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Thanks for the compliment @Maal :D
But yeah with "low level" I meant the level of development, not my skill :p. Similarly, with "professional" I rather meant "experienced" modders like us, who know what they are doing. I guess it shows sometimes that English is not my native tongue...

Indeed my mod has grown (and is ever growing) more complex than I first imagined it. I'm currently juggling around with five different spreadsheets, just to keep track of all the design plans.
As it stands, I estimate that I have around 80% of the designing done, and around 10% of coding (albeit arguably that was the hardest part there). Graphics remain mostly untouched, and (as I hinted at before) will only be fully included in future iterations, after the main release.
That reminds me, I wanted to prepare a dev diary. That should come later today - I hope.
 
Thanks for the compliment @Maal :D
But yeah with "low level" I meant the level of development, not my skill :p. Similarly, with "professional" I rather meant "experienced" modders like us

The word you are looking for could also be veteran, I suppose. Either way professional is indeed implied that they are "people who get paid to do X".
 
Could you explain what feature creep is? I'm unfamiliar with the term.
When new features are constantly designed and put into production faster than they are completed, preventing a project from ever finishing. This is at least the colloquial definition I've seen, a quick Google search defines it much simpler: "the ongoing expansion or addition of new features in a product, especially in computer software and consumer and business electronics. These extra features go beyond the basic function of the product" from Wikipedia.
 
When new features are constantly designed and put into production faster than they are completed, preventing a project from ever finishing. This is at least the colloquial definition I've seen, a quick Google search defines it much simpler: "the ongoing expansion or addition of new features in a product, especially in computer software and consumer and business electronics. These extra features go beyond the basic function of the product" from Wikipedia.

Feature creep also tends to have a negative connotations. By allowing feature creep to happen you might end up having something so over designed that it becomes unwieldy to fix or make adjustments in the future. As such it becomes increasingly difficult to maintain oversight over all of said features. Another side effect would be that by constantly adding new things you never go back and amend or expand old ones, for better or worse.

I don't really believe this is the case here but that should answer the question about feature creep and its dangers a bit more.
 
Actually good point about the "feature creep".
I am not a fan per se of its negative connotation, but it definitely is a thing. It's especially problematic in commercial productions, where the company could actually run out of funds before completing the game, which would result in the game production being aborted, and a huge financial loss for the company.
An often cited recent example of feature creep is Star Citizen, which gained sort of a reputation for its constant delays. Frankly I am a big fan of this project, because it is visionary, but I am also aware that others are much more skeptical about such things. Luckily, the greatest danger of "running out of funds" does not really affect them, as they already have generated an insane amount of funds, and are still getting more money. So I wouldn't say that the problem is negative per se, but it is dangerous.

Luckily, it also doesn't affect me, because as a modder I have no financial constraints whatsoever :D. The only thing that could happen is me running out of time and moving on in my life, but that's unlikely to happen anytime soon, and even if I tend to take breaks from modding from time to time, I have always come back.
That being said, feature creep has been happening to this project, that's true.
It's the reason why I have the 5 spreadsheets I mentioned, but I think I have it under control now, as there have been no new features added in the last two months. And all the previous ones were not just introduced to be fun, but to mitigate problems in the design of the initial, major mechanics. Just like the vanilla patches have iterated on mechanics to make them work together better, I have introduced concepts to the mod to make things run more smoothly. Plus, they're fun ^^
But yeah, in order to avoid postponing the release forever, I will probably just disable certain features in the first release, with them getting enabled in subsequent iterations. Just like graphics will not be final in the first release. Trust me, I have some rough estimates on things, and six months is not the point where the mod is final, but where all the major and essential features are functioning. And the reason it will take so long is not that there's so much work left to do, but rather that I currently have only a few hours per week left to mod, and I have to spread my modding out over very long intervals. Real life goes on, and there's lots to do there as well ;)

So, that much for that. Next post will be the dev diary now. I'm positive.
 
4th Dev Diary
Welcome to the fourth FPS dev diary:
"She needs to sort out her priorities..."

