View Full Version : Useless Turkish Trading Post in Rum ( at start of High and Late scenario's ) ???
See thread title.
Does this particular Trading Post have any trade purpose at some point ( year ) in the future ?
[ Currently, as there are NOT any Tradable Goods in Rum, Trade is listed as nil on the Income parchment ( and no Trade parchment appears ). ]
Is it at all possible that :-
One ( or more ) Trade Good (s) will become available in this province at some future date (?)
OR
It will generate Trade from some other source at some "stage" ( ??? )
[ If the answers here are all NO ( as I suspect ); then I presume it is safe to destroy the Trade Post for it's 400 Florins worth... ? ]
Thanks.
edyzmedieval
11-29-2016, 17:16
As far as I know, trade goods do appear after certain events - for example the Marco Polo event which grants some extra trading goods to Antioch if I'm not mistaken.
But as for Rum, I have no idea.
I have no idea why that trading post is there, I don't see anything in the events descriptions specifically about Rum. It should probably be removed from the startpos files.
edyzmedieval
11-30-2016, 00:33
It does make you wonder - isn't there any event for Rum that would have an impact later on?
Thanks for the prompt replies.
I have done a search for Rum on the EVENTS file and most of the other files in the same folder , but there was no trace of anything at all..I therefore presume Drone's assumption is correct. However, I will not be adjusting the appropriate startpos files ( HIGH and LATE ) - after all, this may just be a 400 florin freebie for those who spot it
( unlikely I know )...
edyzmedieval
12-02-2016, 00:32
Well, extra florins for your campaign is never a bad thing in MTW. ~;)
It has too be leftovers from changed plans and designs by CA. They did have plenty of changes and unfinished ideas as they created this game, and the traces of that are all over the files. I think this is one of them, and one that they also forgot about. It has happened to me many times as I worked on Redux over the years, its easily done.
Anyhow, you can't (naturally) build that stuff without tradable goods and the same is also required for the building to generate income... If memory serves...
- A
I wonder how many times I built that after assuming use :)
edyzmedieval
12-19-2016, 10:04
You can however edit the game to get some tradable goods in there though.
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