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New game. Now playing a Manden fraticelli, I'm 2 years in and no trade guild.
Well, look like we'll have to do it by elimination.
-You've placed the content of the rar file into documents/paradox/crusaderkingsII/mod?
-The mod is checked in the launcher?
-Are you on patch 2.7 or 2.7.1?
-Does your character have at least 1 stewardship?
-Do you use any other mods?

I can't see how it wouldn't work as I've tried my download and it work fine. The society is hidden to people with no stewardship so it's either that or there is mods conflict.
 
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Kind-of wish I could check your computer myself, would be simpler than random tests like these.

Use the console to see if the mod work at all, try these lines:
add_trait guilds_trait_trader
event SNW.130
show_all_societies

If these do nothing, then the mod is not loading at all...
 
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Seems to be working fine for me.
 
False alarm. When I unzipped your file, windows placed the trade league folder inside a second trade league folder, so the game couldn't access the files. Thanks for your quick replies -- they helped me find the problem. And it's a good mod.
 
Thanks, relieved to see that I didn't screw up at the very beginning.

While I wait for some feedback, I'll work on proper localization. I had forgotten how crude/harsh some were like "BUY MY SHIT NOW" (I've updated the download for that one already a few hours ago, it bothered me too much.)
 
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Proper localization is done, uploaded an update with some other fixes.

Spelling errors are to be expected so do report any you find (or if you are bored, take a took at the "guilds_localisation.csv" and send a spellchecked version!...)
 
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The first update for the society is here!

The main features are a pseudo crafting system by hiring craftsmen and Trade Master for non members (player only for now) that will generate gold and modifiers.

Change Notes:
- Rank 2 members can hire craftsmen to make trade goods for them.
- Non-members No-AI can make a courtier his/her Trade Master. May apply to AI in a later release.
- Owning too many trade goods in your warehouse will attract thieves.
- New trade goods: Statue, Musical Instruments, Glassware, Dye, Velvet and Fur.
- Gave the society its own rank up event.
- The Apprentice, Journeyman and Master trader traits take more trading before being able to upgrade to account for the extra trading sources.
- Peddlers with the Apprentice trader trait, Traders with Journeyman and Merchants with Master have cheaper promotion.
- Increased the maximum number of places available at all ranks.
- Added a page of information/tutorial when a game load. (appear once per game)
- Added better tool-tips to the ranks' powers in the society menu.
- Nomads can now spend goods in their capital and can receive caravans there.
- Tweaked the Meat and Wool picture.
- Everybody hate the members a bit now, them dirty greedy godless beings.
- Fixed the warehouse flags, I think.
- Made silver a rank 4 good like it was supposed to be.
- Fixed the loans' modifiers tool tip.
- Corrected various typos.
- Rank 1 AIs will now have a special event to sell their goods instead of hoarding them because they don't have access to the rank 2 options yet and are too dumb to correctly use the default selling event.

You can always find it here or on steam.
 
A small update, mostly bug fixes and an overhaul of the warehouses.

- AI should no longer sabotage from beyond the grave if they died in the war.
- Made warehouses into artifacts!
- Trade Goods Thieves can now attack anyone with at least one Goods, warehouses slow it down.
- Instead of being guarantee, the warehouse thief event now is only a chance of happening, increased by the number of artifacts and lowered by the warehouse level.
- Fixed the sneaking option when a single man is in your warehouse.
- Made an hidden event on start that will replace the old warehouses with the new ones, making it save compatible.
- Modified some localization to make caravans clearer.

Get it on Steam of the Direct Download bellow.
 
maybe the highest level could grant the ability to start producing some of the goods yourself? I know you've got the artisans for turning items into worked goods, but i was thinking an expensive demesne only modifier that would randomly add one kind of good every x amount of time would be cool.

also a way to turn society currency into actual money, like 'society member x wants your help in acquiring something, give them assets and they'll give you some cash'
 

I can think of a few things to do with your first idea. Like marking your capital as a "Major center of Trade" which will randomly generate goods or just the bonuses.

The turning society currency into money will probably require some more thinking. Ignoring that the society currency is, ultimately, being turning into money already, making a simple turn to gold would be too easy. Perhaps a random events that trigger for AI rulers (so players don't abuse it) if they are short on gold/assets but have a lot of assets/gold which will target a random society members and ask for a trade.

I'll take note of both of those for later, as I am not actively modding right now. I spent most of my free time in April/May on this mod, I want to actually play some games and not wonder why X doesn't work!
 
If there's one thing I'd change? Make sure the random events don't block you going to the marketplace for that go-round. Given the timer on going back, it's annoying, even frustrating.
 
You are talking about the events in my mods that block the decision to go shopping? Like the ones that trigger the conditions "Has not gone to the market recently"? If it's that It is kind on necessary, otherwise people could game the system and spend their goods before the events take/steal them away but still get the reward.

But I don't really understand what go-round thing you spoke about, so it may not be this at all.
 
This is a great mod. Its fun, there is a lot to it, and for modding studying how you made things work is very helpful. I don't know anyone else that comes close to creating a custom society.
 
Thanks, a lot of people ask me if they can use it as starting point, so I assume that there HAS to be more society coming. I can find 2: A Botanic and a Rogue society, but they are not released.

And there should be more content for my mod coming later this week! A new power for guild master, ai asking other ai/player to trade gold/society points for points/gold, bug fixes and a partially implanted price variations for goods up to various factors. Like weapons are worth more in time of war, basic goods such as food is worth more when prosperity is low...
 
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Here's a screenshot of the updated "send shipment to a province" decision:
9OzPiVN.jpg

=25% chance of failure is because I let a thieves guild do its things instead of acting.
=75% chance to receive everything the modifier and money. Do note that you lose the steel goods in both cases.
=The bonuses given by the goods.
=The value of the goods you receive, usually half its minimum market value but can be increased by installing stalls.
And now the new stuff, influences! A province status can affect the prices of goods.
=Prosperity, steel is worth less in non-prosperous provinces.
=Terrain, steel is worth more in plains.
=War, steel is worth more while at war.
And as others not shown: Epidemics, Winter, Presence of Dyes goods, Depopulation, holding a tournament/feasts...

For this release it will only affect sending a shipments to provinces, which should be a big "buff" to profit... Until the next releases where goods from caravans and the market will be influenced by the province of origin and where you were when you went to the market.
 
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Update is here!

- Female rulers can no longer become a republic, as the game revert it.
- You will no longer be stuck with your levy reserved for a Caravan if you die before sending one.
- Guild Masters can now set their capital as a major Center of Trade, giving them free goods and shipments. It will require donations every few years as maintenance cost however.
- AIs will try to gold and assets with other members if they low on one.
- Shipments value are now influenced by various provincial factors, market and caravan values will come in a future update.
- Society members of the Trade League are no longer able to loot goods modifiers from other members will sieging.
- The event allowing non-members to sell goods they own will also let them sell caravans and stalls they cannot use.
- Edited the sound effects.
Next update will be about influencing the value of buying like I just did with selling items.

Get it on Steam of the Direct Download bellow.
 
I do not know which mod you are making, but I'll flat out refuse if it is simply copying most my mod without the society part to add a trading system to yours. It is already compatible with close to everything, I don't see the point of copying it into another mod. If you want to use parts of my mod as a starting point or use most of the pictures since they are edited vanilla images that would be fine.

And about how hard it would be to remove the society, this won't be the main issue. It will be the massive flooding of events and decisions free from the society scope restrictions and the oversaturation of goods everywhere.
 
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