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Thread: modding trade

  1. #1

    Default modding trade

    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!

  2. #2
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: modding trade

    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.
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  3. #3

    Default Re: modding trade

    Thanks for this - sounds simple enough!

  4. #4

    Default Re: modding trade

    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.

  5. #5

    Default Re: modding trade

    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.

  6. #6

    Default Re: modding trade

    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.)

  7. #7

    Default Re: modding trade

    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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