Soulash 2

Soulash 2

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Better Settlements: Let's Trade!
   
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29.9.2024 klo 14.06
13.10.2024 klo 9.42
6 muutosilmoitusta ( näytä )

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Better Settlements: Let's Trade!

Kuvaus
Adds caravan trade based buildings to player settlements. They simulate barter trade system and enable easy access to resources needed in other buildings without the need to micromanage trade routes.

Why Better Settlements mods?
I created those to give players more options of solving economic challenges, roleplaying their settlements, and removing some common pain points, while staying as vanilla as possible.

What exactly Better Settlements: Lets Trade! mod does?
The main idea behind this mod was to create alternative to satelite settlements - ones you build just to supply main city with specific goods needed for buildings to operate. It focuses mainly on trades related to food industry. I don't want to take vanilla pleasure of founding towns focused on industry (mithril/adamantine/gold/diamond and so on), so those you will need to build yourselves.
So how this mod works? It adds new group of buildings: "traders", and adds to it 15 buildings. There are 5 types of different 'trade routes' that you can create with those buildings, each with 3 different subtypes depending on what resource you want to sell and buy. Each trade route gives you 3 different resources that can be later used in other buildings in your settlement (view attached graph to see what building loops are connected to vanilla and what to other Better Settlements mods).
What you can sell?
  • Gems - all gem types.
  • Ingots - all ingots except for mithril and adamantine.
  • Wood - only wood planks, and only more valuable than 7g. Wood worth less is unlikely to be produced in quantities that could sustain any meaningful trade route.
What you can buy for sold goods?
  • Elven Wood Traders: flower pollen (apiary), blueberries (bakery), herbs (tavern upgrade: roast).
  • Boreal Goods Traders: ground jelly (bat ranch), mush wood (slugs farm), orange mushrooms (tavern).
  • Rasimi Traders: savory branch (spice seekers -> alchemists), swamp grass (huge slugs ranch), sugar (tavern).
  • Human Traders: wheat grain (cow ranch, pig ranch, chicken ranch, windmill, tavern), straw (cow ranch), strawberries (bakery)
  • Barley Hills Traders: barley (goat ranch, sheep ranch, pig ranch, chicken ranch, windmill, tavern).



Dependencies:
Better Settlements New Building Groups: install and move to top of Better Settlements series mods in game mod manager.

How to install?
  • Subscribe to this mod.
  • Create new world and have fun.
  • Alternatively you can add this mod to your existing save:
    The guide on how to do that is here. To all my knowledge it should work fine,
    but BACKUP YOUR SAVES BEFORE YOU DO THAT anyway, better safe than sorry.

How to uninstall?
Currently you CAN'T uninstall any mod that was once installed without breaking your saves that were using it. But if you want to start new world without it just unsubscribe.

My other mods:

Enjoy!
9 kommenttia
Ranger Dimitri 28.6. klo 5.07 
Kay then, thanks for the clarification.
Zentarius  [tekijä] 28.6. klo 1.14 
Yep, exactly, higher price of resource you sell, more goods you get.
Ranger Dimitri 27.6. klo 19.15 
So, a bit more clarity/example of what the traders do? I am assuming it basically gives you X amount of a resource attached to the trader as long as there is enough of the item you want to sell being sold to help balance out any upkeep from your other buildings for making particular resources?
1D6+1 2.2. klo 2.55 
Thank you for info.:steamthumbsup:
Zentarius  [tekijä] 1.2. klo 10.53 
@1D6+1 Im happy you enjoy!
This looks like common Soulash2 behaviour. Ive seen it many times. If you dont have certain food item in your settlement inventory, it will not increase because its eaten all up when its produced. So it seems like its not produced at all. For strawberry its ok but for grain. and other core resources, it can be problematic cause villagers will eat it before it can be processed to flour and bread. So you can loose this way a lot of "food value". Best is to keep some minimal level of crucial resources in your towns (aka not choose those for auto trading). But this is vanilla behaviour so it cannot be modded. Hope this explenation helps!
Zentarius  [tekijä] 1.2. klo 10.46 
@cuma3th thanks Brother!
1D6+1 27.1. klo 0.23 
Thank you for this mod.
I was built facility Human Traders: Wood,
But strawberry inventory will not increase, only straw and wheat grains will increase, Is it bug?
cuma3th 27.11.2024 klo 6.35 
Братишка, ты просто лучший)
Zentarius  [tekijä] 13.10.2024 klo 9.50 
Mod update: Changed Spice Seekers building so it can be built in any player settlement and supplied with resources from traders.