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[Preview] Economy, Events, Scripts & Other Features
If you're new to the Medieval 2 engine:
- watch eg. this video
- read this guide
In the SSHIP many things are different, but you can get the basics of the Med2 engine.
Settlements and Economy:
In original SS, settlement growth went pretty fast, every settlement was somewhat the same, and you basically wanted to build everything no matter what. We tried to change that in SSHIP.
Settlement Growth:
We slowed the settlement growth factor down significantly. You will mostly start of without any growth at all in your regions. Only England, London and Vienna have a really huge growth factor at the campaign start. Right now, getting your settlement to grow is really something special which doesn't happen often.
Unique Settlements:
We looked at historical numbers and adjusted cities and castles accordingly. We have historical population numbers implemented in the game. Constantinople will start of with about 150.000 citizens. The highest population you can achieve is probably around 160.000. With the right governor, it can perhaps get even higher. Public order in those huge cities will be hard to manage, and you have to find an adequate strategy to handle this. On the other hand, we have not so developped towns and villages, especially in scandinavia, cumania or lithuania. Here you don't have to really manage the towns much, and growing them will be a slow but rewarding process. So the variety of settlements and starting positions in SSHIP is bigger than ever.
Buildings:
In SSHIP, we wanted to avoid the "build everything everywhere" factor. Most of the buildings have specific positive and negative factors, and you will have to decide if the building is worth it or if you fare better without it. We also have a small techtree. Most advanced buildings require either a stonemason or a carpenter to be build. This way, we try to avoid having too many building possibilites at one time.
Economy:
Well, you won't have a bank in SSHIP. Units are more expensive, buildings are aswell. There's siege upkeep, more corruption in large cities, etc. On the bright side, AI stack spam is reduced aswell to somewhat realistic levels. The AI uses it's resources more sustainable and will focus on upgrading settlements when not at war. It almost never goes bankrupt.
Dynamic Events:
In SSHIP, we try to avoid stable and repetitive gameplay. Therefore, we try to enhance the game to be more dynamic concerning events.
Religious Orders:
- if your global standing is too low, or if you are excommunicated, you won't be able to recruit religious order knights.
- if there are too many major templar buildings, the templar will strife for power and unleash unrest in your settlements. So keep things in balance.
- Teutonic Knights are not available in the beginning. When the kingdom of jerusalem gets under pressure (loses specific settlements, shrinks) the teutonic order will be founded. After a while, you will be able to build chapter houses then.
Crusader Support:
- Tired of the Crusader States getting crushed? Want to improve your standings with the pope? Here's the perfect solution. The pope will demand you regularly to help the crusaders by spending them additional money.
Mongol Invasion:
It always bugged me that the mongols start with a huge amount of stacks, whipe out 3-4 factions and then die off because they have no money to replenish their units or rebuild their settlements. So we tried to make them a bit more constant and economic, while still pretty fearsome.
- Mongols emerge in around 1250.
- Other AI factions will bury their old hatred and try to ally against this new overwhelming enemy.
- they're using a special mongol AI, making them as reckles as they were in reality.
- Dynamic income script gives them a huge initial impact, they can rebuilt destroyed cities as well as recruit new units, but they will be slowed down over time.
- Usual mongol empires in test campaign go as far as bordering kievan rus, egypt, rum/byzantium before they start to slow down.
Settlements, Rebellions, Resistance and Faction Reemergence:
Resistance:
- capital regions get an unrest factor of 55%, no matter what, representing the unhappiness of the population being occcupied by foreign lords.
- core regions get an unrest factor 45%
- lesser regions get an unrest factor of 25%
- dynamic unrest factor, depending on the initial conquering starts with an additional 30-50% and gets lower every turn.
- If a new and incompetent factor leader gets on your throne, be prepared that those occupied regions will try to seize this opportunity.
Rebellions :
- Be prepared that you perhaps can't control every city in this game. Be aware that if you try and fail, it will have consequences.
- Once a settlements revolts for 2 turns, the original faction will reemerge with support of the local nobility.
