TRADE and SUPPLY
Resources will be split into 2 types. Economic and Strategic. Economic Resources are your regular vanilla style ones, like dyes, incense, silk etc, and will be used for my Trade and Supply mod. Strategic Resources are Sword, Armor, Catapult, Horse, Pike and Bow and also have an associated Hidden Resource. There is also a special resource called the Jousting Fields. Only available in 6 settlements (These settlements are determined by the settlements King Richard allowed tournaments to be held in + Ashby Region - as per the novel Ivanhoe). the Jousting Field interactive event is described below.
HIDDEN RESOURCES
jousting_field sword armor catapult bow pike horse
STRATEGIC RESOURCE LIST
Holding these resources grant access to elite unit types from your faction. Having Trade Agreements with a faction that controls a resource grants reduced access to elite unit types of their faction. These also grant unit upgrades. Holding multiple Resources or having multiple Trade Agreements increases the benefit of the resource. (it is a work in progress and so far, so good)...
PLACED
vanilla - DotC Usage - Regions
Textiles - Sword (5) - Ayrshire, Middlesex, Northamptonshire, Derbyshire, Somerset
Ivory - Armor (5) - Scottish Borders, Herefordshire, Devon, Buckinghamshire, West Riding
Coal - Catapult (5) - Kent, Norwich, Dumfries and Galloway, Ceredigion, Worcestershire
Sulphur - Horse (3) - Middlesex, Gloucestershire, Cornwall
Cotton - Pike - Berkshire, Oxfordshire, Cheshire, Suffolk, Durham
Sugar - Bow (2) - Deheubarth Principality, Gwynedd Principality
Tin (minable) (6) - Jousting Field - Wiltshire, Banbury Castle, Ashby de la Zouch, Warwickshire, Stamford Castle, Northumbleland
NOTE: I would like to find someone capable of editing strat map icons to change these resources to look like how they are intended (Sugar > Bow for example).
TRADE and SUPPLY
This is a mod idea i have had for awhile and wrote it with Icedie for a dark age mod that he and Absinthia were working on. Unfortunately that mod never saw the light of day. The idea behind Trade and Supply is that every resource becomes crucial to your kingdoms growth. You are able to 'stockpile' resources. Every unit and building requires a specific amount of resources before it can be trained/built. For example, a Stone wall may require 500 stone before it becomes available. A wooden castle may require 1000 wood etc. The script goes further than that aswell, it enables and disables benefits a building provides if you have insufficient resources for the building to function. An example would be the happiness the Inn provides should your stock of Ale become depleted. Units are the same, your population in your settlements becomes a valuable resource as you require men (and iron, grain, wood etc) to train a specific unit (horses for cavalry etc).
The script itself is huge. Larger than my Unit Limitation mod (more than 100,000 lines of code). Owning regions with a specific economic resource will increase your stockpile for that resource each turn. Certain buildings will boost the production and most buildings will require resources each turn to function properly.
The Economic Resources i will use is not definite and additions may be added.
resource - what it provides - the building benefit if any
Cattle (Leather, Milk, Meat) - Health, Growth and Unit Training
Ore (Metals) - Used for construction and unit training/upgrades
Wood (Wood) - Used for construction and unit training/upgrades
Horse (As per Strategic resource) - Unit training/upgrades
Ale (Ale) - Happiness and construction
Luxury Commodities (Incense, Silk, Candles, Paper ect) - Happiness, certain construction (like places of worship)
Tools (Tools) - Construction and Unit upgrades
Wheat (Food) - Unit training, Happiness, Growth
Population (People/man power) - everything!
Some resources when combined will grant other building beneifts. such as having the required resources to train a unit may increase Law... The 102 current random events will be set up to effect you stockpiled resources. Fires, Storms, Bandits etc can all destroy your stockpiles. The idea is that the whole Trade and Supply script will be dynamic and interact with events and player actions from alliances and trade agreements forged to random weather effects.
The current script is over 100,000 lines of code and drags end turn by 2-3 seconds... |