Crusader Kings III

Crusader Kings III

Trade Goods
Ergebnisse 11–20 von 44
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Update: 8. Feb. 2022 um 11:38

- Compatibility with 1.5 "Royal Court".
- Added 8 new resources
- Implemented a fabric production system: Wool, Cotton, Linen and Silk, along with Dyes, must be processed in a specific building, Textile Centre, to produce bonuses and wealth.
- Implemented a growth system for Counties based on the availability of food in the Realm (note: this food resources don't require a Market to be used).
- Expanded the resource import system.
- Added an entry for each trade Good in the Encyclopaedia, indicating the various bonuses it provides, also accessible via Tooltips.
- Trade Power mechanism removed for now
- Various optimisations and balancing, now the various modifiers should appear faster in game when the requirements are met.

Update: 26. Jan. 2022 um 8:43

Update: 25. Jan. 2022 um 10:54

Added a new parameter, Trade Power, determined by the number of Markets built in the Realm

Update: 25. Jan. 2022 um 10:51

Update: 25. Jan. 2022 um 9:45

Update: 25. Jan. 2022 um 6:40

Update: 25. Jan. 2022 um 6:33

Update: 23. Jan. 2022 um 8:06

Update: 23. Jan. 2022 um 2:42

Balancing of some bonuses

Update: 22. Jan. 2022 um 12:09

Added possibility for King and Emperor to import luxury resources via Decision, paying a monthly cost
New bonuses added for the Ruler when controlling multiple Trade Centres