TRADE and SUPPLY Buildings required. (not definitive) - Cattle Farm (3 Tiers - Requires Farms) ADDED - Fishmonger (2 Tiers - Requires Ports) ADDED - Lumbermill (3 Tiers) ADDED - Stonemason (1 Tier) ADDED - Brewery (1 Tier - Is required before Inns) ADDED - Chandler (1 Tier - Requires 1 Fishmonger faction wide and Is required before Churches)DELETED - Textile Mill (2 Tiers) ADDED - Town Hall (3 tiers)ADDED - Storehouse (5 Tiers)ADDED ECONOMIC RESOURCES grain, timber, ale, textiles, stone, fish, cattle, metals These resources stockpile each turn. Food Grain, Fish, Cattle If you control 1 or more you gain edb bonuses (+1, +2, +4) - such as health, growth, happiness - This requires you to control the region and not just be producing it. Construction Materials Timber, Stone, Metals (Tools) self-explanatory Luxury Items Ale, Textiles, Fish (oil) generally for larger buildings or buildings of comfort Unit Recruitment Cattle (Leather), Metals (Armor/Weapon), Timber (Weapon) self-explanatory Region based income + Building based income Grain base income - 2 Additional Farming - 5 With Farms - multiples of 3 per tier Timber base income - 2 Heavily Forested - 5 With Sawmills - multiples of 3 per tier Stone base income - 2 With Quarry - multiples of 3 per tier Cattle base income - 2 With Cattle Farms - multiples of 3 per tier Metals base income - 2 With Mines - multiples of 3 per tier Fish base income - 2 With Fisheries - multiples of 3 per tier note: Ales and Textiles do not have a region base income. Buildings are required. Ale requires farms to construct breweries to produce ale. Textiles requires textile mill and hidden resource to produce textiles. Ale base income - multiples of 3 per tier Textiles base income - multiples of 3 per tier The Town Hall produces a small amount of each resource. Hidden Resources jousting_field sword armor catapult bow pike horse hunting textile rome each serves a different purpose. jousting_field - These are the only regions that can hold tournaments. And thus gain experience for cavalry recruited. sword, armor, catapult, bow, pike and horse - Once you hold the region, you control that strategic resource. The construction of Trade Goods Guild in other regions will then allow access to the resource and thus the unit type. e.g sword - infantry, catapult - siege, bow - archers, pike - spearmen, horse - cavalry armor is a little different. Controlling this grants access to higher tier units, you still require the other strategic resource. e.g holding armor and sword gives access to higher tier infantry. Holding armor by itself does nothing. hunting - Used for interactive events. textile - regions that can construct textile mills. rome - for london only. The Regions and Resources Any region which has the resource will boost production of that resource with/without any buildings (ale and textiles excluded). Buildings merely increase the production. Some regions may grant more than another in a particular resource(more forest = more wood - note that not all regions with a forest will grant wood, only those with the wood resource). Certain buildings require the resource before they are available. The Buildings Farms - Boosts grain each turn (less during winter months), also provides a small cattle production Cattle Farm - Requires farms, boosts cattle production. Fishmonger - Requires port. Produces Fish Lumbermill - Available where timber resource is. Increases Timber production. Stonemason - Available where stone resource is. Increases Stone production. Mines - Available where Metal resource is. Increases Metal production. Brewer - Can be built anywhere where a farm has already been built. Increases Ale. Textile Mill - Available where Textile resource is. Increases Textile production. Holding a region with the Textile resource alone will not boost production. Only a textile mill will grant any production. Town Hall - Unique to each faction. only available in city settlements. this building tree has 3 tiers. They each produce a small amount of every resource (+1) Storehouse - 5 tiers - Requires Townhall for the last 3 tiers. Increases storage capacity of each resource. you can not hold more resources than you can store. 25-50-75-100-125 Your starting region being your capital has an initial storage of 50. You start with 25 of each resource with an income of 1 for each. So expansion is a necessity... The Way it Works... Each factions starting region will start with a town hall. Each region will be able to produce 1 or more of the above resources, micro regions are generally limited in what they will be able to produce. Each faction will stockpile each one. The player will be able to see thier income from the buildings they have constructed (i may transfer all the values into traits and use the trait system to reflect a factions stockpiled resources). Yet to be determined is the exact quantity of a resource that is required to construct certain buildings. - I will set random values that i think will work and through testing will increase or decrease the values. - Most buildings will require a luxury resource aswell as the construction resources, and everything will require food. - With this system in play, the cost of buildings will be reduced and kings purse removed from play and only used for other scripts to increase income. I also wish to introduce a new mini mod i have planned to work on for some time aswell which will run off the Trade and Supply script. It is called Artisans Craftsmen and Entertainers. through the construction of the above buildings and the guild system a character will be able to acquire ancilliaries from them in the form of Artisans Craftsmen and Entertainers, which will boost production and other things. - Additional buildings that i may use for the Artisans Craftsmen and Entertainers are: Apothecary, Bowyer, Fletcher, Goldsmith, Butcher, Wheelwright, Vintner, Weaver - These buildings may also have additional uses. --------------------------------------------------------------------------------------------------------------------------------------- This whole idea has been worked out on my other computer with completed scripts and works great. One issue with the whole set up is that it needs to be rewritten from the ground up for each mod. so i have to rewrite the entire thing. Once i get my computer back i will be able to use it as reference though. I am open to any and all suggestions regarding this particular idea. and feel free to ask any questions or raise concerns...
