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barocca
11-07-2003, 05:21
Adding Trade Goods to an Expansion mod is a bit different to standard VI campaigns,
and less work too...

To add a trade good to a VI expansion,

add the trade item bif to textures/campmap/EXPANSION/goods folder

add goods entries to loc/eng EXPANSION region specific file
2 entries under the headings
@["goods_names"] and @["tradable_goods_intro_tooltips"]
(use the same name as the bif file)

make entries in the same order as region specific to EXPANSION startpos script
(campmap/startpos EXPANSION.txt)
an entry under the heading "declare goods"
and then add goods to region under the heading "tradable goods",
(again same name as your bif file)


TO MAKE THE IMAGE WORK
may need to adjust colours to allow for bif bug,
I always pass through Photoshop to get pallette,

open Photoshop, copy the image, paste into a new file, flatten the image
then paintbucket the background green (RED 0, GREEN 128, BLUE 0) (tolerance setting of ZERO)
remove/recolour edges if desired - sometimes these can be too white/bright,
use cream (224,216,192),
save as psd, (as many colours as you want - purpgrab does the hard work for you)
then open ACDC and convert to TGA,
open CA's Purpgarb, drag and drop the tga into Purpgrab, (this creates a bif file)
(discard the lbm)
open bifreader_22B, open the bif created by Purpgrab,
select pallette tool,
change pallette entry #2 (INDEX ONE) to 240, 0, 240,
pallette entry #1 (INDEX ZERO) should ALWAYS stay green (0,128,0)
extract image as bmp,
open image in photoshop, paintbucket the purple (240,0,240) to green (0,128,0) (tolerance ZERO)
save file,
import into bifreader,
save bif

TEST THE IMAGE,
if you see any "black bits" around the edges that should not be there then open the bmp in photoshop again and use colour (224,216,192) to paint around the edges where you saw the black bits,
save, MAKE A NEW bif (IF you have just added a new colour),
or if you have used an existing colur simply open the old bif and import the new image, save bif and test again.
:-)
B.

ShadesWolf
11-07-2003, 07:44
This might seen like a silly question, but is there a way to create Supply/ Demand

ie England supplys wool
Flanders demands wools

etc

the Black Prince
11-07-2003, 11:18
are you asking about the modding the economics or the politics? hehe

barocca
11-08-2003, 20:33
supply / demand is automatic,
it appears that the more provinces supplying any particular item the less likely the ai will buy it from you,

dessa14
11-10-2003, 01:54
i don't think there is supply/demand in the game i think all the products that are in many regions are like grain and are worth very little in the startpos file.
thanks dessa

Quokka
11-10-2003, 17:52
The values for all the trade goods are set in the startpos file for each era. Their locations are also set there. They range in value from 20 to 50. I am sure that these are themselves percentages of 52, as the build_prod file has Cathedral income and Copper mines valued at 100 and they produce 52 Florins each.

Each province supplies its tradegoods to every other province with a port that doesn't have the same tradegood available from within. This is why Antioch earns such a huge trade amount in the game. It is the only coastal province with Spices and Gems, both worth 50.

You can create a Supply & Demand by limiting the availability of tradegoods or altering the value of the rarer goods, but there is no way to set up distinct trade routes.
I remember in games like Ceasar 3 where your trade partners had exactly this. Naples has demand for 48 Marble, Syracuse supplies Marble and the same for your city, your citizens could demand Wine and you'd have to buy it from others to keep them content and attract the upper levels of society. Civ2 also had a direct city to city supply and demand trade caravan/route model.

Maybe in Rome.