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  1. #1

    Default TLR v1.9 Beta - Trade / Resources Discussion

    The resources do need some work. Here is the current distribution of resources in TLR 1.9 beta 5, by number of uses.

    timber 72
    iron 50
    furs 42
    silk 29
    wine 26
    dyes 24
    cotton 22
    slaves 21
    sugar 21
    wool 21
    silver 19
    sulfur 16
    amber 10
    coal 10
    fish 10
    gold 8
    grain 8
    marble 7
    tin 6
    textiles 5
    tobacco 4
    ivory 3
    chocolate 2

    Total 436

    Clearly it needs some work. Does anyone actually put a merchant on timber? It can be cut down. Furs too. Iron is probably a bit overdone. And silk.

    And spices are missing. Salt was one of the most valuable resources in medieval Europe, often being worth more than gold. Frederick Barbarossa's family grew rich and powerful in Swabia because of its control over most of the salt mines. The search for better trade routes to the eastern spices in general instigated the great Portuguese and Spanish naval explorations of the 15th century and sent Marco Polo east as well.

    There are a total possible of just 199 provinces, yes? Even if every one was a town and had a grain exchange, that's still only 199 possible merchants on the map in the most extreme circumstance. To me, then, 436 resources seems a bit much. Maybe a compromise in between somewhere.

    Right now, I'm researching medieval sources for the main exporting regions for each. I'm finding all manner of useful information, such as dyes - especially Polish cochineal, an insect which produces a vivid red dye - which were the leading export of Poland and Lithuania in the 15th century. Or that sugar cane was introduced early by the Moors into Spain and was produced near Lisbon and Seville. Scandinavia was a leading exporter of sea ivory - ivory from large sea mammals like walrus and whalebone traded to them from the Finns further north, and the Hanseatic League trade in that type of ivory directly competed the Italian monopoly on African and Indian ivory trade leading to much contention between the two great merchant powers.

    Fun stuff. Typically, I'll end up losing myself in all this and come out the other side in a few days with an utterly useless knowledge of something only marginally related but which was highly engrossing. Heh.

  2. #2
    tornnight's Avatar Forum Bot
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    Default Re: TLR v1.9 Beta - Trade and Resources Discussion

    I like the idea of more exclusive resources. Makes trade agreements more important as well.
    "The first casualty when war comes, is truth." - Hiram Johnson
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  3. #3
    Lopus's Avatar Biarchus
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    Default Re: TLR v1.9 Beta - Trade and Resources Discussion

    Is it just me or is there a boost if you control ALL the sources of a certain resource?

  4. #4

    Default Re: TLR v1.9 Beta - Trade and Resources Discussion

    Quote Originally Posted by Lopus View Post
    Is it just me or is there a boost if you control ALL the sources of a certain resource?
    If you control all of a resource in a province then you seem to get the Monopolist trait line - capitalist, etc.

    It's the Trigger Agent33. But what a "TradingMonopoly" is must be buried somewhere in the packed data.

  5. #5

    Default Re: TLR v1.9 Beta - Trade and Resources Discussion

    That was my thinking. Things like amber and ivory had very specific locales. Marble can be limited to those areas famous for a particular type, like Penteli marble from near Athens, Macael marble from east of Granada, Proconnesus marble from the isle in the Sea of Marmara (make it mid-Anatolian coast of Marmara), and Carrara marble from between Florence and Genoa.

  6. #6
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    Default Re: TLR v1.9 Beta - Trade and Resources Discussion

    Quote Originally Posted by tornnight View Post
    Hmm, never noticed or heard of such a thing. That would be neat.
    Definitely, I sent merchants to the three ivory locales, accompanied by armies so that they become part of my extended Danish empire. At first, I was only earning about 200 florins, but when I got to the last one, they jumped to 950 florins (my best merchant @ 7 stars) and 650 florins (my next to best merchants @ 5 stars). Take note, the 200 florins thing was from my best merchant.

    Quote Originally Posted by Averroës View Post
    That was my thinking. Things like amber and ivory had very specific locales. Marble can be limited to those areas famous for a particular type, like Penteli marble from near Athens, Macael marble from east of Granada, Proconnesus marble from the isle in the Sea of Marmara (make it mid-Anatolian coast of Marmara), and Carrara marble from between Florence and Genoa.
    Well if you are doing the resources, I guess I'll take the slack with the titles thing. Although I'll just reuse the BBB shields because I have absolutely zero ability to draw (even on a computer). Although I think my platter designs are nice (but that's food).