- This Rebellion won't be peasants only, it will be a serious threat of about 1 or 2 stacks.
Usurpers, Bastards, Regents and Heros:
SSHIP uses a new feature (via traits) in the family representing plots and struggle for power in medieval kingdoms. In a family, there can be rightful leaders, plots, usurpers, regents and bastards.
Rightful Leader/Heir:
This attribute shows that the character has royal ties and is accepted amongst the nobility as a rightful leader. This is what you want for your family. A rightful heir is safe from the plotting or usurping attribute.
Plots:
If a character is unhappy with the leader, he will get the plotting trait. This can be due to serious differences in interest (a very chivalrious general doesn't like an evil leader), or simply due to a faction leader being bad (no command, no authority, etc.). Plotting is the first trait you have to watch out for in your family while playing SSHIP.
Usurper/Usurping:
A character gets this trait when he becomes faction heir/faction leader while plotting. Watch out for this trait and try to get rid of a usurping faction heir as soon as possible. If an Usurper becomes King, he will work against your kingdom, civil war will break out and other nobles will resist him for around 5-10 years. Loyalty will suffer extremly as well as movement points amongst those nobles. Your factions income will drop aswell. If an usurper survives this period, he will be accepted as a true king and create his own new dynasty.
Regent:
A character without royal ties, being leader or heir. Be careful when you see this trait. A bad or evil general will try to usurp his way through to become the real king. A chivalrious general with this trait can usually be trusted to stay loyal without usurping.
Bastards:
Generals which are sons of your faction leader or other royal members. If they are skillfull, they will be accepted by the nobility to be rightful heirs. If not, they can even become usurpers.
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Re: S.S.H.I.P Economy, Events, Scripts and other Features
Amazing guys, so much detail and thought you've put into this. And you got around several things stainless steel said was impossible, like re-emergence
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Re: S.S.H.I.P Economy, Events, Scripts and other Features
We can't take credit for all of that- re-emergence was already discovered along with most of what we've done but I like to think the way MWY has put everything together is unique and deserves some plaudits.
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Re: [Preview] SSHIP - Economy, Events, Scripts & Other Features
Have those features already been included or they are work in progress?
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Re: [Preview] SSHIP - Economy, Events, Scripts & Other Features
They are all included in the mod right now. :)
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Re: [Preview] SSHIP - Economy, Events, Scripts & Other Features
does sship already implemented RC 2.0?
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Re: [Preview] SSHIP - Economy, Events, Scripts & Other Features
If a faction dies it does not comes back right ?
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Re: [Preview] SSHIP - Economy, Events, Scripts & Other Features
A dead faction does come back when a revolt in it's former capital happens.
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Re: [Preview] SSHIP - Economy, Events, Scripts & Other Features
You guys have done a great job thank you. Cant wait for the next patch :thumbsup2
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Re: [Preview] SSHIP - Economy, Events, Scripts & Other Features
So does the 55% unrest in capital regions stay the hole game ?
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hi
How many knight orders have represent in this mod I see Templars and Hospitalers ?
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Re: [Preview] SSHIP - Economy, Events, Scripts & Other Features
Here are some numbers from a book called "The Capetians":
- Fixed incomes from the royal demesn under Louis VII "The Yound" (1120 - 1180): 19,000 Livres per year
- Total incomes (estimated as there is no evidence) under Louis VII "The Yound" (1120 - 1180): 57,000 Livres per year
- Fixed incomes from the royal demesn under Philippe II Augustus (1180 - 1223) in 1202-1203 AD : 115,000 Livres per year
- Fixed incomes from the royal demesn under Philippe II Augustus (1180 - 1223) in 1221 AD : about 200,000 Livres per year
- Administration cost for Baillis and Provosts: 12% of their incomes (1202-1203 AD).
- Military cost provided by the Baillis and Provosts: 16% of their incomes (1202-1203 AD).
Note 1: the rest of the incomes from the Baillis and Provosts was given to the Royal Treasure.
