Originally Posted by Martok
They can be modded to appear as overall good governor material, with better stats. That is what usually occurs. There is no single attribute that boosts the accumen of generals belonging to a certain unit. It's still random. Also elite units, in general, seem to produce some good generals. Alot of the time having a good faction leader will determine the quality of the generals that appear.Originally Posted by Martok
Trade goods in landlocked provinces are largely pointless because there's no one to trade with. In my experience trade needs a port as well as a trader. Even if you've got neighbours that are allied to you, trade with them doesn't occur. Trade is only worthwhile if you're trading by sea and that one province is sending, e.g. saltfish to 10 provinces. Local trade is trade within that province only. Local trade is exactly the same size income as foreign trade with a single foreign port. It is an income based upon a set percentage of the trade goods in the province, which is obviously further affected by upgrades to the Trader. It never seems to match the trade value in the startpos files. I forgot this earlier when I described the income from trading with other provinces. You never get the full trade goods value, but the cost per good always appears to be the same whether trading with your own province or others via a port. To reiterate:Originally Posted by Martok
1) Land locked provinces cannot trade with each other in any way. If you build the trader in e.g. Syria you will get one complete export trade income from the all of the goods there. This is internal Trade within the Province itself (Syria Trading with Syria not with any neighours whether allied neutral or your own provinces)
2) When a province with trade goods builds a trader that province gets a default standard trade income called "local trade" that is the same value as if you'd traded all of those same goods to another allied or neutral province, that accepts all of those goods, by sea.
3) The import percentage is so low that the importers get a pittance for any goods they import. Raising this from 20% to 50% makes a small difference though it may need to go higher. This will need to be tested for game balancing.
Starting up a Russian/High campaign I built the Trader in Muscovy for 800 florins, the only trade good, furs, is worth 20 florins. The startpos file sets this as 40. Upgrading to the Merchant cost me 1000 forins and I'm now making 24 florins. The Merchants guild costs me 1200 and now I'm making 30 florins. The final upgrade, the Master Merchant, costing 1400 florins has raised the income from furs to 34 florins, but not the 40 in the startpos text file. So is this some kind of seed number or a percentage? Is it 40 percent of something + whatever the traders and their upgrades give, or something else? I'm not sure. In total the outlay was 4400 for the trading buildings, so the Russians just need to wait 220 years for it to pay for itself then they sit back and enjoy the 34 florins per year.
So really most of those landlocked trade goods need to go, in case the AI goes and blows a few thousand on traders... The other alternative would be to increase the number of Landlocked trade goods and encourage the AI to build the traders more. With more goods the incomes do get quite sizable. Syria for example is, sort of worthwhile, once it aquires those extra goods.
The build prod file contains not info pertaining to the nature of the trader structures. They are labelled as "TRADING_POST" type structures and nohing more. There is nothing in the file to relate to the extra income produced by the upgrades. This must be hardcoded. The game engine possibly recognises that the buildings are in a province and adjust the incomes. There is also nothing in the dependencies info about building conditions, so this must also be hardcoded...
...Mines have the resources column, which they depend upon in order to be built, then the building itself generates a set income stored in the build prod file. Based on that I can have various types of new mines up and going very quickly, just need good historically based ideas and locations!.Originally Posted by Martok
The Iron mines would be added to provinces that already have Iron, or the whole thing could be done differently...
At the moment the Metalsmith depends directly on Iron. This could be restructured as follows:
Metalsmith (and upgrades)
Dependency: Iron Mine
Iron Mine (and it's upgrade "Iron Mine Complex")
Dependency: Iron (Ore) Resource
This way we have slotted in a new structure that also gives an income. Then, as I've said in the previous post, Iron resources could be made more plentiful to inlcude about half the provinces (As I've said I need some assistance as to where they should be located as I want them as historical as possible, as well as balanced). Iron was a necessary component of steel, which was used extensively throughout the medieval world for arms and armour of all kinds, so just having it in a few provinces is daft. I think the representation in the game is of "famous steel" (e.g. Toledo steel in particular), abstracting other deposits out. The Toledo Steel thing can still be preserved by only allowing the Spanish (Castilian Leonese) to produce the last Metalsmith upgrade.
I agree. The requirement for a castle is sufficient. That's done.Originally Posted by Martok
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That's not a problem. I really appreciate all of the input from all of the members in this thread! The rest of the traitors have obviously sneaked off to play M2TW!!Originally Posted by Martok
Now, for the latest. The Yeoman Cavalry are in. I haven't tested them yet but they do work (I hate adding units, it's very tedious and I always forget something or make a typo somewhere).
The next thing to do is change the shipping costs. I've done the ports and shipyards already, but the ships themselves I've overlooked! So I need to do those next.
After that, down the mines!
Then it's the trade and farm balancing act.
We should have a testing version ready by next week. The whole thing is mainly text files but a few unit icons (renamed replicas not originals) need to be added also. Because of this I can't Really just post up the text files and allow people to just generate their own txt files from that, so it will have to be contained in a zip file. I should be able to host it early next month, once my internet connection is working again. I can't FTP into my ISP webspace from this connection, it won't allow it.
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