  7. #7

    Default Re: TLR v1.9 Beta - Trade and Resources Discussion

    Quote Originally Posted by Lopus View Post
    Well if you are doing the resources, I guess I'll take the slack with the titles thing. Although I'll just reuse the BBB shields because I have absolutely zero ability to draw (even on a computer). Although I think my platter designs are nice (but that's food).
    Works for me. After the resources, I'll see about finding a way to extend the heraldy shields for the new settlements. Dearmad appears to have used many town coats of arms, so it seems reasonable to keep that trend. The trick will be figuring out how to make them into the .tga files of the right size and palette. Not sure I can do that any better than you. I'm at the 2-year old with crayon level when it comes to computer graphics.

  8. #8
    tornnight's Avatar Forum Bot
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    Default Re: TLR v1.9 Beta - Trade and Resources Discussion

    Hmm, never noticed or heard of such a thing. That would be neat.
    "The first casualty when war comes, is truth." - Hiram Johnson
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  9. #9
    Lopus's Avatar Biarchus
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    Default Re: TLR v1.9 Beta - Trade and Resources Discussion

    Hahaha, well, I guess being "more experienced" does have some side benefits though, I've time to NOT work if I don't feel like it.

    Okay, I'll try to upload an updated BBB for TLR within the next few days. I think it's time to use up some of my accumulated vacation leave, since I'm already at 60++ days of it.

  10. #10
    tornnight's Avatar Forum Bot
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    Default Re: TLR v1.9 Beta - Trade and Resources Discussion

    Hmm, maybe we should ask some of the folks at Deus Lo Vult. They have some nice ones they are developing.

    There was someone who offered to help with graphics. Can't seem to find the post.
    "The first casualty when war comes, is truth." - Hiram Johnson
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  11. #11
    tornnight's Avatar Forum Bot
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    Default Re: TLR v1.9 Beta - Trade and Resources Discussion

    Great news, acegogo has offered to help with the graphics.

    I'm going to start yet another thread dedicated to titles and ancillaries.
    "The first casualty when war comes, is truth." - Hiram Johnson
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  12. #12

    Default Re: TLR v1.9 Beta - Trade and Resources Discussion

    Wonderful! That means I can concentrate on my strong point, which is basically not doing much but complaining loudly. We must all go with our strengths!

    Actually though, I should have a decent first draft of a possible resource restructuring by the end of the weekend. I definitely need to get it done before SxSW starts, when I'll be going without sleep for the entire week of live music and partying here.

  13. #13
    Lopus's Avatar Biarchus
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    Default Re: TLR v1.9 Beta - Trade and Resources Discussion

    SxSW???

    What's that?

    On topic: What new resources are you considering?

  14. #14

    Default Re: TLR v1.9 Beta - Trade and Resources Discussion

    South by Southwest music, film and interactive festival. Austin has lots of clubs with live music, we call it the "Live Music Capital of the World" because it has more live music clubs 7 nights a week than any other city in the world. Every year for the last 20, SxSW has hosted an international live music conference, with bands from all over the world playing 30-45 minute "showcases" over 4 days. Draws music industry people and celebrities (bah) from all over the world. Pete Townsend of The Who will be the keynote speaker this year at the opening banquet/party. Over 1300 bands will have showcases this year. Can't see them all; but from 4pm-2am every night from the 14th to the 18th, I can see a lot of them! And the independent film festival and interactive festival start on the 9th. Great time to see music and films I wouldn't otherwise get to see; but sleep will be a distant memory by the end of that week.

    On the resources, I hadn't thought about including new ones. Jut redistributing the existing ones, reducing the number of mostly useless timber and fur spots, and bringing back spices because they were so very important to the economies of the Middle Ages.

    Should I just try to redistribute them for 1-2 per province with maybe a 3rd near the really important cities? Or should I clump them together more creating areas of high value with 2-4 resources while some towns get nothing? What does everyone, especially Tornnight, think?

    Oh, and getting the monopoly trait doesn't seem to require a monopoly. Last night, playing Milan, I shipped my first and only merchant off to one of the silver mines near Cagliari. Withing a few turns he picked up the first in the monopolist line, capitalist. He ended up getting all the way to the third level. At the time, he was my only merchant and he was sitting on one of two of the same resource. I can't figure it out. Perhaps the TradingMonopoly trigger which is buried somewhere in the files is based on being the one merchant on a particular resource type? Maybe my merchant was the only one on silver at the time. If so, then that makes timber and furs and such more useful. Use them to start the mopopolist trait line then move somewhere more lucrative. At some point, I should unpack the data files and try to figure it out.
    Last edited by Averroës; March 02, 2007 at 05:27 AM.

  15. #15
    Lopus's Avatar Biarchus
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    Default Re: TLR v1.9 Beta - Trade and Resources Discussion

    RE: Monopoly ... strange.
    RE: S&SW ... nice.
    RE: Resources ... spread out in logical placements would be my vote. But since torn is removing America (thus no access to chocolate) we could add more resources yes? What is the limit on number of resources anyway?

    Speaking of resources, we might want to hold off because I remember seeing that in patch 1.2
    Metallic Resource now support Mines
    I'm not certain what that means, but it do sound interesting neh?