Today I'll talk a bit about the rather technical problem of Import/Export of tradegoods I asked for opinions about a while ago, from which point there spun a vivid discussion about possible solutions. Now I am at the point where I have implemented the design I deemed best, and can explain a bit about how it'll work. Mind that there still isn't a single tradegood in the game (they're still stuck in design anyway), and this is just the framework on which the actual gameplay will be run.
As before, the "guess the dev diary title reference to get a teaser" game goes on. It's not even a pun today, just a quote, and shouldn't be to hard to know. Silly thing I know, but I like it :p
Hopefully the teaser will be better than last time, but alas it's still not super exiting.

Regular Interval Imports
To recapitulate, I decided to go with the -potentially performance intense - approach of imports that are repeated at regular intervals. There were other ideas which were better in certain aspects, but worse in others, so I decided to go with this one.
How it'll work is this:
  1. A province, let's say Bremen, produces Fish (which makes sense because it is located at the coast). But the Fish would spoil pretty soon (anyone knows the Asterix comics?), so it can't be exported unless it is cured. For that reason, it would be nice if Bremen could obtain some Salt, as that could be used to cure the Fishes.
  2. Thus, the owner of Bremen decides to order the province to produce Cured Fish as a finalized good, via a province decision (not yet implemented). This Cured Fish tradegood is not immediately produced, however, as the province must first look for a way to obtain Salt, the second ingredient.
  3. This "Import" of Salt happens during a maintenance event. At a certain point of the year (currently during the first days of October, but that may change) the province will fire an event that handles the Import of ingredients. It works as follows:
  4. First, the maintenance event resets all previously imported ingredients. That means even if Bremen has previously already found a source of Salt, it will now have forgotten about it. At the same time, all previously "exported" tradegoods will be reset as well, so the province is aware that it now in any case has a nice stock of Fish it could use to produce Cured Fish.
  5. Second, the event will try to import the ingredients it is missing for the production of the secondary or tertiary tradegood - in this case, Salt. Let's say that by coincidence, the Westfalen province has a nice store of Salt (which it will have because that's what made Soest rich). Luckily, Westfalen is well into traderange for Salt, and so Bremen can import that from there.
  6. Indeed it will then do just that: Import Salt from Westfalen, which sets the amount produced there to "used" (i.e. it can't be exported again, as all of it is used up by Bremen), and in Bremen there will be a code-thingy set that declares that there is Salt available for use there (albeit not for further trading). Now, the event has checked that there is both Fish and salt available in Bremen, so the Cured Fish can be produced. Great!
  7. Now Bremen has an instance of Cured Fish, which will give a bigger bonus to trade income (or direct income, not final) than the individual ingredients used. Because it is a finalized, tertiary product, it can not be imported by other provinces to be refined further, and thus this trade chain has come to an end in Bremen. Too bad, but the financial bonus is worth it (the Hansa became rich partly due to its trade in salted fish).
Obviously these "trade chains" will become more complex for other products: Imagine Jewelry, where you first need a province that produces Charcoal from Wood, the one that produces Gold from Gold Ore and Charcoal, and finally one that produces Jewelry from Gold and Gems. It's a lot like the old "Anno" games, of which I am a big fan and from which I drew lots of inspiration.

Province Import Priority Variables
The above mechanic leaves us with one problem though: How do the maintenance events decide which province is to import first?
Because theoretically, in the above example it could also have been the case that Westfalen imports the Fish from Bremen, and makes the Cured Fish there, to get the income bonus. Or,
Ostfriesland could have imported the Salt from Westfalen to cure its own local Fish, leaving Bremen with nothing left. Or it could even have imported both the Fish from Bremen and the Salt from Westfalen, to make a product entirely out of imported products (Medieval capitalism yaay). The possibilities are endless, so how to bring this randomness into order?

