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Thread: Bank scripting

  1. #21
    Ataegina's Avatar Sleeping Raccoon
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    Default Re: Bank scripting

    sounds great for me

    medieval capitalism, huge loans, huge debts

  2. #22
    Gorrrrrn's Avatar Citizen
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    Default Re: Bank scripting

    what happens when a settlement with a bank building is captured / rebels?

    (is the money lent / borrowed in a geographical place or in a non-geographical game account?)

    could the amount gathered by sacking a settlement with a bank be boosted?
    (at the expense of losing the bank building?)

    maybe a rep system, whereby loans paid back within the set time get the borrower a reduced rate of interest on future loans, whereas unpaid loans means increased rates of interest?

    let's hope it puts an end to boom and bust anyway.

  3. #23
    GrnEyedDvl's Avatar Barackolypse Now
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    Default Re: Bank scripting

    Quote Originally Posted by Rozanov View Post
    what happens when a settlement with a bank building is captured / rebels?
    Nothing, you still owe. The settlement changed hands, not the bank itself.


    (is the money lent / borrowed in a geographical place or in a non-geographical game account?)
    You can only obtain the loan by having a governor in a settlement that has the proper building. You can repay all or part of it anytime by just clicking the Finances button. Consider it like sending a courier. The script is long enough as it is I didnt want to requre that you have a governor in a settlement with a bank or go back to the same settlement. Historically I am not exactly sure how banks moved money back and forth, but I am assuming that one bank would accept another banks payments for some sort of fee.



    could the amount gathered by sacking a settlement with a bank be boosted?
    (at the expense of losing the bank building?)
    Thats out of the scope of this project but its certainly possible.



    maybe a rep system, whereby loans paid back within the set time get the borrower a reduced rate of interest on future loans, whereas unpaid loans means increased rates of interest?
    Or no loans at all until X condition is met. That is something for the future, and will be tied in with my entire economics package eventually.


    let's hope it puts an end to boom and bust anyway.
    Well its something new at least.


    And now for some screen shots of the work in progress. Anyone that wants to donate artwork feel free as my buildings are just RTW barracks at this point. If someone wants to take the time to write descriptions for the various bank levels that would be cool too, but not that big of a deal.

    Step 1, go to a settlement that has a Money Changer in it and click on the button with the badly drawn circle around it, the Zoom to Settlement button.
    Spoiler Alert, click show to read: 




    This will bring up a window with an Accept/Decline option. Each level of banker has two options. Selecting Accept gets you the loan, selecting Decline gives you the option for the second loan. Selecting Decline again gives you no loan at all. The terms of your loan are spelled out in your Loan Agreement.

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 



    As you go through the game you will get no reminders. Clicking the Finances button brings up an option to pay. Your first option will be to pay off the entire loan. Selecting Decline will bring up the option to pay 1000 (if your current balance is over 1000), selecting Decline again will bring up the option to pay 500, selecting Decline again will give you the option to pay 100. If you decline to pay the 100 you will pay nothing.
    Spoiler Alert, click show to read: 



    If your loan is not paid off in the required amount of turns, you will get a late penalty, and a few more turns to pay your loan off.
    Spoiler Alert, click show to read: 



    If at the end of the additional turns you have been granted you still have a balance, then you will be heavily penalized. Even if your remaining balance is only 100 florins, the full amount of your loan plus an additional 60% will be decucted from your current treasury, which could very easily put you into negative numbers and prevent you from building or recruiting. Additionally you will not be eligible for another loan until your current faction leader dies.

    Spoiler Alert, click show to read: 



    You can pay off the full amount anytime you wish, even if your Treasury does not have the amount you need. This will put you in the red but better than defaulting on your loan!

    I may code some other options for that later but I am still working on payments right now.

  4. #24
    GrnEyedDvl's Avatar Barackolypse Now
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    Default Re: Bank scripting

    Ok version 1.0 is done, barring any bugs.

    This will work in any Kingdoms mod folder. To use it extract the attached files, then copy/paste the contents into the files of the same name in your mod folder.


    Things to do:
    You will have to add/change faction names in the campaign_script to fit your mod. The parts that need to be copied for other factions are labeled, but its only the parts that add/subtract money since you need a faction name for that.

    The buildings file is very generic, you will need to supply your own images. If you want the buildings to show up in the battle map you will also have to edit the related files.

