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  1. #1

    Default [Quintillius's Submods] - Reduced Income / Additional Buildings

    Quintillius' Submods

    A very long time ago I downloaded Stainless Steel and was very excited to play it.
    After I played as France and the Byzantine Empire I decided to make submods for
    this really excellent modification. Now months after I came with this idea everything
    is done.


    List of submods:
    - Additional Buildings
    - Reduced Settlement Income





    Additional Buildings


    Features
    - 5 edicts
    Spoiler Alert, click show to read: 

    Proclaiming edicts will add bonusses, but make your people unhappy.

    * Forced labour on construction
    (-75% happiness, -1% growth, -30% costs, -5% tax)

    * Forced training for infantry
    (-75% happiness, -1% growth, +1 experience infantery, -5% tax)

    * Forced training for cavalry
    (-75% happiness, -1% growth, +1 experience cavalry, -5% tax)

    * Forced training for ships
    (-75% happiness, -1% growth, +1 experience ships, -5% tax)


    - Take a loan of 10,000 Florins
    Spoiler Alert, click show to read: 
    In medieval times the King or Emperor could need money. Sometimes the only solution to this endless problem was losing power to the people in return for money. This way was very common in the Low Countries (Holland & Belgium nowadays). However this system wasn't known in most of other countries, it's still possible to to this as the Duke of Milan for example. Just for the purpose of gameplay.

    Loan: 10,000 florins
    Interest: -500 per turn
    Repay: Destroy the document (building)


    - 4 new buildings
    Spoiler Alert, click show to read: 

    Alehouse
    (+1 agent, -5% law, 5% health)

    Field of Tournaments
    (+1 stage racing, +5% happiness)

    Papal Embassy
    (+1 pope approval)

    Monastery / Bimarestan
    (Small chance of making lord more intelligent)


    - Images of all nine wonders replaced with images
    which fit better in the game

    Spoiler Alert, click show to read: 

    * Great Aqueduct
    * Hagia Sophia
    * Holy Sepulchre
    * Dome of the Rock
    * Ka'bah
    * Mark's Basilica
    * Notre Dame
    * Cordoba Mosque



    - 7 rights
    Spoiler Alert, click show to read: 

    Proclaiming rights will add Florins once, but you'll be unable to build specific buildings.
    Revoking a right will make your people upset.

    Toll right
    (no market trade, +1000fl)

    Market right
    (no corn exchange, +1000fl)

    Right to judge own criminals
    (no council chambers, +1000fl)

    Right to elect local government officials
    (no city hall, +1000fl)

    Mint right
    (-250 income each turn, +3000fl)

    Judiciary and law making
    (no roads, +1000fl)

    Right to levy taxes
    (no farms +2,000fl)


    - Extra building to the tree of churches, namely the Grand Basilica
    Spoiler Alert, click show to read: 

    (Massive bonusses)

    Image all roads to this huge city filled with pilgrims, who came from far. They walked months to see this impressive


    building. The grand dome or huge bell tower is seen from miles away. This divined wonder has conferred the honorary title of Basilica Minor, by the Pope Himself. Only the cathedrals of Rome have a higher status, but still are quite smaller.

    His Holiness, the Pope has also given some exclusive rights to this enormous cathedral. It has a certain precedance before
    other cathedrals and the right of the conopaeum (a baldachin) and tintinnabulum (bell) which are carried side by side in procession at the head of the clergy on state occasions.

    At the time the Pope visits your city - and that will be very soon - the tintinnabulum will be ringing to proclaim His Holiness's visit.






    Screenshots


    Spoiler Alert, click show to read: 




















    Reduced Settlement Income


    This submod reduces settlement income for both taxes and trade. Just when I played the Byzantine Empire I realized how easy it is to have a well-doing economy. This submod makes it far harder.
    The mod also increases the limits for both public order and unrest, so the penalties of removing rights and proclaiming edicts are far higher.

    Features
    -
    Reduced tax and trade:

    Taxes:
    City - decreased with 38%
    Castle - decreased with 47%

    Trade:
    City - decreased with 41%
    Castle - decreased with 50%




    Download Link





    Have fun!


    © - Quintillius
    Last edited by Quintillius; August 27, 2014 at 04:31 PM.

  2. #2

    Default Re: [Quintillius's Submods] - Reduced Income / Additional Buildings

    In the export_descr_buildings you provided, the Papal Embassy has "pope_disapproval" instead of "pope_approval".

  3. #3

    Default Re: [Quintillius's Submods] - Reduced Income / Additional Buildings

    Yes I know. But it's positive. Look for example at this script. This is a small church:

    Code:
    building temple_catholic
    {
      convert_to temple_catholic_castle
      religion catholic
      levels small_church church abbey cathedral huge_cathedral grand_basilica
      {
        small_church city requires factions { denmark, teutonic_order, jerusalem, norway,  hre, scotland, france, england, hungary, poland, venice, papal_states, portugal, spain, aragon, sicily, milan, }
        {
          convert_to 0
          capability
          {
            agent priest  0  requires factions { denmark, teutonic_order, jerusalem, norway,  scotland, hre, france, england, }
            agent priest  0  requires factions { hungary, poland, }
            agent priest  0  requires factions { papal_states, portugal, spain, aragon, sicily, milan, venice, }
            happiness_bonus bonus 1
            religion_level bonus 2
            pope_disapproval 1
    I am afraid you have to ask the developers about this.
    By the way everything is tested, so don't worry.

