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  1. #1
    HELLEKIN's Avatar Miles
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    Default building that generates money

    hello i would like to know if it is possible to have a building that generates money....for exemple...a trade fair...that generates 200 florins each turn,if it is possible how i can do that.many thanks in advance
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  2. #2
    Aikanár's Avatar no vaseline
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    Default Re: building that generates money

    Assign a trade bonus to the building in the edb, this will not add a fixed amount, but will increase trade income of course.
    Or do it like
    monitor_event FactionTurnEnd FactionBuildingExists = nameofthebuildinglevel
    and FactionType = factioname ;could be an if statement for every faction you want this to happen
    add_money factionname, 200
    end_monitor

    or the such, just a rough sketch though.


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  3. #3
    HELLEKIN's Avatar Miles
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    Default Re: building that generates money

    hello,thanks for the help is this ok?Its for vanilla it works too?

    is it ok?

    monitor_event FactionTurnEnd FactionBuildingExists = Traveling_fair
    and FactionType = portugal
    add_money portugal, 200
    end_monitor


    ;could be an if statement for every faction you want this to happen (would like to happen only with the faction that i´m playing)


    many thanks once more for help
    Homo Homini Lupus

  4. #4
    Aikanár's Avatar no vaseline
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    Default Re: building that generates money

    If you only want it to happen for one faction, then that's all you need to do, besides that if you do it just for one faction, I'd suggest to change the order of conditions to:
    FactionType = portugal
    and FactionBuildingExists = Traveling_fair

    and of course your vanilla has to be set up for modding.


    Son of Louis Lux, brother of MaxMazi, father of Squeaks, Makrell, Kaiser Leonidas, Iskar, Neadal, Sheridan, Bercor and HigoChumbo, house of Siblesz

    Not everything that counts can be counted, and not everything that can be counted counts.

  5. #5
    RollingWave's Avatar Praepositus
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    Default Re: building that generates money

    No no no, you CAN add a fixed amount of income via the EDB.

    like this

    uilding market
    {
    levels corn_exchange
    {
    corn_exchange requires factions { all, }
    {
    capability
    {
    income_bonus bonus 200
    }
    material wooden
    construction 2
    cost 800
    settlement_min town
    upgrades
    {
    }
    }
    this will give you a fixed 200 bucks a turn, it can be a negative number too, but the negative can't go below zero (which means if you have a province with +100 and -50 income bonus you will get 50, but if you just have one with -50 you'll get 0)

    In RTW you can use tax_income_bonus as well, but that appears to no longer work in M2TW
    Last edited by RollingWave; March 04, 2012 at 01:32 AM.
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  6. #6
    Aikanár's Avatar no vaseline
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    Default Re: building that generates money

    Ah, thanks, see you never stop learning


    Son of Louis Lux, brother of MaxMazi, father of Squeaks, Makrell, Kaiser Leonidas, Iskar, Neadal, Sheridan, Bercor and HigoChumbo, house of Siblesz

    Not everything that counts can be counted, and not everything that can be counted counts.

  7. #7
    HELLEKIN's Avatar Miles
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    Default Re: building that generates money

    Thanks guys for help but rollingwave get to the point i want thanks man
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  8. #8
    Withwnar's Avatar Script To The Waist
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    Default Re: building that generates money

    There is a setting that alters the value of income_bonus. In TATW it is set to 0.75 (75%) which means that if you set the bonus to e.g 1000 the building card says 1000 but it actually only gives 750.

    The setting is SIF_BUILDINGS in descr_settlement_mechanics.xml. Just thought I'd mention it as it had me confounded for quite some time. In vanilla M2TW it is 1.0 which is "no adjustment".

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