The general idea here is common sense, and historical reality: In reality, Bremen would have imported the Salt from Westfalen to cure its locally produced Fish, and not any of the other possibilities. Why? Because Bremen was a rich province with big cities, great infrastructure and a good natural location at the sea, many powerful merchants and consumers as well (because big city = lots of people). Westfalen, on the other hand, had a few powerful cities as well, but not at Bremen's level, and it also wasn't located at the sea. (In this example, of course it is also much more logical to move the Salt of course because the Fish would spoil more easily, and thus the traderange of Fish might actually forbid the transportation to Westfalen.) Just the same reasoning applies to Ostfriesland: Nice location at the sea, but totally backwater province with no real cities, and no merchants powerful enough to rival Bremen.
This is in fact a generalization, as in the very early Middle Ages, both Ostfriesland and Westfalen (Soest) might have been more powerful than Bremen!

Thus was born the concept of "Import Priority".
A number to automatically and dynamically determine the order in which provinces are allowed to import.
It is a variable assigned to the province, and its value gets determined by various factors, such as
  • Number of Holdings
  • Province Location (e.g. at a major river)
  • "Province Special Features" (teased before, remain secret)
  • a few other, currently secret things :p
This value is regenerated in regular intervals to reflect changes over time (such as newly constructed holdings). Problem is, that variable could be just about anything, and the idea was to sort provinces into certain groups, so that some provinces (e.g. Bremen) could import first, and others later.
Thus, all the province's "Import Priority" get compared globally to determine the very highest number in the entire world. That part was rather difficult to get right actually from a technical perspective, and it's not really performance friendly now (while loop to check all provinces); a friend of mine suggested I use an array for easier sorting, but such a thing does not exist in CK2 scripting language ^^
In most of the start dates, the current algorithm ends up assigning the highest global value to Constantinople, mostly because it has the most constructed holdings for most of the time. It's a pretty good outcome imo.

Import Priority Levels
The newly determined "highest world value" is then divided by 10, and all provinces in the world get assigned a flag that corresponds to in which interval their local priority variable value lies. For example, Constantinople will be assigned "level 10", because its value (total world maximum) lies within the highest possible interval between 90% and 100% (at 100% exactly). Similarly, most of the time both Paris, Venice, Cairo and a few other huge population centres will be in the same category, because their variable value lies somewhere around 90%+ of that of Constantinople.
For comparison, a semi-major province like Cologne or Bremen might end up at level 8 maybe, Westfalen at 6 or so, Ostfriesland at 4 and Orkney at 2 (just estimates).

The provinces then import in order of priority, with Constantinople, Paris, Venice and Cairo simultaneously competing for the best resources first (maybe on the 1st of October), and each subsequent levels following during the next days, with backwater provinces like Orkney having to settle for the scraps left over by the others. This should result in a situation where there is a reasonable trend for trade to lean towards heavy population centers or trading hubs, and far away provinces left with little choice but to produce what they can locally, such as Salt, Pelts, Charcoal etc., which are less profitable and thus less desirable.

The leveled system should also help to avoid performance drops, as the potentially heavy event calculations are spread out over several days. I have also failed to mention that the Imports for "Refined" and "Finalized" tradegoods while be calculated after each other, which allows provinces to produce the secondary products (e.g. Gold, Charcoal) needed for the tertiary products (e.g. Jewelry) first; and also the calculations will be spread over an even larger interval.

Finally, to bring some visualization to this theoretical dev diary, here's how the "Import Priority" information looks ingame:
westfalen_trade_var2.jpg
Never mind the Otter, that modifier is from testing. The tradegood ones are also just placeholders to test the interface. And the blacked out parts are redacted for now :p
As you can see there's info called "Trade", under which the Import Priority Level is listed (the yellow "5"), as well as the raw variable value (the "4" in brackets).

So, that's it for today! Hope you found it insightful, if maybe not entertaining. But I'll get to the point where I can show the fun parts eventually ;) (just need to implement them first...)

Remember to name the (obvious) reference in the dev diary title to win a semi-interesting teaser as a holiday gift!
 
The title is just a philosopher's stone reference isnt it? Also i havent been paying too much attention to this but it sounds pretty sick actually. Vanilla (and ck2+ by extension) was always sorta lacking the trade dynamics that affected so much during the time. I can't find any specific talk about it, but will things like culture or religion effect where traders (and therefore trade goods) go?
 
