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Thread: Improved Resource Value and Merchants

  1. #1
    Reaper_of_Souls's Avatar Foederatus
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    Jun 2014
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    Icon1 Improved Resource Value and Merchants

    Hi there, I looked around the Stainless Steel forum through the pages and only I saw one post about increasing the value of resources but the person didn't upload any download link to it. So on my part for that, I edit two files to increase the value of resources by scattered around the campaign map. Not only that, you can also recruit more merchants in a city depending on what level type of market you have.

    If you want to check the files that I edited, it is:
    - descr_sm_resources
    - export_descr_buildings

    In the descr_sm_resources, the value of each resource is below 20 and not beyond that number. To me, I find it quite absurd that your merchant incomes is that low. You have a very good advantage at using this as well, but do note that this affects every factions in the game so they too can recruit lots of merchants.

    Resource Value
    The original value of each resources:
    Spoiler Alert, click show to read: 

    Gold = 20
    Silver = 12
    Fish = 7
    Furs = 4
    Grain = 5
    Timber = 6
    Iron = 9
    Ivory = 12
    Wine = 8
    Slaves = 8
    Chocolate = 15
    Marble = 10
    Textiles = 8
    Dyes = 8
    Tobacco = 12
    Silk = 13
    Sugar = 10
    Sulfur = 5
    Tin = 6
    Spices = 12
    Cotton = 8
    Amber = 12
    Coal = 4
    Wool = 6
    Elephants = 0
    Camels = 12
    Dogs = 5

    So here's the value of resources I changed (green = original value, red = changed value):
    Spoiler Alert, click show to read: 

    Gold = 20 (60)
    Silver = 12 (36)
    Fish = 7 (21)
    Furs = 4 (12)
    Grain = 5 (15)
    Timber = 6 (18)
    Iron = 9 (27)
    Ivory = 12 (36)
    Wine = 8 (24)
    Slaves = 8 (24)
    Chocolate = 15 (45)
    Marble = 10 (30)
    Textiles = 8 (24)
    Dyes = 8 (24)
    Tobacco = 12 (36)
    Silk = 13 (39)
    Sugar = 10 (30)
    Sulfur = 5 (15)
    Tin = 6 (18)
    Spices = 12 (36)
    Cotton = 8 (24)
    Amber = 12 (36)
    Coal = 4 (12)
    Wool = 6 (18)
    Elephants = 0 (28)
    Camels = 12 (24)
    Dogs = 5 (10)


    Merchants
    With the Agent Limit limited the recruiting of merchant agents, I increased them.
    Market building structures and merchant limit (Original):
    Spoiler Alert, click show to read: 

    1. Corn Exchange
    Agent limit merchant 1
    Cost: 800

    2. Market

    Agent limit merchant 1
    Cost: 1500

    3. Fairground
    Agent limit merchant 1
    Cost: 3000

    4. Great Market
    Agent limit merchant 1
    Cost: 5000

    5. Merchants Quarter
    Agent limit merchant 2
    Cost: 9600

    To make things fair and balance, I also increased the value of market building structures by extra 200 florins.
    Spoiler Alert, click show to read: 

    1. Corn Exchange
    Agent limit merchant 1 (2)
    Cost: 800 (1000)

    2. Market

    Agent limit merchant 1 (2)
    Cost: 1500 (1700)

    3. FairgroundAgent limit merchant 1 (4)
    Cost: 3000 (3200)

    4. Great MarketAgent limit merchant 1 (6)
    Cost: 5000 (5200)

    5. Merchants QuarterAgent limit merchant 2 (8)
    Cost: 9600 (9800)


    Installation:
    1. Download the two attachments.
    2. Copy them over to SS6.4/data/ and replace and overwrite the original one (for safety, backup the original ones first!)
    3. Done! Start a new campaign though. I think It also works when you continue your campaign.
    NOTE: I have not tested this in the LATE ERA campaign. Only the EARLY ERA.

    IF there is any future updates for this tiny editing script, it's most likely I'll try to add in more realistic resource and remove the chocolate and tobacco resource that were found during the "World is Round" discovery notification.
    Attached Files Attached Files

  2. #2

    Default Re: Improved Resource Value and Merchants

    Interesting stuff.

    I will try it out.

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