View Full Version : how do the trade buildings really work???
cutepuppy
01-01-2004, 20:27
I DON'T ask how trade works, I know that. But I want to know what the influence of the different merchant upgrades is on your trade income.
As for farm income a set of multiplicators is specified (120, 140, 160, 180) also mines and cathedrals have their income specified. So when I took a closer look at the merchants upgrades in the buildprod file, I expected to find some numbers that determine increasing value of trade, but I didn't see them. Is this hardcoded or have I missed something?
p.s.: My intention is/was to make some merchants only suited for inland trade, so that provinces like Poland, Armenia, Edessa now can earn a good deal of cash from trade.
Re Berengario I
01-01-2004, 22:18
For what I know it is hardcoded. The only way to give merchants an additional income is setting them "CATHEDRAL_INCOME". It should work but it's a cheesy solution as it won't have any link with trade actually but with the "overall" richness created by a province (if I ain't wrong cathedral income works percentually this way).
Voigtkampf
01-02-2004, 08:33
Cathedral income… I completely forgot, haven’t been playing with a Muslim faction for a longer time, but is there any religious building that provides income?
Or for the Orthodox, for that matter?
Eastside Character
01-02-2004, 10:02
Quote[/b] ]Cathedral income… I completely forgot, haven’t been playing with a Muslim faction for a longer time, but is there any religious building that provides income?
As far as I know cathedral and grand mosque provide cathedral income. But you can make also other buildings have it.
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.EC.
Voigtkampf
01-03-2004, 08:07
Quote[/b] (Eastside Character @ Jan. 02 2004,03:02)]
Quote[/b] ]Cathedral income… I completely forgot, haven’t been playing with a Muslim faction for a longer time, but is there any religious building that provides income?
As far as I know cathedral and grand mosque provide cathedral income. But you can make also other buildings have it.
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.EC.
Thanx, E.C.
Quote[/b] (cutepuppy @ Jan. 02 2004,02:27)]I DON'T ask how trade works, I know that. But I want to know what the influence of the different merchant upgrades is on your trade income.
As for farm income a set of multiplicators is specified (120, 140, 160, 180) also mines and cathedrals have their income specified. So when I took a closer look at the merchants upgrades in the buildprod file, I expected to find some numbers that determine increasing value of trade, but I didn't see them. Is this hardcoded or have I missed something?
p.s.: My intention is/was to make some merchants only suited for inland trade, so that provinces like Poland, Armenia, Edessa now can earn a good deal of cash from trade.
One way to do the inland income would be to reorganise the location of all the Tradegoods, moving the ones you wanted inland, or create new ones. Then you could give them a high trade value. The current ones are from 20 to 50. The major downside to the inland trade buildings is that they can of course only trade with one province, but if you gave for eg Glassware a trade value of 200 then it would be the same as a Gold Mine or 104 Fl income.
To work out the numbers for trade is the same as for Cathedral and mine income. You'll note that Cathedral Income of 100 = Copper Mine = Salt Mine Complex = 52 Florins.
The tradegoods have values of between 20 and 50 and these are percentages of Cathedral Income, so Spices are worth 50% x 52 FL = 26 FL. On a trade route that is for every port that doesn't have a province with the same tradegood. This is why Antioch, the only coastal province with Spices, makes so much money from trade. For sea trade there are also imports of goods that you don't have, that run at 20% of the export value. Again for Spices, 20% x 26Fl = 5Fl. This means that every merchant in your route would earn 5FL by importing Spices.
This is for the basic Trading Post.
Port Income is the same as Import income but is only generated when another faction has a complete trade route to your merchants.
So just remember that a trade value of 100 generates 52 Florins and scale the values accordingly. If you do reorganise don't leave a tradegood on the coast by accident or it will unbalance the game terribly.
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