So, in your example, Brement could receive salt one year, and the after after possibly not ? Or there will be a continuity criteria that will weight the import priority ?

How this will imbricate with the presence (or not) of merchant republics, in your example, how having the Hansa formed yet or not will affect the system.
On the opposite (Hansa still), would such trade system can make emerge earlier, or another Hansa ligue ?

How will this be impacted by wars ? Say Bremen is directly at war with Westfalen, one attacks the other, their lieges are at war, their top liege is at war with Danemark that will harass the merchants in the country etc. ? These are different levels of wars of course and should affect differently the trade as a consequence.
My general point is how the system reacts to the game dynamics.
 
Do province goods make more money if they are able to export them (except finalised goods)?
 
Import/export mechanics look interesting. It was pretty weird to have every province around a single silver ore to produce smelted silver in v1. While I do like the idea of import priority, I am confused as to how it would be used to distribute resource export/imports. Does the event first check the highest values and does that mean you have an if then series for like 20+, or how even big import priority can get?

While it sounds like there isn't enough finished yet for this to be a problem, the idea of a single regular interval for importing checks sounds like a headache waiting to happen. The large amounts of checks being made are bound to slow down even more powerful machines. I can image, especially after looking at v1 files, how big these event checks can get for a single province but then you are going to check that for a thousand provinces on the same day every year (v1 only did this when you loaded the game, but it still took a second or two extra on my machine). I really think that the maintenance event will lead to performance issues. I assume it will be recalculating the import priority values along with distributing resources imports/exports. It sounds like a really big maintenance event. I think most computers would struggle to calculate all this unless you break some of the checks up. While I still believe that handling provinces individually at mtth interval as needed only, like when a resource changes, would be best, as you could also have fun event chains for the player to find imports and form relationships with other characters, you at least break the checks into tiers, so as one day in spring an event checks primary, one day in summer an event checks secondary, one day in fall an event checks tertiary and one day in winter an event calculate import priority.

In addition, the number of province modifiers looks too numerous in the screenshot. I would suggest you try to condense them as even having six modifiers per province from a single mod seems rather excessive. Perhaps you could use flags or values to store what is being produced and crate combined modifiers with one, two, or three plant product(s) and the same for animals and minerals. This would also reduce the number of icons needed as you only need three to nine, depending if you want the icon to show if it is one, two, or three products.
 
The title is just a philosopher's stone reference isnt it?
Correct!
Easy one I know, but it did fit and I like it :)
So here, have the teaser (more info visible):
westfalen_trade.jpg

Also i havent been paying too much attention to this but it sounds pretty sick actually. Vanilla (and ck2+ by extension) was always sorta lacking the trade dynamics that affected so much during the time. I can't find any specific talk about it, but will things like culture or religion effect where traders (and therefore trade goods) go?
Indeed after learning more about Medieval History I found it surprising how underrated pre-industrial economy is. It's like most people deny or ignore that it was of any importance, when it really was as important as it is today for pretty much the entire human history. Interestingly, both LotR and GoT fail pretty hard at simulating a proper economy as well, but nobody cares... I still like the books, but it's kinda sad that this aspect is always forgotten. A prime example of an author that got it right is Polish writer Sapkowski with his Witcher novels which you should read if you like fantasy - the video game is more known, but the books are brilliant as well (and feature a proper "Medieval" economy!).
But yeah, that's why I did this mod - and others are also occupied with the same idea: If you want to taste a different approach, @Arko's new version of his economy mod just launched.
As for cultures/religions, I haven't really thought about it. But the mod is complex enough as it is, we'll see how much more complexity it can take.

