Crusader Kings III
Trade Goods
11–20 из 44
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Обновление: 8 фев. 2022 г. в 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.

Обновление: 26 янв. 2022 г. в 8:43

Обновление: 25 янв. 2022 г. в 10:54

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

Обновление: 25 янв. 2022 г. в 10:51

Обновление: 25 янв. 2022 г. в 9:45

Обновление: 25 янв. 2022 г. в 6:40

Обновление: 25 янв. 2022 г. в 6:33

Обновление: 23 янв. 2022 г. в 8:06

Обновление: 23 янв. 2022 г. в 2:42

Balancing of some bonuses

Обновление: 22 янв. 2022 г. в 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