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Oh yeah, one thing I wanted to suggest: perhaps it would be good to allow the construction of trade posts anywhere by rulers who are neither tribal nor nomadic, even if there were no traderoute, instead restricting the buildings so that buildings could be built as present, but tradeposts which would be made available to be built by thich change would not be able to have buildings built in them; they would only generate wealth from the intrinsic value of tradegoods and indirectly via trade zones value?

Alternatively to the requirement that they not be built by tribes or nomads, these non-major traderoutes might require a city in the province?
Interesting idea.
However, I am not sure about this yet, because
a) How would this interact with the current tradepost limit?
b) How would this affect Merchant Republics? They already have quite a few coastal provinces taken from them, because local rulers will always build tradeposts when they can.
c) Is there even a way to control the conditions of where Tradeposts can be build? Because I don't know where these things are defined...
d) This would actually be more in the area of a future building mod, for which I have already other plans of "synergy" with tradegoods.

So yeah, I will think about this idea, but it's nothing for the short term.
 
AFAIK the conditions for tradeposts are *drumroll* having regional access to a traderoute.
When there is a traderoute there can be built a tradepost for non-merchants.

There are only a few provinces that do not have a possible tradepost in a three provinces radius - most have at least one in a two province radius - and my understanding is for actual trade for ingredients this is enough. Additionally having tradeposts literally everywhere would lower the complexity and lead to MUCH more easy money in CK2 which is the opposite of the reason for this mod.
 
Considering Mercs are already significantly weaker in CK2+ I think that allowing the building of trade posts everywhere by feudal lords would be too much of a nerf on Republics. As it stands I already think they're too weak in CK2+ (I mentioned mercs because that's where the gold advantage could maybe be a turning point for Republics but they're rather weak in CK2+)

A rework of your idea would be allowing feudal lords to build weaker versions of trade outposts INLAND, while preventing them to build trade posts on coastal provinces unless they have trade routes on them, that would prevent the indirect nerf on Republics but honestly I wouldn't see the point in it either, not worth the amount spent.
 
Bear in mind these tradeposts would be like the nomad/tribal, where the only value received would be from the intrinsic value of the province (i.e. only from the tradegoods). The idea is that these are so that lords in areas where there are no viable trade routes could still get the added value of goods with a high trade value and trade route value.

It would probably hinder merchant republics though.
 
Okay, the arguments against additional tradeposts are right, imo. Also, I am now pretty sure they can't actually be disentangled from the trderoute prerequisite, since that was DLC stuff maybe... So nothing will be changed there. You still get the tax boost, so tradegoods are not useless.

However, I am thinking about expanding the traderoute network overall, to include a few more "remote" areas that can otherwise have problems even producing refined tradegoods, provinces with historically important resources, and generally missing historical traderoutes. I actually brainstormed on this a while ago, researched a lot, and now have a -preliminary- chart - what do you think of it?
Final Traderoute Plans.jpg

(yellow is new, pink is removed)
Fun fact: At least according to my research, the Silk Road might be slightly displaced - because right now it is running directly through some major deserts, while omitting important oasis trade-cities like Merv o_O.
I might even revisit it again.
 
Fun fact: At least according to my research, the Silk Road might be slightly displaced - because right now it is running directly through some major deserts, while omitting important oasis trade-cities like Merv o_O.

where's that?

you might want to hold on with the trade routes. we've added a couple of provinces to the map.
 
where's that?

you might want to hold on with the trade routes. we've added a couple of provinces to the map.
Yeah any major changes will take a while anyway, as I am on a short holiday trip now + new semester is starting, I will be busy with real-life stuff.
If there are no major bugs until tomorrow, I will only update the OP with the Finalized-Goods-event issue fixed, and be gone for a while. You can of course still keep posting stuff here, I will catch up with it eventually.

Also, if I may be so blunt, what is your opinion on this thing here, @vukica (and/or rest of the CK2+ team)? You don't need to lie to flatter me, but I am really interested in your professional opinion.
So if you at some point happen to have time to try it out, I would be glad to get feedback :)

I hope that this mod won't cause my game to.... CTD :D
That pun will make it into the FAQ, don't worry :D
Actually it has been named "CTD" for so long I forgot what the acronym originally was supposed to mean - but the pun was good, and all the internal code already had CTD namespaces etc., so I decided to keep it. If anyone comes up with three words that make a little bit more sense than the current, feel free to suggest them ^^
 
Also, if I may be so blunt, what is your opinion on this thing here, @vukica (and/or rest of the CK2+ team)? You don't need to lie to flatter me, but I am really interested in your professional opinion.
So if you at some point happen to have time to try it out, I would be glad to get feedback :)

I like the idea. There are a few mods out there with similar ideas, but they mostly don't work properly and are filled with bugs.
So, an economy mod that works with Plus is a big thing.

I haven't had time to try it out yet, but I certainly will once Plus 4.06 is out.
I did have a little peak at the code to satisfy curiosity :D
 
I like the idea. There are a few mods out there with similar ideas, but they mostly don't work properly and are filled with bugs.
So, an economy mod that works with Plus is a big thing.

