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Thread: A Guide To settlement_mechanics.xml

  1. #61
    Jurand of Cracow's Avatar Campidoctor
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    Default Re: A Guide To settlement_mechanics.xml

    My takeaway from your testing is: what provide for "population growth from trade" are:
    - sea trade even if no grain is involved (not in your testing, but my guess is: the better the buildings, the more growth).
    - grain resource for the exporting settlement (but not the importing one) if there's any trade (again, from the Alavaria's observation on roads: the better the trade buildings, especially roads, the more growth).

  2. #62
    Gigantus's Avatar I don't have gray hair. I have "wisdom highlights".
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    Default Re: A Guide To settlement_mechanics.xml

    That's pretty much my take as well.




  3. #63
    Jurand of Cracow's Avatar Campidoctor
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    Default Re: A Guide To settlement_mechanics.xml

    Quote Originally Posted by Jurand of Cracow View Post
    My takeaway from your testing is: what provide for "population growth from trade" are:
    - sea trade even if no grain is involved (not in your testing, but my guess is: the better the buildings, the more growth).
    - grain resource for the exporting settlement (but not the importing one) if there's any trade (again, from the Alavaria's observation on roads: the better the trade buildings, especially roads, the more growth).
    I'm back with the topic since I've seen in game something contradictory. As one may see on the pics (each is actually with addition from another screen) it's possible that:
    - a city with only import of grain has a trade-related population growth
    - a city with neither grain nor grain import nor any sea trade - also has this type of growth
    So it's more complicated...

    Spoiler Alert, click show to read: 
    [IMG][/IMG]
    [IMG][/IMG]

  4. #64
    Gigantus's Avatar I don't have gray hair. I have "wisdom highlights".
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    Default Re: A Guide To settlement_mechanics.xml

    Have a look at the fertility levels in descr_regions - maybe high levels also provide a trade bonus.




  5. #65
    Jurand of Cracow's Avatar Campidoctor
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    Default Re: A Guide To settlement_mechanics.xml

    Quote Originally Posted by Gigantus View Post
    Have a look at the fertility levels in descr_regions - maybe high levels also provide a trade bonus.
    Definitely not - Krolewiec at the pic has a fertility level of 1.

  6. #66
    Jurand of Cracow's Avatar Campidoctor
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    Default Re: A Guide To settlement_mechanics.xml

    On the growth issue: in another mod (Wrath of the Norsemen) the highest growth from trade I've seen is 3,5%.
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  7. #67
    Gigantus's Avatar I don't have gray hair. I have "wisdom highlights".
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    Default Re: A Guide To settlement_mechanics.xml

    It's linked to the grain import for sure, in vanilla any trade with Alexandria was bound to give a boost due to their multiple grain resources.

    Grodnica seems to be a bit of a step child: no trading resources, no fertility to speak of.




  8. #68
    Jurand of Cracow's Avatar Campidoctor
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    Default Re: A Guide To settlement_mechanics.xml

    Quote Originally Posted by Gigantus View Post
    Grodnica seems to be a bit of a step child: no trading resources, no fertility to speak of.
    This is actually one of the hallmarks of the Wrath of the Norsemen mod: most of the settlements are villages at the beginning having no fertility. Most of growth in the settlements come from trade mechanics.
    For those who want to play a historical mod in a medieval setting:
    try either the Stainless Steel Historical Improvement Project + minimods,
    or the Broken Crescent + Buff and Shine submod.
    ..........................................................................................................................................................................
    Reviews of the mods: SSHIP (2018), Wrath of the Norsemen (2018), Broken Crescent (2018).
    Minimods for the SSHIP: Generals Traits, Provincial Titles, Crowns.
    Short guides for the SSHIP: population growth, forts and watchtowers.
    Pros and cons of having Merchants in an M2TW mod.
    Home rules for playing a game without exploiting the M2TW engine deficiencies.
    Dominant strategy in Attila TW and Rome 2 TW: “Sniping groups of armies”.

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