a trade port in a coastal county, declaring war for a city in that county, and then another declaration of war for the county itself.

Bingo
 
So is it safe to assume that when that new aforementioned patch is implemented the CB will be taken away?

Yeah, whenever that happens anyways.