Note 2: 1 Livre = 1 pound of silver = 20 sous (or sols). 1 sous = 12 deniers.
- Cost of a knight at the beginnig of the 13th century: 6 sous (or sols) per day
- Cost of foot sergeant: 8 deniers per day
- In 1202-1203 AD, cost of the French army at the Normandy's borders (against King John "Lackland"): 27,000 Livres + about 3,290 Livres for mercenaries
- In 1202-1203 AD, cost for logistic, dead horses replacement, work of fortifications and unknown costs: about 52,710 Livres
Note 3: these numbers don't take in account the cost of the other French army mobilised at the same period on the Loire river.
- Estimated reserve of the French Royal Treasure in 1221 AD: 162,000 Livres
- The king Philippe II Augustus' will consisted in 1222 legacies for a total amount of 790,000 Livres.
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Re: [Preview] SSHIP - Economy, Events, Scripts & Other Features
In addition to the preview post, here are some other interesting (at least from my opinion) numbers.
During the 7th Crusade, leaded by the King Louis IX, "Saint Louis" (king of France from 1226 to 1270 AD), his army consisted as follow:
- Scottish and Norvegian mercenaries (exact amount not found).
- Total army: 25,000 men plus 7,000 to 8,000 horses, divided as follow:- between 2,500 and 2,800 knights.
- 5,000 servants of weapons and riders/grooms (hope the translation is correct).
- 10,000 infantry men and crossbow men
- Total cost estimated at 1.5 millions of Livres. 250,000 Livres were paid by the cities and the rest was paid by the Church with a special tax (decime Terre sancte) equal to 10% of its incomes. Note that the debt was entirely paid back within 5 years.
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Re: [Preview] SSHIP - Economy, Events, Scripts & Other Features
Quote:
Originally Posted by
MWY
Settlements and Economy:
In original SS, settlement growth went pretty fast, every settlement was somewhat the same, and you basically wanted to build everything no matter what. We tried to change that in SSHIP.
Settlement Growth:
We slowed the settlement growth factor down significantly. You will mostly start of without any growth at all in your regions. Only England, London and Vienna have a really huge growth factor at the campaign start. Right now, getting your settlement to grow is really something special which doesn't happen often.
Unique Settlements:
We looked at historical numbers and adjusted cities and castles accordingly. We have historical population numbers implemented in the game. Constantinople will start of with about 150.000 citizens. The highest population you can achieve is probably around 160.000. With the right governor, it can perhaps get even higher. Public order in those huge cities will be hard to manage, and you have to find an adequate strategy to handle this. On the other hand, we have not so developped towns and villages, especially in scandinavia, cumania or lithuania. Here you don't have to really manage the towns much, and growing them will be a slow but rewarding process. So the variety of settlements and starting positions in SSHIP is bigger than ever.
Yeah, I definitely noticed this, playing with Norway and they're so backward. Even the capital is just a town, you could've put at least it as large city, I had to turn all settlements present in-what-it-should-be-the-Scandinavian-peninsula (also here, since it's an historical mod you should've changed the strategic map and make it look like as a peninsula) in cities, otherwise my economy would've been so down. Not to mention how settlements grow slowly, I'm at 60 turn and I managed to bring only Lund to large city, which seems to have a growth factor more rapid. Furthermore, to turn a settlement from city into castle are needed 12 turns? Seriously? How I'm supposed to deal with other factions? Like, what if I want to expand southward, where there is the HRE?
Quote:
- Once a settlements revolts for 2 turns, the original faction will reemerge with support of the local nobility.
Do you mean even if the faction has been defetead?
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Re: [Preview] SSHIP - Economy, Events, Scripts & Other Features
Norway never had an important population during that period. No point to change their capital as large city just because it is their capital. Also, changing a town into castle takes 12 turns because that's how it should be. you can't basically rebuild the whole settlement just in a few months.
I'm not sure to get your point about the peninsula :hmm: Can you expand a bit?