  4. #4

    Default Re: [Quintillius's Submods] - Reduced Income / Additional Buildings

    That doesn't make any sense. Both kinds of that tag, be it approval or disapproval, are used in the various EDBs I've seen used in SS and its submods...
    The one I have in my personal SS has "pope_disapproval" under the Muslim buildings for example, but has "pope_approval" under every Catholic religious building.
    So, because of that, I know both kinds of that tag work.
    Maybe it was just an oversight. I dunno.
    lol

    Have you tried pope_approval in place of the disapproval tag in your testing? Just a thought, I want to know if I was wrong about this.
    If I am wrong, that's on me for not knowing everything about coding, lol


    On topic, though, I like the ideas in this submod. I don't think anyone has really done anything of this sort
    outside of Dominion of The Sword, which is still in-progress, and MAYBE Broken Crescent.
    Good work.
    Are you going to add more to it, by the way?
    Last edited by Silver Legionary; March 01, 2013 at 09:37 PM.

  5. #5

    Default Re: [Quintillius's Submods] - Reduced Income / Additional Buildings

    Very nice- I like these ideas but I don't quite understand your meaning about removing rights and replace with edicts? Does -market trade +1000 mean the bonus from market trade is gone replaced by 1000 florins income or do you mean simply at the market level it is 1000 income? It is late and I haven't looked over all your files but just so I understand the intent? Free cities and giving up rights by princes/bishops and kings was fairly common, especially in Italy, Germany, and Low Countries but in some form or other almost all Europe did this. Most cities appear to be able to gain +6,000 income with the various rights- are the mints attached to gold/silver mine building or something else?

    It is pretty good effort to introduce some of the balance of power issues rulers had to deal with- more income often meant less control of the population and less military power when giving away rights to cities/guilds. However should it not work the opposite? More income = less happiness with any interference? Maybe some way that free cities have to be auto managed? Otherwise I don't see the edicts nearly matching the rights in value. That said, maybe Grand Basilica also reduces happiness of the people somewhat? Too much kingly or papal authority often created unhappiness, especially later by the Reformation that is obvious but even earlier local church often resented papal legates orders to change a traditional practice or force oaths to a lord to conflict with religion.

    Great job on the buildings! I have just been working on including brewery/alehouse into church lines of buildings actually, the images I opened in download look great- looking forward to seeing them in game.

    I have to say your loan is simpler than the idea I was considering. Simply use building to generate -income (I've heard negative income can be buggy though). I was trying more complicated loan script where every 5 turns the interest rate doubles but I think your way works better. 5% simple interest each turn is easier to calculate and more motivating.
    Last edited by Ichon; March 02, 2013 at 01:29 AM.

  6. #6

    Default Re: [Quintillius's Submods] - Reduced Income / Additional Buildings

    That doesn't make any sense. Both kinds of that tag, be it approval or disapproval, are used in the various EDBs I've seen used in SS and its submods...
    The one I have (...)


    Have you tried pope_approval in place of the disapproval tag in your testing? Just a thought, I want to know if I was wrong about this.
    If I am wrong, that's on me for not knowing everything about coding, lol

    pope_disapproval - pope_disapproval 1
    This makes the Pope happy with your faction.


    pope_approval - pope_approval 1
    This sends a message to you when the building is completed, telling of the Pope's approval for your cause.


    Source


    On topic, though, I like the ideas in this submod. I don't think anyone has really done anything of this sort
    outside of Dominion of The Sword, which is still in-progress, and MAYBE Broken Crescent.
    Good work.
    Are you going to add more to it, by the way?
    Thank you! Currently there are no plans to add more. But if people find bugs, I'll release a new version. Probably with extra stuff.


    Very nice- I like these ideas but I don't quite understand your meaning about removing rights and replace with edicts? Does -market trade +1000 mean the bonus from market trade is gone replaced by 1000 florins income or do you mean simply at the market level it is 1000 income? It is late and I haven't looked over all your files but just so I understand the intent? Free cities and giving up rights by princes/bishops and kings was fairly common, especially in Italy, Germany, and Low Countries but in some form or other almost all Europe did this. Most cities appear to be able to gain +6,000 income with the various rights- are the mints attached to gold/silver mine building or something else?
    Rights and edicts are two different things. Rights are granted to your people in return for money. For example the toll right. You get 1000 florins once, but building markets is not possible any more.
    The minimod is for both early and late.
    I know the Low Countries, Germany and some Italian States did grant rights, but not all of Europe and Asia.
    The right to mint means you'll lose 250 Florins each turn, but get 3000 Florins once.

    Edicts are laws which provide bonusses, but make your people upset.


    Also if you remove rights, the people will rebel against you.