So, in your example, Brement could receive salt one year, and the after after possibly not ? Or there will be a continuity criteria that will weight the import priority ?
That's indeed a major problem, and I don't have a solution for it. I considered using dynamic flags for it, but these are not dynamic enough for my needs, as I can't read the province ideas directly from them, only compare them if I already have a scope (which is useless when I am searching for a scope).
There is also going more dynamic stuff on, so that there isn't really much use of keeping track of these things anyway. The whole idea of trade priorities is just to give the whole procedure an order: If Bremen always has a high value (and thus level), it will always be able to import the Salt first, because all the other provinces only come later (and Venice/Cairo etc which could compete has access to other, nearer sources of Salt).
How this will imbricate with the presence (or not) of merchant republics, in your example, how having the Hansa formed yet or not will affect the system.
On the opposite (Hansa still), would such trade system can make emerge earlier, or another Hansa ligue ?
Frankly I haven't thought about it yet. But indeed I could factor that in easily, and just add an extra entry to the scripted effect that adds another say +5 if the province is owned by a merchant republic. But yeah, stuff like this I can still adjust later.
How will this be impacted by wars ? Say Bremen is directly at war with Westfalen, one attacks the other, their lieges are at war, their top liege is at war with Danemark that will harass the merchants in the country etc. ? These are different levels of wars of course and should affect differently the trade as a consequence.
My general point is how the system reacts to the game dynamics.
Well, similar to how the latest patch changed it so that war does not block a traderoute entirely, trade in this mod will not be totally blocked by war. Actually I haven't figured that out as well, but it can and will react to game dynamics somehow. There could be events that affect it, or you lose access to import from provinces of your enemy if it's a really harsh war - I don't know yet. One thing that is factored in already are tributaries: They are treated like vassals in regard to traderange, so e.g. you can import from them even if their provinces would be out of range for normal trade - but if you lose them, you could lose access to that precious Gold Ore! That should make waging wars for *economical* reasons much more sensible.
Good point overall, but yeah as I said design is also only 80% done ^^

Do province goods make more money if they are able to export them (except finalised goods)?
Well the teaser teases a bit about that ;)
The idea is to make trading away goods better than them never leaving the province. That should force you to think which tradegood is a good choice if you are a small realm that does not have huge import centers like Constantinople or Paris, but can produce useful goods for export such as Charcoal or Pelts etc. Could be fun, but I need to figure out how to tech the AI about it first...

