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  1. #1

    Default Anyone know if?.

    You can spawn resources via script?, im thinking that resources change in realtive value during the period, so the unused resources are held but unused, and appear via script like the era scheme. in that way, the value of resources can be changed in an era of commerical advance, providing increased return for the same expenditure on merchants who simply stop exploiting cattle/grain, or whatever existing resource is available, and move in more lucrative trade resources, or even a variant of the same, but is valued higher, for instance wool in Iberia in the 1100 was poor quality, but in 1500 was high quality wool and crushed the Uk wool market by being higher quality.

    oddly during the period sugar was a spice, but gets a double entry in game, so there is one that could be repalced with another resource.

  2. #2
    tornnight's Avatar Forum Bot
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    Default Re: Anyone know if?.

    Nope, spawning resources or hidden_resources dynamically would open a bunch of possibilities.

    I agree about the sugar. Salt would be a better replacement.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  3. #3

    Default Re: Anyone know if?.

    Quote Originally Posted by tornnight View Post
    Nope, spawning resources or hidden_resources dynamically would open a bunch of possibilities.

    I agree about the sugar. Salt would be a better replacement.
    Agree about the salt as repalcement, so we are stuck with adding increase in absolute terms via buildings and multiliers of trade income by the same.

  4. #4

    Default Re: Anyone know if?.

    Torn, you do lknow you can use the AOR Hidden resources as tags for income bonuses right?, so you can make capaital citys have a bonus to income, or certain regions that have a monoploly recieve a bunus for this, just as some factions can build banks, so you cannallow some faction stagged to the AOR and buildings present, corner the market and create a monoploly, or as in the case of Kauna, in Bohemia, silver mine, be the domiante producer of a resource, 25 tons to its nearest rivals 4 tons annual production) For instance make Bruges fairground market, when controlled by faction England/spain/France/HRE, become the wool monolopy of western europe and recieve a bunus to income of x amount.
    Last edited by Hanny; July 02, 2007 at 04:20 AM.

  5. #5

    Default Re: Anyone know if?.

    Ive looked again at the economy, you can asign hidden resource as cash bonus values, so for instance:
    income_bonus bonus 200 requires factions { byzantium, } and hidden_resource aor_constantinople , gives the byz capital a 200 bonus on income, if you grant all citys income_bonus bonus 50-500 bonus based on size, you can also grant the capital (or any AOr location that represent control of a resource, for instance silver mines found at Frieberg in 1168 yielded 4 tonns annually,as did those in jihlava in Bohemia and iglesias in sardinia, 25 tonns from Kutna horna would allow us to have factions that hIstoricly found a and mined this to gain an increse in their bonuses from a)have that resource AOR of silver monolply, B) have the buildings to exploit, it, kutna comming later in 1298 when the others were becoming depleted would be a bigger bonus for instance, and only some factions could gain this explotative bounuses, im think most factions would be able to monoplise one trade item though, one they have a historical linkage to.) an extra bounus, since the hidden resource can be use in this way, you can allow (ALL) to repalce the faction, so that taking others capitals grants this increase or keep it faction specific, and use the other hiden resources that represent such things monopoly on trade, to boost trade income. For instance to get a monoploy on wool requires: list of factions that can do this, say spain/England/france/HRE, control of province Bruges which has AOR trade monoply rather than AOR europe, and tie the bonus to the commericail building tier, say great_market grants a 350 bonus for creating a regional monopoly on trade.

    this method allows centre of trade (AOR) that are monoplys, represented by the hidden AOR but also tied to the buidling tiers, some nations can create monoplys and some not of resources, just as some can do banks and some not.


    Both the following work, so you can tie it to the size of the capital represented by the walls, or specific tier buildings being built, or specific settlemts that control a trade resouurce by use of AOR:-

    stone_wall city requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    capability
    {
    wall_level 2
    tower_level 1
    gate_strength 1
    income_bonus bonus 100 (gate tolls, rises in line with city size)
    free_upkeep bonus 9
    law_bonus bonus 1
    recruitment_slots 5
    retrain_cost_bonus bonus 2
    income_bonus bonus 200 requires factions { byzantium, } and hidden_resource aor_constantinople ( represent the increase of commerce in capital, the rich want want the rich want and are able to pay for it, centralization of commerce in a capital for forgien merchants outside the merchant system in game and so on.)



    great_market city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and building_present_min_level hinterland_farms farms and building_present_min_level hinterland_roads paved_roads and building_present_min_level city_hall council_chambers
    {
    capability
    {
    agent merchant 2 requires factions { northern_european, southern_european, eastern_european, middle_eastern, greek, }
    agent_limit merchant 1
    income_bonus bonus 700 ( increases of bonus in line with size of market)
    income_bonus bonus 200 requires factions { byzantium,(could be a large list here)} and hidden_resource aor_constantinople (increase bounus due to monopoly of silk trade and crossing point of Asia into europe for trade granting tolls)

  6. #6
    tornnight's Avatar Forum Bot
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    Default Re: Anyone know if?.

    I like the ideas of certain cities having different bonuses.

    It's too bad we are limited to 64 hidden resources. Grr.

    I'm up to the limit for the next version.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  7. #7

    Default Re: Anyone know if?.

    youve been a busy bunny have you not!!.

    thats only leaves comibinbations of conditionals then, so that faction only building present from the start, act as further triggers/conditionals, a cumbersome work around i know....but about all i can think off the top of my head.

    Btw, i found the trait file with hidden sight bonus for AI spys, and see how to increase that by incremtals, but cant find where the watchtower sight value is set, which would be nice.
    Last edited by Hanny; July 05, 2007 at 05:56 AM.

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