    That said, maybe Grand Basilica also reduces happiness of the people somewhat? Too much kingly or papal authority often created unhappiness, especially later by the Reformation that is obvious but even earlier local church often resented papal legates orders to change a traditional practice or force oaths to a lord to conflict with religion.
    Grand Basilica increases the happiness of the people since they are quite
    excited to see such a wonder in their city.


    Great job on the buildings! I have just been working on including brewery/alehouse into church lines of buildings actually, the images I opened in download look great- looking forward to seeing them in game.
    Thank you! I always have liked to create buildings which are looking similar to the ones ingame.


    I have to say your loan is simpler than the idea I was considering. Simply use building to generate -income (I've heard negative income can be buggy though). I was trying more complicated loan script where every 5 turns the interest rate doubles but I think your way works better. 5% simple interest each turn is easier to calculate and more motivating.
    Nah, just keep it simple. My loan instantly adds 10,000 Florins and lowers
    the King's Purse by 500. So each turn you 'pay' 500 Florins.
    After you destroyed the building, you'll loose 10,000 Florins and the King's Purse will increase.
    Last edited by Quintillius; March 02, 2013 at 01:16 PM.

  7. #7

    Default Re: [Quintillius's Submods] - Reduced Income / Additional Buildings

    Does this work with bgr V?

  8. #8
    Lord of Shadows's Avatar Campidoctor
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    Default Re: [Quintillius's Submods] - Reduced Income / Additional Buildings

    Link doesn't work.

  9. #9

    Default Re: [Quintillius's Submods] - Reduced Income / Additional Buildings

    It still does for me...

  10. #10
    Lord of Shadows's Avatar Campidoctor
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    Default Re: [Quintillius's Submods] - Reduced Income / Additional Buildings

    Quote Originally Posted by Ichon View Post
    It still does for me...
    Ok, it works now.

  11. #11

    Default Re: [Quintillius's Submods] - Reduced Income / Additional Buildings

    This mod looks great do we just dump all 4 files into the SS data folder for the installation?

  12. #12

    Default Re: [Quintillius's Submods] - Reduced Income / Additional Buildings

    This looks great +rep

  13. #13
    Lord of Shadows's Avatar Campidoctor
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    Default Re: [Quintillius's Submods] - Reduced Income / Additional Buildings

    One question: How do I install Additional Buildings?

  14. #14
    Efstratios's Avatar Libertus
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    Default Re: [Quintillius's Submods] - Reduced Income / Additional Buildings

    For everyone that has issues installing the mod,just drag the files with their texts and put them on SS 6.3/data/campaign/sub and then,use the launcher to enable them. Simple and Easy!

    Now my question is,how did you make those graphic cards (for the buildings of course) and what programs did you use? You are quite talented and I 'll rep you for your awesome work!

    Carry on

  15. #15

    Default Re: [Quintillius's Submods] - Reduced Income / Additional Buildings

    Quote Originally Posted by Efstratios View Post
    For everyone that has issues installing the mod,just drag the files with their texts and put them on SS 6.3/data/campaign/sub and then,use the launcher to enable them. Simple and Easy!

    Now my question is,how did you make those graphic cards (for the buildings of course) and what programs did you use? You are quite talented and I 'll rep you for your awesome work!

    Carry on
    Thank you ! I've used Photoshop for this. First I took some original card, thereafter I copied elements like a tower to create a new, improved building.

  16. #16

    Default Re: [Quintillius's Submods] - Reduced Income / Additional Buildings

    nice icons

  17. #17

    Default Re: [Quintillius's Submods] - Reduced Income / Additional Buildings

    Can Titanium mod use some of your work?
    (specifiically the building icons )

  18. #18

    Default Re: [Quintillius's Submods] - Reduced Income / Additional Buildings

    Oh btw here is an extended compatibility edit of your mod

    I broke down changes in descr_settlement_mechanics.xml and export_descr_buildings.txt into various parts that just replaces the pertinent lines or parts instead of completely overwriting the files, this makes your mod compatible with Disable RR and other submods that edit the EDB and/or DSM

    Quintillius_Buildings_compatibility_edit.7z

    I haven't tested it so there might be some mistakes though, is more like guide on how to break things down for maximizing compatibility.

  19. #19

    Default Re: [Quintillius's Submods] - Reduced Income / Additional Buildings

    You can use the minimod as long you give me credits . Thanks for the extended compatibility edit.

  20. #20
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: [Quintillius's Submods] - Reduced Income / Additional Buildings

    Dear Quintillius,
    I would like to possibly use some of your pics from the submod in the SSHIP submod to the SS6.4. I would like to ask you for permission to do it.
    cheers
    JoC
    Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
    ..............................................................................................................................................................................
    If you want to play a historical mod in the medieval setting the best are:
    Stainless Steel Historical Improvement Project and Broken Crescent.
    Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
    ..............................................................................................................................................................................
    Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
    Follow home rules for playing a game without exploiting the M2TW engine deficiencies.
    Hints for Medieval 2 moders: forts, merchants, AT-NGB bug, trade fleets.
    Thrones of Britannia: review, opinion on the battles, ideas for modding. Shieldwall is promising!
    Dominant strategy in Rome2, Attila, ToB and Troy: “Sniping groups of armies”. Still there, alas!

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