Leviathonlx / MoreBookmarks-Plus

MoreBookmarks Plus mod for CK3. There are files not uploaded here due to size so do not use this Github as the source of the mod.
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Trade Route edits #141

Closed SimpleFish5655 closed 2 years ago

SimpleFish5655 commented 2 years ago

Setting up missing trade hubs with global variables.

SimpleFish5655 commented 2 years ago

After further testing I couldn't find a way to keep the trade hub buildings in tribal holdings from getting destroyed when feudalizing, hence reverted the changes to spawn holdings in tribal counties

Leviathonlx commented 2 years ago

Hm I tested this and the building doesn't go away when feudalizing though the mod does put the trading post in the city of the county rather than the tribal holding which honestly makes more sense anyway.

SimpleFish5655 commented 2 years ago

Hm I tested this and the building doesn't go away when feudalizing

That's odd. In my earlier commits I proposed a change which made the trade building spawn directly in the tribal holding which then got destroyed / converted when feudalizing. I removed those changes from the latest commit - did you test using the latest commit? May be the reason why we saw different behaviors.

though the mod does put the trading post in the city of the county rather than the tribal holding which honestly makes more sense anyway.

Disagree with this for a few reasons:

  1. Mechanically: by putting it in the city holding, the player will not receive the majority of the tax income as it goes to the republican vassal
  2. Historically: it seems like the tribal holdings themselves should be the main trade centers. The way the mod implemented them, you would see the trade building not created in Ribe but in the city when Ribe was the actual trade hub.
SimpleFish5655 commented 2 years ago

Whoops, I'm not sure why this pull request got closed when I was just trying to sync your changes with my fork