I haven't done an exhaustive test, but in my first 1.0 game (so a clean install on to of 1.6) as Baktria, Small Vein Mines give the same income as Large ones ie 600/1500.
I haven't done an exhaustive test, but in my first 1.0 game (so a clean install on to of 1.6) as Baktria, Small Vein Mines give the same income as Large ones ie 600/1500.
Don't precious metals also increase mine value?
Like a gold vein gives more than iron...or is the mining system in R:TW more abstract?
Just curious...
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Large and Small Veins have the same income in EB 1.0. That's what I think is a bug and why I posted in this forum. In 0.81 the income of Small Veins was half what it is now - Large Veins were the same.
It's not a hardcoded thing as you've changed income in the past (remember the huge mine incomes in 0.80?). I'm positive that the two resources gave different incomes in 0.81
Unfortunately I'm unable to determine which files hold the information on mine income and now I'm doubting everything I've put above.
IIRC too the "large vein" mines used to give a tad higher income in the past versions...
Could be wrong of course.
"Let us remember that there are multiple theories of Intelligent Design. I and many others around the world are of the strong belief that the universe was created by a Flying Spaghetti Monster. --- Proof of the existence of the FSM, if needed, can be found in the recent uptick of global warming, earthquakes, hurricanes, and other natural disasters. Apparently His Pastaness is to be worshipped in full pirate regalia. The decline in worldwide pirate population over the past 200 years directly corresponds with the increase in global temperature. Here is a graph to illustrate the point."
-Church of the Flying Spaghetti Monster
What are these small veins/large veins you talk about? The level of mining that you build determines the yield, combined with what resources are present.
Code:building hinterland_mines { levels mines mines+1 { mines requires factions { barbarian, armenia, romans_brutii, egypt, romans_scipii, carthage, parthia, numidia, thrace, greek_cities, macedon, romans_julii, seleucid, saba, } and resource silver or resource gold { capability { mine_resource 40 } construction 8 cost 14000 settlement_min town upgrades { mines+1 } } mines+1 requires factions { romans_brutii, egypt, romans_scipii, carthage, parthia, numidia, thrace, greek_cities, macedon, romans_julii, seleucid, saba, } and resource silver or resource gold { capability { mine_resource 100 } construction 20 cost 32000 settlement_min large_town upgrades { } } } plugins { } }
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I think computer viruses should count as life. I think it says something about human nature that the only form of life we have created so far is purely destructive. We've created life in our own image. - Stephen Hawking
The game seems to call silver mines "small precious metal veins" or thereabouts, and gold mines "large precious etc." - but both give same income far as I can tell. And I'm reasonably sure sometime in the past the latter yielded somewhat higher profits...
"Let us remember that there are multiple theories of Intelligent Design. I and many others around the world are of the strong belief that the universe was created by a Flying Spaghetti Monster. --- Proof of the existence of the FSM, if needed, can be found in the recent uptick of global warming, earthquakes, hurricanes, and other natural disasters. Apparently His Pastaness is to be worshipped in full pirate regalia. The decline in worldwide pirate population over the past 200 years directly corresponds with the increase in global temperature. Here is a graph to illustrate the point."
-Church of the Flying Spaghetti Monster
Can't see it. As said, the mine's level definitely controls yield, but I also think the resource in question plays a part.{hinterland_mines_name} Mines - create taxable wealth from mineral resources
{mines} Mines
{mines_barbarian} Mines
{mines_germans} Aizagraftiz (Ore-Delving)
{mines_britons} Roxacarnos (Mines)
{mines_gauls} Roxacarnos (Mines)
{mines_scythia} Roxacarnos (Mines)
{mines_spain} Dioka (Mine)
{mines_dacia} Orugma (Mines)
{mines_carthage} Metalleia (Mines)
{mines_numidia} Metalleia (Mines)
{mines_eastern} Mines
{mines_parthia} Asem Rag (Silver Vein)
{mines_greek} Metalleia (Mines)
{mines_thrace} Metalleia (Mines)
{mines_seleucid} Metalla (Mines)
{mines_roman} Metalleia (Mines)
{mines_romans_julii} Metalleia (Mines)
{mines_romans_brutii} Metalleia (Mines)
{mines_romans_scipii} Hanq (Mine)
{mines_egypt} Mi'harot (Mines)
{mines_pontus} Pata Tralo (Mining Center)
{mines_armenia} Xuynk (Mines)
{mines_saba} Mines (Mines)
¬--------------
{mines+1} Mines+1
{mines+1_barbarian} Mines+1
{mines+1_carthage} Metalleutikon Kentron (Mining Center)
{mines+1_numidia} Metalleutikon Kentron (Mining Center)
{mines+1_eastern} Mines+1
{mines+1_parthia} Zaran Rag (Gold Vein)
{mines+1_greek} Metalleutikon Kentron (Mining Center)
{mines+1_thrace} Metalleutikon Kentron (Mining Center)
{mines+1_seleucid} Metalla Prospera (Mining Center)
{mines+1_roman} Metalleutikon Kentron (Mining Center)
{mines+1_romans_julii} Metalleutikon Kentron (Mining Center)
{mines+1_romans_brutii} Metalleutikon Kentron (Mining Center)
{mines+1_romans_scipii} Khor Hanq (Deep Mine)
{mines+1_egypt} Mi'harot 'Amookim (Large Mining Operation)
{mines+1_saba} Mining Center (Mining Center)
Having problems getting EB2 to run? Try these solutions.