Norway is one of the most (if not the most) difficult faction to play with. You need to get ride of the Danes quickly or they will really become painful. If possible, make an alliance with HRE. If not possible, just keep the Danes on the actual Danish peninsula, using them as a buffer with the HRE. Soon or later HRE will be weakened by several wars and that's when you can take your chance.
Usually, I don't expand to South but rather to England. The position is pretty good and safe (once you have conquered England and Scotland) and gives good incomes. From there, you can expand where ever you want. Not that it's not easy to achieve.
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Re: [Preview] SSHIP - Economy, Events, Scripts & Other Features
First of all, thanks for having replied, man... about the peninsula I meant that you could've put the whole Scandinavian peninsula, also the top of it, not only the lower part.
I already got rid of the Danes, I rule now the whole Norway and Denmark, I decided to turn into castle Ribe to face potential attacks from HRE...
http://i.imgur.com/xaAYl1w.jpg
... and you see those red arrows? You can actually land into Norway without using any ships, just going through the little islands. So, even if I decide to stay in the Danish peninsula and leave Riba to HRE, they could take my cities anyway, I can't even use a naval strategy to keep them away.
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Re: [Preview] SSHIP - Economy, Events, Scripts & Other Features
Well, if we remove the land bridges in Denmark, considering that the AI doesn't use fleet for naval invasion efficiently, that might "ruin" the game play somehow. So basically, you'll end up with Norway and Sweden controlled by Norway or Denmark, that ruling faction probably becoming quite "passive then. All in all, it has to be tested to see how it works.
Same if we add the land bridges as you showed on the minimap. You won't be able to be strong enough to face an invasion from the main land, especially from the HRE.
What's why I usually leave Ribe to the Danes and keep a strong garrison in or near to Roskilde ;)
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Re: [Preview] SSHIP - Economy, Events, Scripts & Other Features
But there are already land bridges, aren't they? Armies can walk through those pieces of land showed in the picture.
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Re: [Preview] SSHIP - Economy, Events, Scripts & Other Features
Yes, there are land bridges between these Danish islands. That's my point about removing them.
Forget about the other point. I've been mistaken by the red square on the radar map :doh:
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Re: [Preview] SSHIP - Economy, Events, Scripts & Other Features
It's almost impossible to go on like this, I put every single settlement on low tax rate to get the maximum growth, at the beginning it was 1.5/2, now it went down at 0.5, it'll take ages to improve my cities. I moved the capital from the original Bergvin to Skara, more at the center of my modest empire, it seems it's going better now. What else can I do? I've built all buildings available, I'm only waiting for the population to reach the required number, I can't believe they grow up sooo slowly.
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Re: [Preview] SSHIP - Economy, Events, Scripts & Other Features
That's the key with small factions in SSHIP actually. You need to "turtle" for a while, building your economy and making alliances. Soon or later, you'll get an opportunity to expand. That's almost impossible in SSHIP to blitzkrieg through the whole map (Alavaria is the only one, as far as I know, who managed that).
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Re: [Preview] SSHIP - Economy, Events, Scripts & Other Features
Quote:
Originally Posted by
Lifthrasir
That's the key with small factions in SSHIP actually. You need to "turtle" for a while, building your economy and making alliances. Soon or later, you'll get an opportunity to expand. That's almost impossible in SSHIP to blitzkrieg through the whole map (Alavaria is the only one, as far as I know, who managed that).
Maybe with mongols is possible to expand and destroy the world in high campaign so fast(blitzkrieg) hehe but i prefer play with little factions as norway and bit a bit improve it, also i like the axe roster for norway and how their feared huskarls fight in europe or england and sack settlements(old viking style)
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Re: [Preview] SSHIP - Economy, Events, Scripts & Other Features
I'm not the blitzkrieg gamer, I do like to build a strong economy first, improve my cities to get stronger units and then strike, the only problem here is we're definitely going too slow. That's what I'm saying.:laughter:
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Re: [Preview] SSHIP - Economy, Events, Scripts & Other Features
Since historical accuracy is the aim of this mod, growth rates are influenced by historical growth of the settlements. I understand that it sucks not being able to build anything anymore, and I'm currently trying to work on that.
