EDIT:
The mod is currently undergoing a total reconstruction, and this info is outdated. Please read the latest DEV DIARY if you are looking for new info.
CTD
- "Cutthroat Trade Development" -
A submod for CK2+ of the FPS family
I always felt that while CK2 was a brilliant "grand strategy" game, it lacked a real economic part. Everything is overly simplified to just use "gold" as a universal currency, and trade is hardly existent, and not more than a money-making machine.
After playing around with the idea of an economic "system" for a while, and after learning how to mod by making compatibility patches for other mods, I finally decided to make my first own mod. So here it is: A mod that aims to bring the economic gameplay of games like the Anno series to Crusader Kings 2!
Features
Resource system
Every province on the map is assigned 1-3 "Natural Resources". They are assigned based on climate, region and terrain, and split into three base categories:
Plants (20 total) - e.g. Grain, Grapes & Spices
Animals (10 total) - e.g. Cattle, Apiculture & Fishing
Mining (13 total) - e.g. Gold Ore, Stone & Salt
Each "Animals" resource also spawn an "Animalproduct", which is more important than the animal itself later on. Different animals can spawn different products, e.g. Cattle could produce Raw Meat, Milk or Animal Fat, while Sericulture can only produce Silkthread:
Animalproducts (13 total) - e.g. Raw Meat, Wool & Ivory
These resources are randomly distributed in a (hopefully) sensible way upon gamestart, which will cause some lag each time you start a new campaign. Mountains etc. are obviously more likely to get Mining resources and Farmlands more Plant resources, while the Steppe will be full of Animals. Additionally, the following rules apply:
All resources are - like most things in CTD - applied via province modifiers that give bonuses to tax income, tradevalue and potentially other things as well.
If you have the corresponding game rule selected, Natural Resources can also dynamically change over the course of the game.
Manufactured Tradegoods
After a short time into the game, all rulers with a demesne will be asked to chose a secondary or "Refined" tradegood to be produced in each demesne province - for the payment of a small one-time fee. You (and the AI) can then navigate through a number of events that give you certain options, depending on which Natural Resources your province has. This offer can also be declined in case there is no valid option, or you don't want to spend the fee required, which will cause the prompt to re-appear later.
Refined Goods (28 total) - e.g. Flour, Bronze & Wine
These tradegoods can also have additional requirements, such as another Refined Good, a certain Holding type or a Technology level. If a certain option can not be chosen because you are missing a prerequisite, the event option will display that missing item via a tooltip.
Similarly, the third level of tradegoods called "Finalized" tradegoods can also chosen via event, which fires some time after the ruler has chosen to produce at least one Refined Good. These are not used as ingredients in other tradegoods and give rather big bonuses, but often require multiple other tradegoods or higher tech levels to be produced.
Finalized Goods (28 total) - e.g. Bread, Books & Jewelry
Whether you have access to certain other tradegoods is determined by the Trade Network, which I'll talk about next.
Also, Refined and Finalized Goods are not static, but are dynamically revisited roughly every decade. If the prerequisites are still available, you will be given the option to change nothing - if they are not, you will have to chose again or drop the tradegood type altogether.
Trade Network
Thankfully, CK2+ has extended the trade route system to cover the entire map, and these extensive trade routes are the backbone of the trade system.
Every tradegood has a "Traderange" applied to it, which is shown in the modifier's tooltip. These ranges are short, normal or long, which mostly define how far away another province can be from the current province to still give the latter one access to its tradegoods. Generally, a tradegood is available if
Thus, to gain access to more tradegoods you can build tradeposts, conquer provinces etc.
Keep in mind that since tradegood access is determined on a per-province basis, there might be difference between your demsne provinces - plan carefully what to produce where!
In general, there are lots of strategic possibilities. I have tried to teach the AI to make sensible choices, but the player will of course be able to plan further ahead.
There is also a decision to show all tradegoods which are available in your own realm or the top realm (and also in your "World Region, if you have the Buisness Focus).
Natural Barriers
If the corresponding game rules are enabled, up to three different "Natural Barriers" can spawn on the map:
Swamps and Deep Woods are much more likely to spawn in early start dates and in "low development" provinces, such as tribal realms. These barriers are non-persistent and can be removed via a special decision.
These clearance decisions cost a lot of money or prestige, however, and have a chance to fail. In general, this should simulate the economic development of formerly wild provinces over the course of the game.