I haven't had time to try it out yet, but I certainly will once Plus 4.06 is out.
I did have a little peak at the code to satisfy curiosity :D
Good, then you can see it was a lot of work (at least for someone like me), even though it doesn't add much yet ^^
I was rather obsessed with putting in safety-checks to avoid producing bugs, which slowed down progress... at this point, frankly, I am happy to take a short leave from modding.
But yeah, when you have time, try it out and criticize away :)
 
Okay, since there seem to have been no additional problems, I just updated the main post with the Naval Supplies issue fixed (new version is also attached to this post).
As promised, I will soon disappear for a while, so have fun while I am gone ^^
 

Attachments

  • FPS_CTD V1.0.0.zip
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Greetings,
so I am back on my PC and am back working on the mod(s) - but then, University is starting again so I don't really have time :/

Anyway, I am interested how the mod has been working out for you guys. In particular, some things I haven't really had time to test out myself, but also balance. I'll list some areas that I could use feedback on:

a) Are you seeing events similar to this one:
20170326003722_1.jpg
Meaning events that allow you to change a province's resource (which fire so rarely that I tested them only via console).
How satisfied are you with them currently (usefulness, frequency, ...)?

b) How satisfied are you with the tradegoods (province modifiers) in general?
Is something missing (I doubt it), is something OP or too weak? Are traderanges reasonable?

c) What is your opinion on Natural Barriers?
Are they working as intended, get removed properly etc.? Are the costs for their removal adequate?

d) Is the AI behaving any good?
There currently is a bit missing on the AI side, so it might spam a few tradegoods more than would be reasonable. This will be fixed later, but it wouldn't be bad for me to know which tradegoods are affected most often, so I can focus on them.

e) Do you share the opinion that was voiced earlier that refined and finalized prompts are too frequent, and going through the event chains is tedious?


I can understand if you agree with the last question, and have thought about how to make that different.
Totally redoing the event chains would be a huge amount of work, and I can do a number of things with the current setup (AI chances, and player Info mainly) that would be difficult with a different system.
However, the issue could be tackled from a different perspective, by keeping the events as they are, but making them appear less frequently. I shall outline my current vision below, and you may decide if that would be good. Might be a bit technical, but please bear with me: I have ideas for more content, but as long as the technical background isn't where I want it to be, it's no use adding stuff that will have to be redone shortly after.

1) Prompts for the choice of Refined and Finalized tradegoods will be rolled out via an event that fires on startup, as opposed to random time as is currently.
However, they will be fired with a random delay of 1 day to half a year or so, based on province, to allow the production of tradegoods that require other tradegoods, and to (hopefully) keep gameplay smooth.

2) Prompts will be fired from province scope instead of owner, and will thus no longer appear as a bulk of events at once.
They will also no longer fire randomly, but instead repeat themselves after a fixed amount of time (see below), starting from the delayed startup event. That would mean that any province would always have its event fire on the same day every few years, regardless of its owner and not randomly.

3) The interval would be increased to 15 years (from currently ~5 years), which would coincide with the Medieval Indiction (https://en.wikipedia.org/wiki/Indiction).
The Business Focus would allow for a province decision to actively chose another refined or finalized good there every 5 years, potentially allowing you to make use of e.g. a freshly conquered gold mine earlier (this would not block "Indiction" prompts, but you can just reaffirm then).
Both the Rulership Focus and Business Focus would allow for a province decision to actively scout for a new resource in the area every 10 years, which would offer a random alternative resource via an event as pictured in the screenshot.


Note that from a historic perspective on Indiction, it's kinda strange to split up that tradegood prompts over different years, as its original use was to set tax rates for the country at a given date.
However, during the Middle Ages that was not important anymore (except for possibly the half-Roman Byzantines, dunno), so not only from a gameplay perspective that could well be justified.

So, tell me, what do you think of this?
Would it be better? Would you rather prefer the events to fire for all provinces at once, as is currently? Or do you have another idea?
None of this is code yet, so I am open for suggestions :).


Hope your Easter holidays weren't as freezing cold as mine,
LordPeter
 
Blockers seems ok from what I've seen.

Regarding events to change tradegood: it might be good if you could take a decision to toggle these events on/off (just keep everything running the way it is now) or to have them chosen by the AI (just have my steward do what he thinks is best).
 
Blockers seems ok from what I've seen.

Regarding events to change tradegood: it might be good if you could take a decision to toggle these events on/off (just keep everything running the way it is now) or to have them chosen by the AI (just have my steward do what he thinks is best).
Okay, thx.
Hmm yeah the thing is, I want to force the player to stop producing a tradegood if he no longer has access to the necessary resources - and to keep things a bit dynamic. And checking whether the resources are missing at all times would be too performance intensive, and might lead to even more prompts in some situations. So I am reluctant to let the player disable the events.
The steward idea sounds like a good solution though, I will think about that.
In the future, however, you might want to keep more control over the goods you produce, as I have quite a few ideas in my head about how to make them more important.

If you have any opinion on the other points, please don't be reluctant to tell me - even if it's just a "Yes, everything's fine" :)
 
This Sub mod looks very interesting..Just one question though, Does this only effect Kings emperors etc.. Or can you play as a count or duke and get the same kind of events ?. Just wondering !
 
This Sub mod looks very interesting..Just one question though, Does this only effect Kings emperors etc.. Or can you play as a count or duke and get the same kind of events ?. Just wondering !
No, the whole mod in its current state affects everyone with a demesne, there are no differences between the different ranks.