View Full Version : modding trade
Javolenus
03-25-2008, 22:53
Hi There,
I got another basic modding question:
How do you mod trade resources? I mean, is it possible to place new trade resources on the map using map coordinates? And can you also mod the value of trade income?
I was wanting to develop the trade side of things a bit, but just need to get things straight in my head before diving in. Thanks in advance for replies!
FactionHeir
03-26-2008, 01:40
Yes, place them using descr_strat.
Not sure where you find their values, but I believe there may be a resource file you can unpack.
Javolenus
03-26-2008, 09:23
Thanks for this - sounds simple enough!
CavalryCmdr
04-03-2008, 06:41
As well as adding the resource in the descr_strat you need to ad it to the province in descr_regions in the \data\world\maps\base folder.
The trade value of individual resources is in the descr_sm_resources file in the \data folder. (appropriately refered to as 'trade_value')
Overall trade income is affected in the descr_settlement_mechanics.xml file in the \data folder. (TIP: SPF = Population growth ; SOF = Order ; SIF = Income) I like to increase trade income and decrease other income thus making sige and blockade much more usefull.
Finally merchent's income from trade is in the descr_campaign_db.xml file in the \data folder under (strangely enough) '<merchants>'
Feel free to ask for more specifics.
Javolenus
04-03-2008, 07:43
Hi CavalryCmdr,
Many thanks for this really helpful reply. You've given me enough info to get started.
I like your idea regarding trade income and blockades - sounds exactly right. I'd be interested to know how you modded for this.
Thanks again for a helpful reply.
CavalryCmdr
04-04-2008, 06:05
You'll need an xml editor, if you dont have one try googling "XML Marker" you should be able to find a free download easily, it's a very good program for editing M2's xml files.
In the descr_settlement_mechanics.xml
Lower the values for SIF_FARMS and SIF_TAXES (and, if you want though I prefer not to SIF_MINING) to around 0.8
Then raise the value for SIF_TRADE to about 1.2
That way an empty (building wise) setlement or a besieged/blockaded settlement will make significantly less money while a city with a strong and open trade infrastructure will make more.
Sieging/blockading a settlement automatically reduces trade income only, largely why it's ineffective in Vanilla because trade makes (IMO) much less of a cities income then it should as tax income is not effected by trade but only considers population.
I also like to increase the unrest effects of sieges/blockades (SOF_BESIEGED and SOF_BLOCKADED) to increase thier effects still further, as well as the effects of devastation (SIF_DEVASTATION) to make it more important to keep enemies off your land (neutral and allied armies do not cause devestation in v1.2 though I think they did in 1.1, I dont have kingdoms so I'm not sure about that.)
Javolenus
04-04-2008, 07:08
Many thanks indeed - that's a very useful reply. I'll follow your guidelines, as I totally agree with the rationale behind it. Many thanks again.
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