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Re: [Preview] SSHIP - Economy, Events, Scripts & Other Features
Honestly, I think that the settlement growth is fine, I find that especially for cities, large cities and even huge cities, the growth rate is perhaps too high if anything because it makes it incredibly difficult to maintain the public order without a good general and a half stack of troops.
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Re: [Preview] SSHIP - Economy, Events, Scripts & Other Features
On the issue of the settlement growth, we've had a long discussion with Alavaria and Gigantus. Here are the conclusions, I hope they'd assist the fellow players to get their bearings.
The factors of settlements' growth
- base agriculture (province) 1 is 0.5%, values are usually between 1 and 5, but sometimes go much higher (values are visible on the settlement scroll)
- farms (building) 1 is 0,5% while the values for the consecutive levels of farms are: 1, 2, 3, 8, 12 (values are not given in the buildings' descriptions but they are visible on the settlement scroll when a building is present)
- Health (building) 1 is 0.4% in cities, 0.5% in castles (has also benevolent impact on the occurrence of the plagues).
- Growth (building) 0.5% is 0.5%
- Happiness (building) 1 is 0.25%
- Law (building/general) has no impact
- LocalPopularity (general) has no impact
- Chivalry (general) 1 is 0.75% in cities, 0.5% in castles (but it's capped at 5% max)
- Squalor (province, general) 1 is -0.5% in cities, -0.375% in castles
- Trade (province, building): in general, one may expect a bonus 0.5-1% for smaller settlements, around 2% for the larger, while extreme seen is 3%. (Despite many attempts, it's difficult to learn the precise mechanics. The established factors are: the number of traded resources in the province multiplied (somehow) by road levels, trade, and sea trade buildings. It's doubtful if any resource (ie grain) is better than any other. EDIT vev. 098: not anymore: this source has been disabled - instead the trade buildings will have explicit +growth bonuses).
- taxes (set in a province) every level is 0.5% difference, with Normal being neutral (obviously, you cannot change taxes in the Castles).
- plagues (occur in a province) twice as big effects in a city than in a castle (occur occasionally in the cities with big populations, little health, neighboring provinces that have plagues, visited by infected characters or armies).
province - a feature of a province (or set by the player, or occur due to developments in the game)
building - a feature of a building (you may see it in the descriptions, and obviously you need to build this building)
generals - traits/ancillaries of general (you may see it in the general's scroll, must be acquired somehow)
There're some roundings on the way so the actual values may slightly differ.
The negative factor (squalor) produces the following thresholds to get to a higher level:
07% City
15% Large City
35% Huge City
The differences between factions stem from:
- different buildings which are possible to be built by the faction;
- different traits and ancillaries possible to be gained;
- different starting positions (province base agriculture, number of resources, etc.).
All of it makes for some factions harder to get to big settlements, and some easier.
Pro memoria:
Population thresholds to get to a higher level of a city:
Village: 500+
Town: 2.000+
Large Town: 7.000+
Minor City: 15.000+
Large City: 35.000+
Metropolis: 80.000+
Population thresholds to get to a higher level of a castle:
Village: 500+
Motte and Bailey 1.000+
Wooden Castle 1.500+
Castle 5.500+
Fortress 12.500+
Citadel 30.000+
The thresholds for 092:
A nice example of trade boosting population growth:
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Re: [Preview] Economy, Events, Scripts & Other Features
Would it be possible to get a building/settlement guide?
Just small things:
What's the difference between a church and a monastery? Is there a difference between Priests recruited with one or the other? Should I have both in the same settlement? Should one or both be in every settlement?
I'm running into the same problem with schools and libraries, trade, sea trade and banks, and logging and stonemasons.
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Re: [Preview] Economy, Events, Scripts & Other Features
Quote:
Originally Posted by
Frosted Flaker
Would it be possible to get a building/settlement guide?
