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  1. #1
    MadTiest's Avatar Miles
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    Default Innovative economic buildings idea (is this possible?)

    I've come up with an idea, that in my opinion would make the entire economic aspect of TW far more interesting. Unfortunately, based on what I've read in tutorials and threads I suspect it's completely impossible So can any of you modding wizkids provide the final verdict on the viability?:

    A set of economic buildings that are available in different settlements and provide the most benefits when they are all built. For example in a mountain village you can built a goldmine, in larger settlements goldsmiths, and only in specific settlements (perhaps only in dwarven or elven settlements) jewelers. Each individual building will only generate say 120, but when you have all 3 you will generate a 1000 total instead of only 360. Another example could be: hunters (in a village in a wooden area) and fur traders (in larger settlements). This system would encourage expeditions to different areas of the map to obtain the settlements you need to built the economic building you need to complete your chains.
    Someone else provided an an additional point:
    Quote Originally Posted by Sargon_of_Akkad
    This is a brilliant idea. Even more, perhaps it could be expanded to say require a map resource as well?

    For a quick example, the Sheep-shearer's Hut might provide 100 gold for each sheep resource present in territories you own, which could link to a Weaver's Shop which provides 100 gold for each Sheep-shearer's Hut you own (to create jumpers from the wool, because Orcs get cold!).


    Including merchants to the concept would be even better. Say sending a merchant to the gold will increase productivity of the entire chain.

    Unfortunately I get the idea linking different settlements in such a way is impossible, let alone adding merchants to the idea.


  2. #2

    Default Re: Innovative economic buildings idea (is this possible?)

    Unfortunately this is unlikely to work as M2TW cannot tell which buildings your faction owns, so you'd need an enourmous script to check every building in every settlement for every faction and assign them events which would allow each faction to build certain upgrades.

    But you can detect multiple ecconomic buildings in the same settlement so you could try the following.

    1) Add a resource requirement to some buildings so they can only be built in a region where that resource is present, such as gold for gold mines or dwarves for a jeweller. Then require that these buildings can only be upgraded if other buildings are present; for example a Dwarvern Jeweller can only be upgraded to a Majestic Jeweller if you have a gold mine or a Great Jeweller if you have a silver mine.

    2) You could try adding a requires building line that would give additional bonuses to the building. I have not tested this so I'm unsure how well it will work.

    mine_resource 4
    mine_resource 4 requires building_present_min_level hinterland_farms farms
    mine_resource 4 requires building_present_min_level hinterland_farms farms+2

    The first line is the default bonus, the second line is an additional bonus if you have a farm, third line is an second bonus you also get if you upgrade your farms to a farms+2.
    Morning Sun (adds Korea and China to the Shogun 2 map)
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  3. #3
    konny's Avatar Artifex
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    Default Re: Innovative economic buildings idea (is this possible?)

    Yes, the trading ressources complex only works with a lot of monitors in the script, but it is of course not impossible per se. The most difficult part would be the exporting of the conditions to EDB. The best way could be to work with spawned buildings.

    The merchants could work too: You can check if a merchant is trading a ressource and in which province he is. Because you know in advance which ressource is in which provicne, you can use this to detect the ressources that are acquired by merchants.

    You could go even further and give the merchant a "load": When he is in a province with iron give him the trait "Loaded Iron", and when he ends his turn in a settlement with a smith, reset this trait and add money to the faction's treasury. Needless to say that this would not work for the AI and would require an insane ammount of mikromanagement by the player.

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