Crusader Kings III

Crusader Kings III

Trade Goods
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Oppdatering: 8. feb. 2022 @ 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.

Oppdatering: 26. jan. 2022 @ 8.43

Oppdatering: 25. jan. 2022 @ 10.54

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

Oppdatering: 25. jan. 2022 @ 10.51

Oppdatering: 25. jan. 2022 @ 9.45

Oppdatering: 25. jan. 2022 @ 6.40

Oppdatering: 25. jan. 2022 @ 6.33

Oppdatering: 23. jan. 2022 @ 8.06

Oppdatering: 23. jan. 2022 @ 2.42

Balancing of some bonuses

Oppdatering: 22. jan. 2022 @ 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