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I do NOT answer PM requests for help with EB. Ask in a new help thread in the tech help forum.
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I think computer viruses should count as life. I think it says something about human nature that the only form of life we have created so far is purely destructive. We've created life in our own image. - Stephen Hawking
Right - and what we're saying is that the nature of the resource in question (ie. gold or silver, or large/small vein as the game interface puts it) does not appear to have any effect on the profit the mines turn, which it presumably should. The number of such resources present in the province (Macedon at least used to have what, three ?) may be another issue, but I've yet to play any faction that had those nearby.
"Let us remember that there are multiple theories of Intelligent Design. I and many others around the world are of the strong belief that the universe was created by a Flying Spaghetti Monster. --- Proof of the existence of the FSM, if needed, can be found in the recent uptick of global warming, earthquakes, hurricanes, and other natural disasters. Apparently His Pastaness is to be worshipped in full pirate regalia. The decline in worldwide pirate population over the past 200 years directly corresponds with the increase in global temperature. Here is a graph to illustrate the point."
-Church of the Flying Spaghetti Monster
Ah! Now I understand, it's when hovering over the resources on the campaign map. Then I have no clue.
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I do NOT answer PM requests for help with EB. Ask in a new help thread in the tech help forum.
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I think computer viruses should count as life. I think it says something about human nature that the only form of life we have created so far is purely destructive. We've created life in our own image. - Stephen Hawking
Well, for the time being I think it can be explained away by claiming the silver mines just yield sufficiently greater amounts of precious metals the two even out...![]()
I mean, silver is much more plentiful than gold isn't it ? Then again that fact already meant one person could carry a king's ransom (or the wages of an army) on his person in minted coins...![]()
"Let us remember that there are multiple theories of Intelligent Design. I and many others around the world are of the strong belief that the universe was created by a Flying Spaghetti Monster. --- Proof of the existence of the FSM, if needed, can be found in the recent uptick of global warming, earthquakes, hurricanes, and other natural disasters. Apparently His Pastaness is to be worshipped in full pirate regalia. The decline in worldwide pirate population over the past 200 years directly corresponds with the increase in global temperature. Here is a graph to illustrate the point."
-Church of the Flying Spaghetti Monster
I went back and checked v0.81v2 and it's the same. It appears that the only difference between the two resources is the trade they give. The mines give the same income. A pity.
But not a bug after all. Sorry.
Ah, drat. Guess I was remembering wrong then.![]()
"Let us remember that there are multiple theories of Intelligent Design. I and many others around the world are of the strong belief that the universe was created by a Flying Spaghetti Monster. --- Proof of the existence of the FSM, if needed, can be found in the recent uptick of global warming, earthquakes, hurricanes, and other natural disasters. Apparently His Pastaness is to be worshipped in full pirate regalia. The decline in worldwide pirate population over the past 200 years directly corresponds with the increase in global temperature. Here is a graph to illustrate the point."
-Church of the Flying Spaghetti Monster
Maybe it changed with RTW versions. Maybe originally they had gold mines give more than silver (as I thought they originally did) but with the v1.5 update or something, CA changed it so that both gave the same amount.
If so, maybe EB should change them back to gold and silver, since they give the same income.
.
Is it possible to add a bonus to large veins through scripting or an additional, supporting resource like the end-of-map trade one -or whatever that was called?
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Last edited by Mouzafphaerre; 11-02-2007 at 14:15.
Ja mata Tosa Inu-sama, Hore Tore, Adrian II, Sigurd, Fragony
Mouzafphaerre is known elsewhere as Urwendil/Urwendur/Kibilturg...
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The mine value is the number in the trade resources file multiplied by the number in the buildings file multiplied by 5.
Currently Gold and Silver in descr_sm_resources.txt both have a value of 3.
What you're saying is if we modify these to different values then mines will give different amounts? Cool. I may try that. Changing the silver value to 2 or possibly 1.5 (can you have a fractional number?).
I don't know about decimals, but i modified my mines to turn out 900 and 2250. You can do it in the trade values file, or in the export desc buildings file under the hinterland_mines building which have default values of 40 and 100.
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