Wellington
09-14-2002, 00:26
Hi Guys,
Just to let you know, if you are modding the "Late Period" campaign script there are a few trade inconsistencies in the original.
Several provinces start off with a Merchant, whilst having no tradable goods defines for the province (ie: 'MakeBuilding :: ID_GRANADA Merchant' but no corresponding 'SetTradableGoods :: ID_GRANADA xxxx').
I presume it's just an oversight from CA, but it may effect play balance (as if you own such a province you can simply destroy the Merchant, that's no good to you anyway, on the 1st turn and get an extra 400 florins for nowt!.
Provinces defines with these useless merchants are Algeria, Baveria, Crete, Croatia, Georgia, granada, Hungary, Malta, Rum, Sina and Wales. The same useless Merchant is also defined for Rum in the 'High Period' script.
Now I know why rebels don't bother engaging in much trade!
Just to let you know, if you are modding the "Late Period" campaign script there are a few trade inconsistencies in the original.
Several provinces start off with a Merchant, whilst having no tradable goods defines for the province (ie: 'MakeBuilding :: ID_GRANADA Merchant' but no corresponding 'SetTradableGoods :: ID_GRANADA xxxx').
I presume it's just an oversight from CA, but it may effect play balance (as if you own such a province you can simply destroy the Merchant, that's no good to you anyway, on the 1st turn and get an extra 400 florins for nowt!.
Provinces defines with these useless merchants are Algeria, Baveria, Crete, Croatia, Georgia, granada, Hungary, Malta, Rum, Sina and Wales. The same useless Merchant is also defined for Rum in the 'High Period' script.
Now I know why rebels don't bother engaging in much trade!