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  1. #1

    Default Jewish merchant requirement removal?

    No I'm not rascist, just thought that title would get your attention.

    Basically, i was wondering if anyone has a submod that removes the jewish religion thing for 5.2? alternatively does anyone know a workaround or where to go to remove the neccesity of the religion for merchants?

    (as far as i was aware, Islamic and Christian traders were not uncommon in this era)


    Ok guys! 5.3 is with us, and its another fantastic update! (as always!)

    As Repman has said, the synagogues now give population bonus, and trade bonus. But for those who might not to have a jewish population for trade, I've edited my Export_descr_building.txt and taken out the requirement for the religion for good 'ol merchants.

    Its attached, just save it into DLV/data folder and overwrite the one there.

    IT IS ADVISABLE TO MAKE A BACKUP OF THE ORIGINAL as i've only tested it on mine.
    Last edited by onlyCookie; January 24, 2008 at 04:38 PM. Reason: 5.3 update...

  2. #2

    Default Re: How to do away with the Jewish problem...

    I don't know why the developers made it that way, but I'll try to find a solution for you.

  3. #3
    Harry Lime's Avatar Not a ToS violation
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    Default Re: How to do away with the Jewish problem...

    If someone can upload a 5.2 export_descr_buildings txt. file, I'll do it for you. Mine is currently 'ahem' different.
    Proud Patron of derdrakken, dave scarface, J@mes & irishron
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  4. #4

    Default Re: How to do away with the Jewish problem...

    Quote Originally Posted by Harry Lime View Post
    If someone can upload a 5.2 export_descr_buildings txt. file, I'll do it for you. Mine is currently 'ahem' different.

    done!

  5. #5
    Harry Lime's Avatar Not a ToS violation
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    Default Re: Jewish merchant requirement removal?

    First off, please back-up your original. I can't test this on my copy of DLV.. .

    After backing up, paste into DLV_ext\data.

    If it works it will be save game compatible. If you can't recruit merchants right away, hit end turn.

    BTW This file is for 5.2 only.
    Last edited by Harry Lime; January 25, 2008 at 09:57 AM.
    Proud Patron of derdrakken, dave scarface, J@mes & irishron
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  6. #6

    Default

    trying it now. brb...

    just looking at the changes you've made, how does the game know which model merchant belongs to which faction? as each item "agent merchant" has a value of 0?

    Or is the model for the agent denounced by the faction that is in? and if so, then what is the purpose of the value 0 after each agent merchant?

    (just outta interest)

    Didn't need to end turn. straight upon loading them merchants are there. Cheers Big Ears!

    (I'll let u know if anything unexpected happens)

    Glad it worked for you Cookie but use the edit button next time. O.K.
    Last edited by Harry Lime; January 23, 2008 at 10:24 AM.

  7. #7
    HamsterofDoom's Avatar Civis
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    Default Re: Jewish merchant requirement removal?

    Perhaps a replacement would be to simply offer a Synagogue that has minor attributes that add +Law +Trade -- the downside would be the obvious minor religious unrest.

    If you want to go further, you can time a rise in unrest on those buildings with the pogroms that occurred throughout Europe due to various issues (Black Death being one of them) and the start of the Inquisition in Spain.

    That would greater pursue Deus Lo Vult's desire for historical accuracy, and add an element of gameplay a lot of us haven't seen yet.

  8. #8
    gubbs's Avatar Tiro
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    Default Re: Jewish merchant requirement removal?

    Quote Originally Posted by HamsterofDoom View Post
    Perhaps a replacement would be to simply offer a Synagogue that has minor attributes that add +Law +Trade -- the downside would be the obvious minor religious unrest.

    If you want to go further, you can time a rise in unrest on those buildings with the pogroms that occurred throughout Europe due to various issues (Black Death being one of them) and the start of the Inquisition in Spain.

    That would greater pursue Deus Lo Vult's desire for historical accuracy, and add an element of gameplay a lot of us haven't seen yet.
    Your suggestion is exactly what should have been done in the first place ..

    Obviously, not much thought to long term impact (after hours of gaming, the campaign is nerfed by massive unrest) of 3-6% influence religious buildings was given ..

    Unless you have a 'kill all the Jews' event, which despite being historically accurate, would look dodgy coming from a German mod.

  9. #9

    Default Re: Jewish merchant requirement removal?

    -3 or even 6% really isn't anything if you manage yoru settlements well.

    I find the "Jewish issue" in DLV annoying, i like to have merchants but having to make them Jews bugs me a little as it being purely a merchant thing is a little stereotypical of Jews being greedy money laundering etc. etc. etc. (please don't see me as a PC clown, im really not)

    I like having the extra religion involved but i think it could be better implemented by adding bonuses to law and order but causing a little mroe religious unrest, perhaps even having the possiblity of adding traits to characters such as "converted to Judaism" -5 piety, +2 Authority or "Hates Jews" +2 Dread, +2 piety etc.

    I'm just throwing some ideas out there, as it is now i can cope but i'd sooner that extra religion was used for a bit more then some stereotypical portrayals.
    V

  10. #10

    Default Re: Jewish merchant requirement removal?

    in 5.3
    - jewish syngogues: added population health (doctors) and trade bonus


    repman

    BareBonesWars 8.1 for RTW 1.5
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  11. #11

    Default Re: Jewish merchant requirement removal?

    All you need to do is hire a Priest, if it goes above 20 % then get your priest to stem the numbers.








  12. #12
    Georgy Zhukov's Avatar Primicerius
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    Default Re: Jewish merchant requirement removal?

    For one thing, being Jewish myself, I know that after the crusades, the Islamic merchants weren't as nearly willing to do trade with Christian merchants, as they were with Jewish ones, for obvious reasons. Furthermore, since Muslim Merchants had a monopoly on the spice trade Western European Kingdoms had to employ Jewish merchants even with strong antisemitism, to bring in wealth. Therefore, with merchants being Jewish, it does have a historical relevance to it.

  13. #13

    Default Re: Jewish merchant requirement removal?

    ur not rascist, those following Judaism do not constitute a race. It is a religious group.

  14. #14
    HamsterofDoom's Avatar Civis
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    Default Re: Jewish merchant requirement removal?

    I didn't notice whether or not any traits were tied into having a Synagogue in a settlement, and I thought a 'Tolerant' & Intolerant Trait might add to the realism.

    ;----------------------------------------------------

    Trait Tolerant
    Characters family
    AntiTraits Intolerant

    Level Accepting
    Description Accepting_desc
    EffectsDescription Accepting_effects_desc
    Threshold 1

    Effect LocalPopularity 1
    Effect Trading 3

    Level Tolerant_Ruler
    Description Tolerant_Ruler_desc
    EffectsDescription Tolerant_Ruler_effects_desc
    Threshold 2

    Effect LocalPopularity 2
    Effect Trading 5
    Effect Piety -1

    ;----------------------------------------------------

    Trait Intolerant
    Characters family
    AntiTraits Tolerant

    Level Unaccepting
    Description Unaccepting_desc
    EffectsDescription Unaccepting_effects_desc
    Threshold 1

    Effect Unrest 1
    Effect Piety 1

    Level Intolerant_Ruler
    Description Intolerant_Ruler_desc
    EffectsDescription Intolerant_Ruler_effects_desc
    Threshold 2

    Effect Unrest 2
    Effect Piety 2

    Level Zealot
    Description Zealot_desc
    EffectsDescription Zealot_effects_desc
    Threshold 3

    Effect Unrest 2
    Effect Piety 4

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