Just small things:
What's the difference between a church and a monastery? Is there a difference between Priests recruited with one or the other? Should I have both in the same settlement? Should one or both be in every settlement?
I'm running into the same problem with schools and libraries, trade, sea trade and banks, and logging and stonemasons.
Well usually Monasteries offer you health bonuses and religious conversion rate , they can only be built after u have a higher level church already.
stonemasons and logging unlock other big buildings, you need them first if you want to make higher levels of buildings like ports and markets.
schools/libraries can teach your governors good traits, the better the building, the better the bonuses.
banks increase your overall trade but at the cost of happines
trade and sea trade are the value of money you get, you can watch settlement trade info panel ingame and you will see how you make most money. If you make more money on sea rather than on land, improve your ports. Trading Fleets from ports are basically what they say, your port can trade with more ports at the same time (you can see green lines from where ur port trades) , the more the better obviously.
Priests will usually start with better piety depending which building you have built. A cathedral priest will have much more piety than a church priest for example. Monasteries dont have any effect as far as i know on priests.
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Re: [Preview] Economy, Events, Scripts & Other Features
ok. i have read this thread, and i was looking for advice, but didnt found it(grow)
so-im playing with serbia, (very hard) and i have taken out hungary (luck)(turn 61). capital left, but HRE made them vasals.
im a bit mad coz i had them cornerd... but no matter...
ok so, in every total war game i played, i camp some turns to get lots of coins to make one ultra attack.
i dissbanded unusefull troops, finish all build in citis(till turn 80 and 2 or 3) then i notice ragusa(my capital) didnt grow as much as i wanted.
good general, low tax rate.
turn 99!!! 11 660 population 0% grow.
in the time i was rolling turns, viena got rebeld and i take it.
but my question is, now at 107 turn i have generals still alive. but if he dies im gona go in minus.
i understand your wish to make game realistic. but did you think about its just a game and if you are wining faction, you deserve some bonuses? like in growth perhapse?
and one more thing-why are mercenery crosbows cheeper to upkeep when they are much better then rest of archers?
and YES love this map and factions and all of details specialy for serbian faction!
you just blow me up with names of charecters (im serb :D )
can you do something about grow?
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Re: [Preview] Economy, Events, Scripts & Other Features
Not all settlements can reach the highest level of development. This is made to reflect what happened in history. For example, you can not make Ragusa reaching the same level as Paris or Constantinople.
Regarding the names, feel free to suggest a list ;)
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Re: [Preview] Economy, Events, Scripts & Other Features
Quote:
Originally Posted by
srx
good general, low tax rate.
turn 99!!! 11 660 population 0% grow.
in the time i was rolling turns, viena got rebeld and i take it.
but my question is, now at 107 turn i have generals still alive. but if he dies im gona go in minus.
i understand your wish to make game realistic. but did you think about its just a game and if you are wining faction, you deserve some bonuses? like in growth perhapse?
Your general needs to learn more to become a Doctor Philosophiae (see here) or just to have more fun at the tourneys (see here).
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Re: [Preview] Economy, Events, Scripts & Other Features
Quote:
Originally Posted by
srx
turn 99!!! 11 660 population 0% grow.
...
can you do something about grow?
These pics shows how to make the settlements grow when you're next to the threshold:
https://i.imgur.com/mQW7V8G.jpg
https://i.imgur.com/HhYckM3.jpg
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Re: [Preview] Economy, Events, Scripts & Other Features
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Re: SSHIP - General Discussion
Quote:
Originally Posted by
Dhoule
Could someone explain me how trade is actually calculated? How does it go from +3000 in the "trade details" (with several hundreds for each settlement the region is trading with, and even +1000 with one of them) window to +1000 in the "settlement details" one? I just don't get where do those extra 2000 florins go.
BTW, in order not to send another post: you might want to revisit conversion quests. At the rate the settlements are converted (which with I'm happy), and with the scarce amount of priests you can recruit (particularly early on), I think those quests are virtually impossible to complete. To ask for more than 10% conversion in 15 turns at that stage in the game is just not fair. Even a 5% conversion seems already really hard. The worst part is that you can usually have just one of these kind of quests active, so you're damned from the beginning of that quest to not only fail it, but to not receive a new one until all of those turns have passed, and the quest fails.