Import/export mechanics look interesting. It was pretty weird to have every province around a single silver ore to produce smelted silver in v1. While I do like the idea of import priority, I am confused as to how it would be used to distribute resource export/imports. Does the event first check the highest values and does that mean you have an if then series for like 20+, or how even big import priority can get?
Agreed, that was a problem with the old design, which is why the new version is much more exclusive with resources.
I'm not sure I understand what you mean with "if then series", but maybe you didn't really understand me as well. I shall try to explain the whole import and priority thing in more detail, but it'll also be more technical.
The event to determine priority is entirely separate from the import mechanic itself.
First, every few years an event will determine based on all the factors which province gets which value, and then assign every province a "level" based on their local value in comparison to the global maximum. Then that event ends, and the thing that remains is the flag that designates the priority level.
Then, another global event fires year, which checks all provinces, and fires delayed events for all provinces in the world based in their priority level flag.
Let's say all provinces with level 10 get the event on October the 1st, then all with level 9 get it on October the 2nd, and so on until October the 10th when the last bunch of events fires for the level 1 provinces.
Those latter ones are all "one time" events that do not repeat, only the global one does. Thus the systems are rather independent, and I can make adjustments to each individually without breaking the whole thing.
While it sounds like there isn't enough finished yet for this to be a problem, the idea of a single regular interval for importing checks sounds like a headache waiting to happen. The large amounts of checks being made are bound to slow down even more powerful machines. I can image, especially after looking at v1 files, how big these event checks can get for a single province but then you are going to check that for a thousand provinces on the same day every year (v1 only did this when you loaded the game, but it still took a second or two extra on my machine). I really think that the maintenance event will lead to performance issues. I assume it will be recalculating the import priority values along with distributing resources imports/exports. It sounds like a really big maintenance event. I think most computers would struggle to calculate all this unless you break some of the checks up. While I still believe that handling provinces individually at mtth interval as needed only, like when a resource changes, would be best, as you could also have fun event chains for the player to find imports and form relationships with other characters, you at least break the checks into tiers, so as one day in spring an event checks primary, one day in summer an event checks secondary, one day in fall an event checks tertiary and one day in winter an event calculate import priority.
Well, I am not sure if it got clear enough from the dev diary: The primary idea behind the concept of "Priority Levels" was to spread out the performance demand over several days, or weeks and months even. I am well aware that if I fire ~1800 events (one for each province) on a single day, there will be a significant lag. But imagine these 1800 events are divided into 10 groups, and spread out over 10 days: Now you only have ~180 events to fire per day, which will tax the CPU only 10% as much on each day. Of course the performance will still be diminished, but it will feel more like "the game slowed down a bit" as opposed to "there's a huge lag on this day". If needed, I could even increase the number of "levels", so e.g. for 20 levels it would only be 5% of the performance impact, yet then spread out over 20 days, and so on. Which is kinda like what you suggested I think.
That there will be an impact on performance I am well aware, and if your PC can't handle it, I will just recommend you don't use the mod. Sorry, but that's just how things are.
But let's just wait and see how bad it really will be when the mod launches, as even I can't really estimate that yet.
Edit: Forgot to say that "import priority" will probably not be calculated yearly, but only in larger intervals (say every 5 or 10 years). It doesn't need to be up to date at all times, so yes that would just needlessly decrease performance.
In addition, the number of province modifiers looks too numerous in the screenshot. I would suggest you try to condense them as even having six modifiers per province from a single mod seems rather excessive. Perhaps you could use flags or values to store what is being produced and crate combined modifiers with one, two, or three plant product(s) and the same for animals and minerals. This would also reduce the number of icons needed as you only need three to nine, depending if you want the icon to show if it is one, two, or three products.
No, I'm afraid that won't change. There's a lot of info in this mod that you need to see, and I can guarantee you there will even be more than the current 9 modifiers in the final mod. The whole point is that while "vanilla" modifiers are just a temporary thing (and I doubt you check every province in your realm for whether it has bandits or unhappy peasants), modifiers from this mod are important.
Like, you really will want to keep track on them, at least from time to time. And 9 is just the total max amount of tradegoods any province can have - some might or might not be hidden away e.g. if the province does not produce any finalized good yet, but most of the time that won't be the case.
That's why you'll need a mod like @Arko's Interface mod, which via my compatch can be used together with CK2+. Without such a mod, the province interface will be unreadable and this submod here nigh unplayable. With it enabled, however, modifiers are still readable even if you use an insane number of them - I tested it:
Still fine:
20171008005551_1.jpg
Too much (obviously ^^):
20171008010146_1.jpg
Arko's mod also does use province modifiers for it's goods (although arguably not as much), and I believe it's a good approach. And I want to keep different icons to preserve visibility: It's important to see at a glance whether a province produces Wheat or Sugarcane, and by combining modifiers I'd force the player to hover over every single icon to see crucial information, which wouldn't be good imo.
In the end, that's my artistic freedom and I don't intend to change it, sorry.
 
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a semi-major province like Cologne or Bremen might end up at level 8 maybe, Westfalen at 6 or so, Ostfriesland at 4 and Orkney at 2
So does that mean you can level up provinces? Can I take my level 5 capital and have it become level 8? Is there a limit to the level you can go to?

And is there anything to prioritise capital cities of empires? It can be argued that Constantinople only reached its economic prominence due to it being the capital of the Roman empire for 1100ish years. Similarly if I decide to make Iceland my capital then is there a bonus for that? Since economic power concentrates around political power and the most power is in the hands of the emperor.

And thanks for the update! Looking forward to the mod.
 
So does that mean you can level up provinces? Can I take my level 5 capital and have it become level 8? Is there a limit to the level you can go to?
Yes, but it's not "level up" in a sense of active progression. Level is determined behind the scenes, but if you know what affects it that can be influenced (e.g. more holdings, "special features), you can increase its level to a certain degree. I mean, a province that is located in a spot like Constantinople is better off geographically, but you can e.g. build more holdings in your province so that it gets assigned a higher level, even if it never completely reaches that of Constantinople.
Edit: Forgot to mention that it's always 10 levels. That means you can't get higher than level 10. It's not as much progression, rather a "subdivision" level.
Maybe I should inverse the order to make that more clear (i.e. level 10 would be worst, and level 1 best priority).
And is there anything to prioritise capital cities of empires? It can be argued that Constantinople only reached its economic prominence due to it being the capital of the Roman empire for 1100ish years. Similarly if I decide to make Iceland my capital then is there a bonus for that? Since economic power concentrates around political power and the most power is in the hands of the emperor.
I'm not sure, I'll have to look it up.
You are right, that is another factor that should influence it, so if it isn't the case already I should add it. As I said the event is pretty independent and I can easily add and remove stuff to it even later on.
 