    In later versions I will supply images and battle files.
    Attached Files Attached Files

  5. #25
    Gorrrrrn's Avatar Citizen
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    Default Re: Bank scripting

    the teutonic campaign in kingdoms already has a merchant bank building -

    (not sure how relevant that is, just thought i'd mention it. could use as one of your buildings?)

    as for other buildings - a coiner / coin press / mint / royal mint line might be an idea -
    only 1 per faction in capital (can be in a town or castle)

    can't have banks without money. (well nowadays you can but ... )

  6. #26
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: Bank scripting

    Quote Originally Posted by Rozanov View Post
    the teutonic campaign in kingdoms already has a merchant bank building -

    (not sure how relevant that is, just thought i'd mention it. could use as one of your buildings?)

    as for other buildings - a coiner / coin press / mint / royal mint line might be an idea -
    only 1 per faction in capital (can be in a town or castle)

    can't have banks without money. (well nowadays you can but ... )
    If it's called something else then it isn't relevant. Just do a quick search of whatever file you're adding it to for the names of the buildings if you think it might conflict. And in the script if you don't have the factions, then do a find-replace for england/france/hre with factions you do have. It's a very adaptable script all things considered.

  7. #27
    Condottiere SOG's Avatar Chugen
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    Default Re: Bank scripting

    This really only works for Kingdoms? It looks universal.

  8. #28
    GrnEyedDvl's Avatar Barackolypse Now
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    Default Re: Bank scripting

    M2TW doesnt have the accept/decline option.

  9. #29
    alhoon's Avatar Roiyarugādo
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    Default Re: Bank scripting

    I'll add my two cents here.

    Do you really think that the King, holding the army, being an absolute ruler etc could be subjected to something like "Sir, you owe us for too long! We take it by ourselves!"
    He would say: "No. In fact, I decided to arrest you all for conspiracy and confesticate your bank. In fact, I think I'll also sell your children as slaves."

    What I think:
    - Tie the authority in this. A leader with 7-8 authority should have far more room to wiggle than a puppet fool with authority 1.
    - Trait: Bad payer or something for the FL. At first: -5% trade, -1 authority. Keep delaying? -10% trade, -1 authority, -1 popularity. STILL DELAYING?!?! -15% trade, -1 authority, -2 popularity, -1 personal security, +1 dread.
    Trait for govenors under the treacherous leader: after the second stage -1 loyalty, -5% trade. After the 3rd stage: -1 loyalty, -10% trade, -10% tax income.

    After you pay, your reputation with the "guild" improves slowly. The traits reverse in a few turns.

    - On the other hand, you're a good customer? Getting loans every 6-7 turns and paying them? Cool! You help the bank! They help you in return. +1 finance to merchants from the bank cities. Or +5% tax. Or +5% trade.

    - You decline to pay? The bank leaves! OK, they lost the money. Really. You cheated them.
    You loose the buildings and the trade they generated. Also the merchants guild grow suspicious.
    Throw in unrest in the settlements. All merchants get a -1 finance. Penalties to global reputation.

    But something like a bank in the middle ages could not FORCE an absolute ruler to pay. Sure they could make their life difficult, the bad payer would have a hard time convincing the rich guys he's serious, but he's the absolute ruler.


    More about the bad/good payer trait system:
    Instead of two traits for the FL, I suggest one.
    20 is average and what a new FL starts with. Bellow 10 is bad customer. Above 25 is good customer.

    You get a loan. -1/turn until you pay. (trigger fired by event)
    You pay? +10 immediatelly.
    You pay 1/3? +3 immediately.
    You delay? The "counter" trait drops under 10 and problems start. At 10 and lower bad traits start to accumulate.
    You delay toooo long? The bank (and also the merchants' guild) just don't trust you at all which causes severe problems to trade.

    You manage to get your payer trait score to 25 or better? Good traits start to accumulate. Also obviously the bank is far more lenient to your delays.

    You don't owe money to the bank and you have a score under 15? It increases by 1/turn until it reaches 15. Bankers are quick to forget after they get their money. Still, they have some distrust though.
    You don't owe money to the bank and you have a score above 30? It decreases by 1/turn until it reaches 30. Bankers aren't exactly friends of yours. You don't owe them money= you're not their customer.

    NOTE: This trait system overlaps with the 20% increase in the loan's due. Even if you're their best customer, you get the 20% increase in the 10 turns! You just don't get the bad trait penalties. Although you lose the good traits. It's like "It's OK King George, our friend and supporter. We understand that the war with the French puts a strain on the economy and you can't pay us back on time. Of course, we have to charge you 20% more unfortunately."

    Example: The FL starts with a payer trait with a score of 20. You get a loan of 2500 in turn 42. At the start of turn 46 your FL has a payer trait of 16 but you pay 1000 denars. So your FL's payer trait score goes to 19. At turn 49 the score is 16. Again you pay 1000 denars and the score goes to 19. At turn 52, you get the 20% increase. Too bad. Also your score is 16. Still, your FL doesn't have any bad traits. At turn 55 your FL's score is 13 you pay off the debt. Your FL's score goes up to 16, and stays there.
    Last edited by alhoon; December 29, 2008 at 09:31 PM.

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