  16. #16
    tornnight's Avatar Forum Bot
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    Default Re: TLR v1.9 Beta - Trade and Resources Discussion

    Hmm more mines? More Money.

    I think resources should be slightly more exclusive.

    1. It would give more benefits to trade rights.
    2. Merchants would be more interesting. It would be more of a challenge to
    acquire the best resources.

    I don't think provinces should automatically get a resource. If the area was truely barren then, no resource for you!

    I think the spread should be something like 0-3 with 3 resouces being for exceptional regions.
    0 - Barren Region
    1 - Average Region
    2 - Developed Region
    3 - Exceptional Region

    What do you think?
    Last edited by tornnight; March 02, 2007 at 05:08 PM.
    "The first casualty when war comes, is truth." - Hiram Johnson
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  17. #17

    Default Re: TLR v1.9 Beta - Trade and Resources Discussion

    Quote Originally Posted by tornnight View Post
    Hmm more mines? More Money.

    I think resources should be slightly more exclusive.

    1. It would give more benefits to trade rights.
    2. Merchants would be more interesting. It would be more of a challenge to
    acquire the best resources.

    I don't think provinces should automatically get a resource. If the area was truely barren then, no resource for you!

    I think the spread should be something like 0-3 with 3 resouces being for exceptional regions.
    0 - Barren Region
    1 - Average Region
    2 - Developed Region
    3 - Exceptional Region

    What do you think?
    That is a sensible plan. I like the idea of having them grouped by type of region. Also, it would make someone thinking about a war against the the very rich, i.e. exceptional, regions have to consider the effects of losing trade rights which also lowers the money received from a resource in the province you're warring against. Since the really important trade centers at the time were all involved in the spice and silk route, that means lowering your income when you go to war against whomever owns Baghdad, Antioch, Cairo, Constantinople or the Italian end of the silk and spice route at Milan and Venice. This would make those 6 settlements part of the "Exceptional" regions.


    My idea was to add spices back in, since they're already in vanilla and use them for all spice types, including salt. Some along the major cities of the spice trade route, which would be Baghdad, Cairo, Antioch, Constantinople, Venice, Milan. And some for the major centers of medieval salt production from mines (although many areas produced salt of some kind, along the sea shore). The major medieval salt mines would be near:

    East of Zagreb - on the border with Hungary, SSW of Buda
    Salzburg (of course, that's where the name comes from), Austria -between Innsbruck and Vienna
    An-Salt, Jordan - between modern Amman and Jerusalem
    Wieliczka, Poland - just east of Krackow (Wieliczka Salt Mine)
    Halle, Germany - south of Magdeburg

    On the mining, my impression of patch 1.2 was that the building of mines and improved mines would now apply to all metal types, not just gold and silver. So towns with iron, tin (and presumably lead which we aren't using in TLR) would now have the option of mining buildings.

    If, at a later date, we add in some new resources, a good candidate is wax, which seems to have been one of the major Hanseatic trade resources from the far north to the south, and was one of the major sources of trade income for Scandinavia along with furs, fish, iron and sea ivory.

  18. #18

    Default Re: TLR v1.9 Beta - Trade and Resources Discussion

    Ok, here's the preliminary breakdown of resources. I haven't placed them yet, so no X-Y coords.

    There are a total of 180 resources, not including those in the Americas which I'm leaving alone until they're removed from the map.
    I made sure that every starting faction (of those we have so far) has at least one metal type - tin, gold, iron,
    to take advantage of the change in patch 1.2 which allows mines to be built on all metals.

    List of resources by type (not including the resources in America, which I'm not counting at all)

    Code:
    spices	19
    grain	17
    iron	13
    tin	12
    furs	11
    wine	11
    slaves	9
    wool	9
    textiles	8
    amber	7
    fish	7
    gold	7
    silk	7
    silver	7
    dyes	6
    sugar	6
    cotton	5
    coal	4
    ivory	4
    marble	4
    sulfur	4
    timber	3
    And here are the resources by settlement, from those with 3 down to those with 0 resources nearby:

    Code:
    		
    
    These settlements are the major trade centers and have 3 resources nearby:
    Alexandria	cotton	sugar	spices
    Antioch	silk	cotton	spices
    Baghdad	silk	sugar	spices
    Bruges	textiles	fish	grain
    Constantinople	silk	spices	dyes
    Genoa	silk	dyes	spices
    Novgorod	slaves	amber	furs
    Venice	silk	spices	tin
    