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The other thing is, shouldn't a large producer be able to export to more than one province (under some conditions)?
 
The other thing is, shouldn't a large producer be able to export to more than one province (under some conditions)?

Could make 'quantity' modifier to trade good flag I think? Like having multiple 'salt' in single province.

Also how do you determine the order/priority of import/export other than province value? Would the trading province take relation, distance and port/land type into account of resolving priority? Like Lieges prefer to trade with own demesne and vassals. Vassals prefers trading in own realm. Higher rank guys get resolved first. (No count wants to bid against an emperor) Everyone prefer trade routes and ports. Trade nearby before far. etc.
 
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Good point about the quantity, hmm. But I'm kinda out of stuff to show for now. We'll see how much can change without getting even more "feature creep" ;)

Also how do you determine the order/priority of import/export other than province value? Would the trading province take relation, distance and port/land type into account of resolving priority? Like Lieges prefer to trade with own demesne and vassals. Vassals prefers trading in own realm. Higher rank guys get resolved first. (No count wants to bid against an emperor) Everyone prefer trade routes and ports. ETC. Trade nearby before far.
Distance, trade routes, realm and relation (e.g. tributary) are not part of the "import priority" system. That value needs to be static, so I can't take stuff like this into account. However, as in V1 these things will be checked directly during the import procedure.
That means Constantinople will import first, but where it imports from is then resolved separately. Just because it may import first does not mean it does crazy stuff, like importing all its Grain from India instead of from Anatolia. It could import Grain first from within its realm, from its tributaries, or then from any adjacent traderoutes (quite a lot in this case), but only until a certain distance.
This should automatically lead to a "natural" trade behavior hopefully.

Also note that design wise this differs from concepts such as e.g. Maal's Trade League: In this mod here, you as the ruler are NOT the merchant! That means that e.g. Emperors do NOT automatically take preference over Dukes, because they don't trade directly, and you can't force a good economy solely through might and prestige.
You can only stir and direct trade, and force your demesne peasants to produce certain goods. You can't even force your vassals to produce specific goods!
Indirectly, of course, an Emperor will often have a larger realm (meaning more internal trade potential), a more developed capital province (meaning priority in imports) and more financial might (meaning more power to influence economic events). But that is just indirectly, and so e.g. something like the Champagne Fairs or Merchant Republics might wield more economic power than their nominal suzerain (of course it's no real reason to complain if your merchant republic vassal becomes rich and pays you more taxes). And that would be historically correct, so I'll be very happy if it works out in the end ^^
 
Greetings,
this time no info, but for the first time an actual request for help!
The problem I am facing is that I need to set flags on individual provinces in order to copy information from a reference map to the game map. Which means that I am currently directly comparing provinces in-game with the map (tabbing in- and out of the game), and then searching the province name in province_setup to find the province_id, to then add a flag to that province.
Sounds complicated, and it is. But don't try to convince me that this is unnecessary, because I am stubborn.

Instead, what would be very helpful was to have a map that shows all the province ids in one place, so I could compare maps without having to be in the game. I am thinking of something like this:
Numbered_province_map.png

This is from the wiki, for the vanilla map.
But the CK2+ map differs significantly from this one, and I need an exact one. Sadly, I have no idea how to generate such a map automatically (since manually would just be the same problem I am currently facing again...), and frankly I don't have time to learn how to do this.
Thus if anyone happens to be good with automatically generating stuff like this, I would be very grateful to have a map like the above for CK2+. If not, I will still mod on, just my progress will obviously be slower.
So if someone feels up to the challenge, I'd be grateful :)