Crusader Kings III

Crusader Kings III

Trade Goods
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Actualización: 8 FEB 2022 a las 11:38 a. m.

- 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.

Actualización: 26 ENE 2022 a las 8:43 a. m.

Actualización: 25 ENE 2022 a las 10:54 a. m.

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

Actualización: 25 ENE 2022 a las 10:51 a. m.

Actualización: 25 ENE 2022 a las 9:45 a. m.

Actualización: 25 ENE 2022 a las 6:40 a. m.

Actualización: 25 ENE 2022 a las 6:33 a. m.

Actualización: 23 ENE 2022 a las 8:06 a. m.

Actualización: 23 ENE 2022 a las 2:42 a. m.

Balancing of some bonuses

Actualización: 22 ENE 2022 a las 12:09 p. m.

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