View Full Version : Modding Trade
Tazmanius
10-29-2002, 20:45
Is there any way to mod/add new trade items to the game and it's regions?I ask this as by the 1470s there were well established trade routes throughout Europe and the Mediterranean sphere of influence dealing in commodities not in the game. e.g England-Coal(North.),Cloth(Merc.),Tin(Wesx.),France-Wool(mid-France)HRE-Silver in Central and Southern regions,Baltic States-Amber and coming via the Silk Road to Syria/Constantinople/Crimea-Slaves,Mercury/Silver,Gold,Paper,Iron,Copper etc. Egypt also had Slaves,Ivory and Spices..and Spain Mercury and Sugar. More Trade Items than listed here for various areas...We need more
King David
10-29-2002, 20:49
Yea, I think on the Names,Changes and Starposition early,high,late files..I could be wrong tho but look into those first
MonkeyMan
10-29-2002, 20:59
yep in early high late .txt
there's lines of the nature
Add_resource ID_WESSEX Iron Gold Silver
Add_trade_item Wales Sheep Strange_looking_women Rugby
just add in under the correct area.
Probably best making your own copy of early.txt and calling it somthing different and changing the name at the beggining of the text file so you get it as a whole new campaign. Just incase you break something.
MonkeyMan
10-29-2002, 21:01
I'm not sure how to make a new tradeable item though, might be in the same file, i think they derive some of their value from the relative rarity of the item on the world map.
King David
10-29-2002, 23:24
The game will not recognise resources and or tradable goods that are not recorded in your names and i think changes files...
PatrickNeil
10-30-2002, 02:39
Nah, this is really easy, it's all in the startpos files. Just edit the add_resource and trade item as suggested. However, if your trying to add a trade item that doesn't exist, i.e. you want Russia to have Vodka as a tradable item, that's more difficult, and would involve files like names, etc.
Patrick
King James I
01-11-2003, 09:50
Don't forget alum for Constantinople and Papal States and dye for Burgundy.
You are stuck with whatever resources and trade you start out with at the beginning of a campaign. I have never seen MTW add new trade items or resources during a campaign.
You can add up to 5 trade items per province. The trade items themselves seem to generate the same amount of income, so the name of the trade is not really relevant.
I would recommend that you go easy on this as the AI struggles with the trade aspect of MTW and the game can quickly turn into a one sided blowout. In the MOD I did for myself, I eliminated trade as an income factor. Province base income and farmland are the only means of income. This creates a much more challenging and balanced game against AI opponents.
Kraellin
01-20-2003, 21:52
after the marco polo event, the game does add in a couple extra trade items in the eastern provinces to signify that the spice and silk routes are now open.
as for adding new items into the game, not sure. havent tried this yet.
K.
Mr Frost
01-21-2003, 03:40
Adding a resource is easy : I put iron in Syria {to get a metalsmith in there to represent Damascus steel} . I think I had to start new campains however to get the resource to show up .
I do find it annoying that there are no over-land trade routes {Champagne *should* be able to generate a high trade income , but never does http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif }
el_slapper
01-21-2003, 11:40
After rethinking about this topic, I've concluded that a land province should AUTOMATICALLY trade thru rivers. After all, this is why most cities were built nearby rivers(with the irrigation). As long as the rivers goes thru non-enemy factions, of course.
This would be more logical, & reduce the trade unbalance that currently kills the AI.
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