Crusader Kings III

Crusader Kings III

Trade Goods
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Uppdatering: 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.

Uppdatering: 26 jan, 2022 @ 8:43

Uppdatering: 25 jan, 2022 @ 10:54

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

Uppdatering: 25 jan, 2022 @ 10:51

Uppdatering: 25 jan, 2022 @ 9:45

Uppdatering: 25 jan, 2022 @ 6:40

Uppdatering: 25 jan, 2022 @ 6:33

Uppdatering: 23 jan, 2022 @ 8:06

Uppdatering: 23 jan, 2022 @ 2:42

Balancing of some bonuses

Uppdatering: 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