Also, winters now apply a tax reduction based on their severity:
Final Thoughts
This is my first "real" mod, and so far I have invested more time into it that I could keep track of.
Sadly, from the outside it still overs realtively little gameplay, because I had to first write the entire framework for the tradegood system.
In total, there are now 50.000+ lines of code in the mod, but many are fairly repetitive and only for maintenance. However, I have plans to greatly expand on it in the future - there will be other submods in the FPS family
Anyway, I hope you enjoy the mod, and let me know if there are any bugs or problems with it.
Installation Instructions
IMPORTANT: Most FPS mods are part of a "Generation", which is necessary because they share some files. Generation shows up in the launcher as *G1* etc.
Don't mix different generations!
1) Download and install CK2Plus if you haven't already.
2) Download and install FPS_CTD.
3) Activate both mods (+India if you want) in the launcher and start the game.
Credit
- included in the download. will follow here soon...
FAQ
- coming soon...
The mod is currently undergoing a total reconstruction, and this info is outdated. Please read the latest DEV DIARY if you are looking for new info.
CTD
- "Cutthroat Trade Development" -
A submod for CK2+ of the FPS family
DOWNLOAD currently not available.
Checksum (with India): -
Checksum (without India): -
IdeaChecksum (with India): -
Checksum (without India): -
I always felt that while CK2 was a brilliant "grand strategy" game, it lacked a real economic part. Everything is overly simplified to just use "gold" as a universal currency, and trade is hardly existent, and not more than a money-making machine.
After playing around with the idea of an economic "system" for a while, and after learning how to mod by making compatibility patches for other mods, I finally decided to make my first own mod. So here it is: A mod that aims to bring the economic gameplay of games like the Anno series to Crusader Kings 2!
Features
Resource system
Every province on the map is assigned 1-3 "Natural Resources". They are assigned based on climate, region and terrain, and split into three base categories:
Plants (20 total) - e.g. Grain, Grapes & Spices
Animals (10 total) - e.g. Cattle, Apiculture & Fishing
Mining (13 total) - e.g. Gold Ore, Stone & Salt
Each "Animals" resource also spawn an "Animalproduct", which is more important than the animal itself later on. Different animals can spawn different products, e.g. Cattle could produce Raw Meat, Milk or Animal Fat, while Sericulture can only produce Silkthread:
Animalproducts (13 total) - e.g. Raw Meat, Wool & Ivory
These resources are randomly distributed in a (hopefully) sensible way upon gamestart, which will cause some lag each time you start a new campaign. Mountains etc. are obviously more likely to get Mining resources and Farmlands more Plant resources, while the Steppe will be full of Animals. Additionally, the following rules apply:
- Desert provinces only get one resource unless they are near a major freshwater basin (Lake/Major River - there is currently no way to check for minor rivers)
- Arctic provinces only get one resource
- Swamps/Deep Woods block the second resource slot
- Volcanoes allow for a thrid resource slot, which can only be of Plants type
More on these "Natural Barriers" later.- Arctic provinces only get one resource
- Swamps/Deep Woods block the second resource slot
- Volcanoes allow for a thrid resource slot, which can only be of Plants type
All resources are - like most things in CTD - applied via province modifiers that give bonuses to tax income, tradevalue and potentially other things as well.

If you have the corresponding game rule selected, Natural Resources can also dynamically change over the course of the game.
Manufactured Tradegoods
After a short time into the game, all rulers with a demesne will be asked to chose a secondary or "Refined" tradegood to be produced in each demesne province - for the payment of a small one-time fee. You (and the AI) can then navigate through a number of events that give you certain options, depending on which Natural Resources your province has. This offer can also be declined in case there is no valid option, or you don't want to spend the fee required, which will cause the prompt to re-appear later.
Refined Goods (28 total) - e.g. Flour, Bronze & Wine
These tradegoods can also have additional requirements, such as another Refined Good, a certain Holding type or a Technology level. If a certain option can not be chosen because you are missing a prerequisite, the event option will display that missing item via a tooltip.

Similarly, the third level of tradegoods called "Finalized" tradegoods can also chosen via event, which fires some time after the ruler has chosen to produce at least one Refined Good. These are not used as ingredients in other tradegoods and give rather big bonuses, but often require multiple other tradegoods or higher tech levels to be produced.
Finalized Goods (28 total) - e.g. Bread, Books & Jewelry
Whether you have access to certain other tradegoods is determined by the Trade Network, which I'll talk about next.