updated. Have started pointing it all together via script.
One issue with the whole set up is that it needs to be rewritten from the ground up for each mod Ain´t that a ......its looking great Tsarsies, i will write you an answer with disappointing news...good to see good old modders around again.
Hey Icedie, thanks for stopping in!
I am in the process of uploading v0.5 of the DotC mod folder. In it you can take a look at the campaign script and EDB which are the only 2 files currently used in the Trade and Supply script. The script is about 150,000 lines of code. I still have to do the historic events section (More or less a tutorial in game on how to use the system). I will not be giving the player access to what they are producing via historic events at this stage. Instead, i plan to put all the information in the building information (export_buildings.txt in data/text). I have not done that yet. But basically, the player can open the information scroll about a particular building and see exactly what that particular building can produce. In doing so, the player can then check buildings before they are built and no additional script is required. I have only used 8 resources, and do not use all of them as much as i possibly could (like Fish). So i am still thinking of ways to use the stockpiled resources. I still have to do character requirements (such as priest, spy etc) and EDB bonuses. I plan to add historic events for when the storage capacity is full (i have included storage buildings). In addition, it is possible to go below 0 in a resource due to the nature of the script (I would have to add too many more lines of code to stop this - but it would be possible if it only affected the player faction). How it can happen is like this, At the beginning of a factions turn a script checks to see how many of each resource you have stockpiled and sets various event counters that allow buildings/units to be built/recruited. It is then possible to build and train enough units to bring your resources below 0 (for example, you started construction of 3 castles when you only have enough for 1). At the end of each faction turn these event counters are set to 0 disabling all unit and buildings which forces the next faction to reset these counters on its turn (this ensures each faction has the required resources). At the end of a factions turn all resources are increased (based on regions and buildings owned). At the end of the slave turn a script checks the stockpiled resources of each faction and ensures they are not above the resource storage limit. Then when the new turn starts it all starts over again. any resource below 0 will require time to come above 0. So building/training more than you should have been able takes its toll... I may add some kind of script that will allow the player to check roughly what his stockpile is (likely in quantities of +/-25), but for now, its up to the player to keep track... The AI receives quarterly bonuses to help it. DotC is 52 weeks per year, so every 13 weeks the AI will gain additional resources. I have yet to also add limitations on EDB bonuses (such as farming level if not enough tools or happiness if not enough ale etc). This is where going below 0 in a resource can prove detrimental as you then lose building benefits. The AI will not be as affected by dropping below 0 as the player would... The entire script affects both player and AI (12 factions in all and includes 162 settlements). The script drags end turn by about 5-8 seconds. Which i assume will increase as more and more settlements are taken and more buildings being constructed. All in all it works quite well. To rewrite this for another mod will be tedious, but possible. I would recommend reading through the entire script (150,000 lines) to understand how it works first (most parts of the script are quite long, but you can simply take a part that affects one settlement/faction and replicate it). Then you can simply take the script into pieces (which i have set it up so in the campaign script) and edit it piece by piece. Using the script replicator it will be possible to replicate each part of the script. If anyone has any questions, feel free to ask...
Have added explanations to all buildings in export_buildings.txt. Next stop, unit explanations. After that i should be able to begin working on other scripts for the mod.