    The following settlements have 2 resources nearby:			
    Adrianople	silk	grain
    Arguin	ivory	iron
    Arhus	amber	silver
    Barcelona	textiles	grain
    Bari	grain	textiles
    Breslau	dyes	timber
    Brindisi	wool	grain
    Caernarvon	coal	tin
    Cairo	sugar	tin
    Cracow	iron	spices
    Damascus	cotton	sugar
    Dongola	slaves	ivory
    Edinburgh	wool	tin
    Florence	sulphur	marble
    Hohenstauffen	timber	iron
    Kiev	slaves	furs
    London	wool	grain
    Lubeck	amber	spices
    Magdeburg	iron	spices
    Marseille	silver	grain
    Milan	wine	tin
    Minsk	timber	furs
    Nottingham	wool	spices
    Oslo	ivory	fish
    Palermo	tin	grain
    Prague	coal	gold
    Sarkel	spices	slaves
    Southampton	wool	tin
    Stockholm	amber	iron
    Tbilisi	silk	spices
    Timbuktu	ivory	gold
    Turku	amber	fish
    Uppsala	silver	amber
    York	dyes	iron
    
    The following settlements have 1 resource nearby:
    Aberdeen	fish
    Abydus	marble
    Adana	grain
    Ajaccio	wine
    Aleppo	iron
    Angers	textiles
    Angora	wool
    Antwerp	textiles
    Athens	marble
    Atil	spices
    Azov	spices
    Belo-Ozero	furs
    Benghazi	spices
    Bologna	grain
    Bordeaux	wine
    Bran	gold
    Bucharest	grain
    Buda	tin
    Bulgar	furs
    Caen	iron
    Caffa	slaves
    Cagliari	silver
    Cashel	silver
    Cherson	grain
    Coimbra	wine
    Copenhagen	fish
    Cordoba	cotton
    Corinth	iron
    Dijon	wine
    Dumfries	fish
    Durazzo	sulphur
    Edessa	tin
    Exeter	coal
    Famagusta	textiles
    Fez	slaves
    Frankfurt	silver
    Granada	marble
    Halych	spices
    Iasi	wine
    Inverness	fish
    Iraklion	wine
    Jerusalem	spices
    Kozelsk	furs
    Leon	coal
    Limassol	tin
    Lisbon	sugar
    Lugo	iron
    Madrid	wool
    Marrakesh	gold
    Metz	wine
    Moscow	furs
    Mosul	tin
    Naples	sulphur
    Newel	iron
    Nicea	gold
    Nuremburg	iron
    Oporto	tin
    Pamplona	wool
    Paris	textiles
    Peremyshl	dyes
    Pest	grain
    Poitiers	grain
    Pratis	silver
    Ragusa	slaves
    Reggio	grain
    Rennes	grain
    Rheims	iron
    Rhodes	wine
    Riga	amber
    Rome	textiles
    Ryazan	furs
    Salamanca	wine
    Sevilla	sugar
    Sijilmasa	gold
    Sinope	sulphur
    Smolensk	furs
    Spoleto	wine
    Stettin	slaves
    Thessalonica	gold
    Thorn	slaves
    Toulouse	grain
    Turov	furs
    Tyrus	cotton
    Viatka	furs
    Vilnius	dyes
    Wien	spices
    Zagreb	spices
    Zaragoza	wool
    
    The following settlements have 0 resources nearby:
    Arta	
    Hamburg	
    Trebizond	
    Acre	
    Agadir	
    Algiers	
    Al-Mansurya	
    Assouan	
    Attalia	
    Ayla	
    Bern	
    Buraidah
    Caesarea
    Damietta
    Donegal
    El-Aghouat
    Gaza
    Iconium
    Innsbruck
    Jedda
    Kutais
    Lugo
    Malta
    Medina
    Mekka
    Newel
    Ouahran
    Oujda
    Palma
    Preslav
    Qulzum
    Samandar
    Siouah
    Smyrna
    Sofia
    Tabriz
    Tara
    Tmutarakan
    Toledo
    Touggourt
    Tripoli
    Tunis
    Tzernigov
    Valencia
    Wexford
    Yerevan
    Zara
    
    The following are the America settlements, which will stay the same as they are now.
    No point in messing with them if they're going to go away.  They have tobacco, chocolate, gold, etc.
    
    Caribbean
    Cholula
    Fortaleza
    Miccosukee
    Tenochtitlan
    Tlaxcala
    Comments and suggestions welcome, please. I've tried to be as historically accurate as possible. But being entirely historically accurate ends up with salt (spices), furs, fish and grain iron production all over the map. Furs and fish are reduced in favor of grain and spices. Most of the European spices are salt mines of the period, except for Venice and Genoa which reflect their being on one end of the Silk/Spice routes.

  19. #19
    Lopus's Avatar Biarchus
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    Default Re: TLR v1.9 Beta - Trade and Resources Discussion

    Can we add in salt? I believe in medieval Europe it was very important?

  20. #20
    tornnight's Avatar Forum Bot
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    Default Re: TLR v1.9 Beta - Trade and Resources Discussion

    Was there a salt resource?
    Otherwise spice would do.
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