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Thread: Dockyards, Merchant Quarters, Dirt Roads

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  1. #1

    Default Dockyards, Merchant Quarters, Dirt Roads

    I've noticed that Dockyards, Merchant Quarters, and Dirt Roads don't give trade bonuses beyond their predecessor structures (or in Dirt Roads, none at all). After looking at the online stat database, I see why that is, but I'm not sure how to fix it.

    For example, the Great Market and Merchants Quarter both have "'trade_base_income_bonus bonus 4". If I made the Merchants Quarter have "trade_base_income_bonus bonus 5" instead, would that work? Or would I have to define "trade_base_income_bonus bonus 5" somewhere? Same with Dockyards.

    For Roads, if I gave Dirt Roads "road_level 1", Paved Roads "road_level 2", and Highways "road_level 3", would that work?

    If these changes are the right ones to make, and I make them, will it affect my current campaigns in any way (go into effect immediately, cause problems, etc).

    And finally, does anyone know why these buildings don't give the advertised trade increases already?

  2. #2

    Default Re: Dockyards, Merchant Quarters, Dirt Roads

    Stark of Winterfell
    :hmmm:Where to start. When playing the game, limiting the cash available to the player is essential, or the game becomes to easy. One of the changes KK made was to remove 'trade_base_income_bonus' from dirt roads and move everything up one stage. To add this back in again just look at paved roads and copy 'trade_base_income_bonus bonus 1' on to dirt roads, then edit other values to 2 and 3.

    Merchants Quarter: well the advantage they give is more merchants eg agent_limit merchant 2, so the extra cash is generated that way.

    Dockyards: Cities on coasts have a huge income advantage as it is, so if I was going to increase anything it would be trade fleets. The advantage for the player is building bigger and better fleets.


    Any changes to the EDB happen in game and do not require a new campaign.

    To err is human, but to really foul things up you need a computer.
    Paul Ehrlich

  3. #3

    Default Re: Dockyards, Merchant Quarters, Dirt Roads

    Dockyards do give an extra trade fleet, which provides a massive increase in income (something like 40% per trade fleet I think). IMHO the dockyards don't even need the bonus in trade goods at all to be the best economic building in the game.

  4. #4

    Default Re: Dockyards, Merchant Quarters, Dirt Roads

    It says that the path and file name are not correct when I try to save the changes...

  5. #5
    Wolfgrin's Avatar Semisalis
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    Default Re: Dockyards, Merchant Quarters, Dirt Roads

    Quote Originally Posted by dopp View Post
    Dockyards do give an extra trade fleet, which provides a massive increase in income (something like 40% per trade fleet I think). IMHO the dockyards don't even need the bonus in trade goods at all to be the best economic building in the game.
    You're describing DockLANDS. Dockyards do not provide another trade fleet. It breaks out this way:

    Port = One trade route
    Merchant's Wharf = Two trade routes
    Warehouse = Three trade routes
    Docklands = Four trade routes

    Shipwrights and Dockyards give a slight boost to trade goods only (and of course better war ships.)

  6. #6
    delra's Avatar Praepositus
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    Default Re: Dockyards, Merchant Quarters, Dirt Roads

    You say "slight" bonus.

    Isn't the bonus the same all the time, +10% per each "increase in tradeable goods"?

  7. #7
    Wolfgrin's Avatar Semisalis
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    Default Re: Dockyards, Merchant Quarters, Dirt Roads

    You could be right, Delra. I just know that your trade will not take a big leap after completing a Shipwright or Dockyard. With wharf, warehouse and docklands, the increase is huge.

  8. #8

    Default Re: Dockyards, Merchant Quarters, Dirt Roads

    merchant quarters also give "Prominant Family Ties" trait which boosts merchants even more.

  9. #9

    Default Re: Dockyards, Merchant Quarters, Dirt Roads

    I don't know about the other versions of the game because I only have M2TW not kingdoms but mines don't produce income is there a hot fix for this?

  10. #10
    Wolfcp11's Avatar Senator
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    Default Re: Dockyards, Merchant Quarters, Dirt Roads

    Quote Originally Posted by Ven0m1985 View Post
    I don't know about the other versions of the game because I only have M2TW not kingdoms but mines don't produce income is there a hot fix for this?

    why are you in the SS forums then
    "Quotation is a serviceable substitute for wit." -Oscar Wilde

  11. #11

    Default Re: Dockyards, Merchant Quarters, Dirt Roads

    Sorry, yes I was describing docklands, not dockyards.

  12. #12

    Default Re: Dockyards, Merchant Quarters, Dirt Roads

    i guess he is here because he plays stainless steel as we all do.
    there are different versions around of SS, i think the 4.x of them is for the main game without the kingdoms add-on.

    @venom: maybe the SS FAQ can help you. as i assume that you have a 4.x version
    http://www.twcenter.net/forums/showthread.php?t=110632

  13. #13

    Default Re: Dockyards, Merchant Quarters, Dirt Roads

    hey stark! I love that series, great name! looks like your question has been answered though
    “Being a Humanist means trying to behave decently without expectation of rewards or punishment after you are dead.” ― Kurt Vonnegut
    "Education: that which reveals to the wise, and conceals from the stupid, the vast limits of their knowledge." ― Mark Twain
    "Imagination is a quality given a man to compensate him for what he is not, and a sense of humor was provided to console him for what he is." ― Oscar Wilde
    “While money can't buy happiness, it certainly lets you choose your own form of misery.” ― Groucho Marx

  14. #14

    Default Re: Dockyards, Merchant Quarters, Dirt Roads

    the export_descr_building may only say theres no bonus 4 paved roads after dirt roads, but i notice the differece, my income goes up tons when i build paved roads, especially in rich areas

  15. #15

    Default Re: Dockyards, Merchant Quarters, Dirt Roads

    i dont think thats what they ment, i think they ment that there was no difference with dirt roads, and that there is with paved and highway, but that it is a less dramatic change than it used to be
    “Being a Humanist means trying to behave decently without expectation of rewards or punishment after you are dead.” ― Kurt Vonnegut
    "Education: that which reveals to the wise, and conceals from the stupid, the vast limits of their knowledge." ― Mark Twain
    "Imagination is a quality given a man to compensate him for what he is not, and a sense of humor was provided to console him for what he is." ― Oscar Wilde
    “While money can't buy happiness, it certainly lets you choose your own form of misery.” ― Groucho Marx

  16. #16

    Default Re: Dockyards, Merchant Quarters, Dirt Roads

    meh, there cheap enough, who cares
    jst hav 2 work ur way past the dirt road leavl quick then

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