Also, Refined and Finalized Goods are not static, but are dynamically revisited roughly every decade. If the prerequisites are still available, you will be given the option to change nothing - if they are not, you will have to chose again or drop the tradegood type altogether.
Trade Network
Thankfully, CK2+ has extended the trade route system to cover the entire map, and these extensive trade routes are the backbone of the trade system.
Every tradegood has a "Traderange" applied to it, which is shown in the modifier's tooltip. These ranges are short, normal or long, which mostly define how far away another province can be from the current province to still give the latter one access to its tradegoods. Generally, a tradegood is available if
a) It is available in the province itself, or in a neighbouring province (regardless of realm - trade passes even trough hostile borders)
b) It is available in the ruler's top realm (exception: Short range tradegoods do not follow this rule)
c) The province is lying on a traderoute and another province that is also on a traderoute is in range
d) The ruler's capital is lying on a traderoute and another province is also on a traderoute and is in range (exception: Short range tradegoods have additional restrictions here)
e) One of the ruler's trade posts is lying on a traderoute and another province is also on a traderoute and is in range (exception: Short range tradegoods have additional restrictions here)
f) It is available in one of the ruler's tributaries realm (exception: Short range tradegoods do not follow this rule)
b) It is available in the ruler's top realm (exception: Short range tradegoods do not follow this rule)
c) The province is lying on a traderoute and another province that is also on a traderoute is in range
d) The ruler's capital is lying on a traderoute and another province is also on a traderoute and is in range (exception: Short range tradegoods have additional restrictions here)
e) One of the ruler's trade posts is lying on a traderoute and another province is also on a traderoute and is in range (exception: Short range tradegoods have additional restrictions here)
f) It is available in one of the ruler's tributaries realm (exception: Short range tradegoods do not follow this rule)
Thus, to gain access to more tradegoods you can build tradeposts, conquer provinces etc.
Keep in mind that since tradegood access is determined on a per-province basis, there might be difference between your demsne provinces - plan carefully what to produce where!
In general, there are lots of strategic possibilities. I have tried to teach the AI to make sensible choices, but the player will of course be able to plan further ahead.
There is also a decision to show all tradegoods which are available in your own realm or the top realm (and also in your "World Region, if you have the Buisness Focus).

Natural Barriers
If the corresponding game rules are enabled, up to three different "Natural Barriers" can spawn on the map:
- Volcanoes allow an additional third resource "slot", which can only be of Plants type. They also apply a bonus to tax income in the province. In future versions, however, they will have a chance to explode and devastate the province.
- Swamps block the second resource slot. They also cause more attrition and apply a tax income malus.
- Deep Woods block the second resource slot. They also cause more attrition and apply a tax income malus.
- Swamps block the second resource slot. They also cause more attrition and apply a tax income malus.
- Deep Woods block the second resource slot. They also cause more attrition and apply a tax income malus.
Swamps and Deep Woods are much more likely to spawn in early start dates and in "low development" provinces, such as tribal realms. These barriers are non-persistent and can be removed via a special decision.
These clearance decisions cost a lot of money or prestige, however, and have a chance to fail. In general, this should simulate the economic development of formerly wild provinces over the course of the game.

Also, winters now apply a tax reduction based on their severity:
-10% for Mild Winters
-20% for Normal Winters
-30% for Severe Winters
Thus, it might be even more important to keep an eye on the current season!-20% for Normal Winters
-30% for Severe Winters
Final Thoughts
This is my first "real" mod, and so far I have invested more time into it that I could keep track of.
Sadly, from the outside it still overs realtively little gameplay, because I had to first write the entire framework for the tradegood system.
In total, there are now 50.000+ lines of code in the mod, but many are fairly repetitive and only for maintenance. However, I have plans to greatly expand on it in the future - there will be other submods in the FPS family
Anyway, I hope you enjoy the mod, and let me know if there are any bugs or problems with it.
Installation Instructions
IMPORTANT: Most FPS mods are part of a "Generation", which is necessary because they share some files. Generation shows up in the launcher as *G1* etc.
Don't mix different generations!
1) Download and install CK2Plus if you haven't already.
2) Download and install FPS_CTD.
3) Activate both mods (+India if you want) in the launcher and start the game.
Credit
- included in the download. will follow here soon...
FAQ
- coming soon...
Last edited: