Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

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Trade Skills
   
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12 jun, 2021 @ 12:28
19 jan, 2024 @ 13:12
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Trade Skills

I 1 samling av Canute VII
Base Game Improvement Mods
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Beskrivning
This mod introduces new trade skills to the naval skill tree which let the player engage in a (simplified) trade mechanic. The player may export or import food and wood in exchange for gold. Building a trading post gives access to corresponding trade policies.

To support these activities the player may build lighthouses and trade ports to increase trade volume as well as a warehouse upgrade to increase storage capacity and supply range.

Trade is conducted against an anonymous market. For each pop level in a city with trading post, 5 units of food/wood/gold are exchanged on a weekly basis. Lighthouses increase this trade volume by 50% and trade ports by another 100%.

During early spring, late autumn and especially during winter, trade will be reduced by seasonal adversities. However, the ship wintering ability will reduce the seasonal impact on trade.

Exporting goods will give a price of 80% in gold, importing will cost 120%. Adopting a trade levy will increase the price of exports and decrease the price of imports, but also decrease trade volume. There will be price fluctuation events that temporarily increase/decrease prices by 20% or 50% so the player may take advantage of these.

Additionally, baggage trains will cost 10 gold /week in maintenance.


DISCLAIMER:
(1) There's a known issue in that the mod can become buggy if you build more than one trade post. Therefore it is recommended to build only one trade post.
(2) If you want to build more, then you either need to play the Mos Maiorum mod instead (where the bug is already fixed) or wait until I find the time to port the fix here.
Populära diskussioner Visa alla (1)
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12 jun, 2021 @ 13:06
Feedback Thread
Canute VII
42 kommentarer
Cosmik Debris 15 feb, 2024 @ 23:39 
I found it, thanks. Really great mod.
Canute VII  [skapare] 15 feb, 2024 @ 22:53 
There should be a trade objective in the objective log, that let's you change the policy. It should look like the one where you chose the policy initially.
Cosmik Debris 15 feb, 2024 @ 17:37 
If I want to change a import/export is the only way to demolish/rebuild the trade port?
Megas X 18 feb, 2023 @ 10:37 
Thanks for the detailed information Canute, I will take a look 👍
Canute VII  [skapare] 18 feb, 2023 @ 5:41 
To start with you can take a look at my basic overview for modding newcomers: link
Canute VII  [skapare] 18 feb, 2023 @ 5:41 
I don't think anyone has gone as far as actually decompiling the source code. But if anyone has tried, then it would certainly be Fristi61. Just to be sure, I would first ask help@longbowgames.com and/or rob@longbowgames.com if it's permissible to decompile. Not sure if anyone's still there and answering, but the source code is intellectual property after all, so better err on the save side.
Canute VII  [skapare] 18 feb, 2023 @ 5:41 
Oh, I use LUA together with changing xml-files. That's the basic "devoper-approved" way to do it. I'm not a programmer by training, just did some Pascal way back in school and later some VBA for work. So you should be fine learning LUA, it's pretty accessible on purpose. This is not the language the game is coded in, though, it's rather meant as an "interface" for modders to do their tricks within the limits of the available script functions.
Megas X 18 feb, 2023 @ 1:28 
What programming language do you use to make a modification? The core is built in C++ for Hegemony 3. As far as I know, it is possible to make modifications with C# by decompiling the DLL file so that the source code is visible. I am a programmer myself and am familiar with the programming languages Python and C#. But I had no experience with game development so far. I wanted to get a bit more involved with it now, if other time-consuming projects don't prevent it.

Thanks forward for your feedback Canute
Megas X 16 feb, 2023 @ 13:21 
All well, thanks for the information 👍
Canute VII  [skapare] 16 feb, 2023 @ 11:58 
As written before, I strongly suspect that it's somehting to do with the CW9 mod, because there are already some more crash reports for CW9. So please report in the CW9 thread
Link . Hopefully it will help the authour of CW9 sort this out. And yes, by all means, make a savegame available to him, the more info he gets, the higher the chances he can track this down.

Don't get me wrong, if there's a similar issue with the vanilla map or the Iberia map, then I'm willing to take responsibility for it. But here it seems it would be better adressed in CW9.