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  1. #1
    EarendilElenthol's Avatar Artifex
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    Default Effects of roads

    Does anyone know if and where it is possible to edit the effects of roads? In the EDB is only road 0/1/2 possible, but the roads have effects
    1. on the stratmap
    2. in the travelling speed
    3. in trade

    Currently the most important to me is the trade effects, as I am editing the whole EDB.

    Thanks

  2. #2
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Effects of roads

    It is those levels of 0/1/2 that set all the other effects. And those I believe are hardcoded.










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  4. #4
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Effects of roads

    One is glad to be of service










  5. #5

    Default Re: Effects of roads

    actually. I recall editing a number to have the basic roads start giving trade bonuses. And in the building screen it had the "Increase in tradable goods" which normally wasn't there.

  6. #6

  7. #7

    Default Re: Effects of roads

    could you post the edb file? I am currently in the process of reinstalling m2tw due to installing some mod incorrectly so I can't pinpoint it without the actual file.

    looking at another thread, this might be the thing you want to add in

    trade_base_income_bonus bonus #
    Last edited by sumaznguy; July 15, 2009 at 11:33 AM.

  8. #8
    EarendilElenthol's Avatar Artifex
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    Default Re: Effects of roads

    I was trying to in depth edit the EDB, and the options given with roads are.... a bit.... crude. Thats why I was looking for the specific files that control the 0/1/2 levels in the EDB.

  9. #9

    Default Re: Effects of roads

    Well all I did was add in that trade base income bonus to make an increase in tradable goods and it increased the trade income. Can't help you on the movement bonus.

  10. #10
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Effects of roads

    trade_base_income_bonus bonus #
    This is used in the EDB for the markets.

    road_level #
    This is used in the EDB for roads

    wall_level #
    tower_level #
    free_upkeep bonus #
    happiness_bonus bonus #
    recruitment_slots #
    This is used in the EDB for walls

    Shall I go on?
    The question is not how to get the bonus.
    The question is, what controls the effect?

    It is not in settlement_mechanics.xml
    It is not in any other file I know off.
    So it will be the modders dreaded word: hardcoded

    I would love for someone to prove me wrong.










  11. #11

    Default Re: Effects of roads

    what do you mean by controls the effect? Because you can add bonuses nearly to any building. The way I see it, the TC wants to know how to change the trade bonuses from roads.
    Last edited by sumaznguy; July 15, 2009 at 01:11 PM.

  12. #12
    EarendilElenthol's Avatar Artifex
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    Default Re: Effects of roads

    I tried to negate the trade effects of roads, dirt roads do not have an effect, paved roads seem to have an effect greater than 3 but different for each settlement. I guess it has something to do with the amount of unique resources available for export. # of trading partners or traded goods seem to have no effect. The chance of a negative trading effect rises when there are less roads possible to other settlements. This is regardless of the exportable trade goods.
    Three trading partners, two roads, small decrease; Three trading partners, two roads, small increase;
    Four trading partners, one road, large decrease; Four trading partners, two roads, large increase;
    Two trading partners, two roads, increase;
    Two trading partners, one road, small decrease;
    Rest of combinations with more than 3 trading partners and 3 roads and increase.
    Last edited by EarendilElenthol; July 16, 2009 at 07:55 PM.

  13. #13
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Effects of roads

    @EE
    The bonus is pro rata\percentual. Dirt roads with a bonus of zero will have no effect. If you have a negative bonus, then you will have to compare with trade when there are no roads (yes it takes place even then).

    A note: trade will take place even if there is no road possible on the map (after building the improvement). All that is needed is a common border.










  14. #14
    EarendilElenthol's Avatar Artifex
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    Default Re: Effects of roads

    I compared the dirt road (built everywhere) with the growth of trade when I put the paved roads in the building list and that for about 130 settlements. I added to the paved_road a trade_base_income_bonus -2 then -3 then -4 and looked for the effects.

    The bonus will have to be percentual, but I'd like to know on what it is based.
    It isn't on roads itself, as you mentioned,
    it isn't on borders (one region trading with 4 partners gives a decrease using the -3 value, while one with one two partners gives an increase),
    it isn't on the amount of trade created from import/export
    it isn't on the amount of trade created from solely export

    I have seen bordering regions without being trade partners, this presumbably due to dense forest or other impossible terrain. So I don't think its about the common border.
    Btw the value of trade_base_income_bonus is an integer, it can be positive or negative but only when there is trade (total trade cannot be under 0) and for a value of 3.5 it uses 3.

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