This mod introduces new trade skills to the naval skill tree which let the player engage in a (simplified) trade mechanic. The player may export or import food and wood in exchange for gold. The decision to do so is executed by building a correponding trading post.

To support these activities the player may build lighthouses and trade ports to increase trade volume as well as a warehouse upgrade to increase storage capacity and supply range.

Trade is conducted against an anonymous market. For each pop level in a city with trading post, 5 units of food/wood/gold are exchanged on a weekly basis. Lighthouses increase this trade volume by 50% and trade ports by another 100%. During early spring, late autumn and especially during winter, trade will be reduced by seasonal adversities. However, the ship wintering ability will reduce the seasonal impact on trade. Exporting goods will be prone to piracy which will randomly reduce income by up to 15%.

As of now there is no fallback for the AI as I have not been able to playtest enough to see if the AI even uses the new skills. If I learn that the AI will use these skills, I will implement a fallback script.

I have also taken the freedom to introduce supply spoilage for baggage trains, so they cannot be used as a free replacement for warehouses anymore. However, spoilage only occures starting 180 days after a baggage train is created.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article Articles

No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.

Add file RSS Files
Trade Skills

Trade Skills

Full Version 2 comments

This mod introduces new trade skills to the naval skill tree which let the player engage in a (simplified) trade mechanic. The player may export or import...

Post comment Comments
KR_777 Creator
KR_777 - - 18 comments

v2.3 uploaded

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

You may also like
Religious KIngs

Religious KIngs

Grand Strategy

A new mod with new religions, cultures and decisions. The map is recolored and this solo Project is result of my job. Please enjoy this mod, any sugestion...

Extra General Portraits

Extra General Portraits

Real Time Strategy

Adds a few extra general portraits from title figures.

Imperium Universalis

Imperium Universalis

Grand Strategy

We write the year 612 before the birth of Christ, the Middle East is caught in the middle of a conflict between the Assyrian Empire and the Medo-Babylonian...

Roma Universalis

Roma Universalis

Grand Strategy

Inspired by Europa Universalis: Rome, Roma Universalis plunges the world of Europa Universalis back into Antiquity. Command a Greek city-state, Successor...

Nova Aetas

Nova Aetas

Grand Strategy

Nova Aetas is an alternate history mod for Crusader Kings III that brings the player to the year 1318 AUC(or 565 AD).

Europa Under Roma

Europa Under Roma

Real Time Strategy

Europa Under Roma is a first of it's kind mod for Hegemony 3, it will encompass over 1,500 cities, towns and metropolises across Europe, north Africa...

X