Settlement details provide the right number, the trade panel just shows which goods are traded. In my experience there's usually a 25% discrepancy, not 66%.
Trade is automatically counted by the game engine, see details below.
Missions are now in the hands of Macaras, it's interesting info for him, I think.
My notes on trade:
Quote:
Land Trade
- Trade worth between settlements is based on
- size of the settlements in terms of populations;
- worth of goods traded;
- level of the roads;
- bonuses from buildings (defined in EDB, calculated on-top of the base value, ie after taking into account the populations and worth of trade goods.
- Trade value of a good is governed by:
- the base price in descr_sm_resources,
- the multiplier in descr_settlement_mechanics
- the distance of the first instance of that resource from the capital
- trade agreements have a significant effect
- provinces don't trade the same good (eg. if both produce wheat, then no trade).
- A province conducts trade with all provinces it borders with (even if there’s no road, or road is even not possible to be produced, i.e. there’s an impassable terrain) if there’s at least 1 resource produced in one settlement but not produced in the other.
Sea Trade- if a settlement has
a port, it can trade by sea with other
settlements that also have a port
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no sea-trade with adjacent provinces (they do land-trade)
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at least one different resource has to be different both provinces; the more different resources qualify for export/import to/from a given province, the more lucrative sea trade with that province will be
- even your basic port can receive sea-trade from several other ports – it will happen if your province is their most lucrative choice
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1 trade fleet allows
1 export connection to another port which is chosen based on the profitability of this connection, that depends on:
o the population of the two cities
o the value of the goods (each type of good has a certain value – eg. textiles are more worth than timber),
o the diversity of goods (how many different types goods there’re, eg. timber, fish, grain, marble, metals, etc.),
o the number of goods (a province may produce more than 1 good of the same type).
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Exports make much more than imports by a calculation based as factor of population sizes of the cities doing the trade, the level of the trade infrastructure and the value of the good. Imports make about 10-30% of the export factor based on the combination of the population of the importing and exporting cities with the added value of the trade infrastructure multipliers added to that base value
Bottom line: profitability of trade:- sea trade routes are the single most lucrative connections;
- however, land trade bonuses are overall higher since
- (1) almost all trade infrastructure benefit land trade
- (2) there are more land trade connections
- what follows, regions with numerous land connections still generate much more trade since sea trade is capped at 3 fleets (highest level of port);
- however I may happen that a region has few neighboring regions and may share the same resources with them (for sea trade there’re more options).
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Re: [Preview] SSHIP - Economy, Events, Scripts & Other Features
Quote:
Originally Posted by
Jurand of Cracow
A nice example of trade boosting population growth:
After playthoughs and counting of growth in the game, this effect has been nullified:
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Re: [Preview] Economy, Events, Scripts & Other Features
So from the next version, trade will not influence population growth? why have you made this change? Was there a lot of difference or unevenness in the game?
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Re: [Preview] Economy, Events, Scripts & Other Features
Quote:
Originally Posted by
j.a.luna
So from the next version, trade will not influence population growth? why have you made this change? Was there a lot of difference or unevenness in the game?
Yes, the trade as such will have not impact on population growth. This is because towns / large towns were growing very - and unhistorically - fast, even without any investment.
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Re: [Preview] Economy, Events, Scripts & Other Features
Is there a way to turn off the missing funds event? I like Hoarding money in peace so I can recruit big armies in war (it's not the way you're meant to play, i know)
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Re: [Preview] Economy, Events, Scripts & Other Features
Quote:
Originally Posted by
jfelipe123456
Is there a way to turn off the missing funds event? I like Hoarding money in peace so I can recruit big armies in war (it's not the way you're meant to play, i know)
You'd need to edit the campaign_script.txt. Change here the console command values to eg 1. Don't delete the whole script as it's used elsewhere.
Not save-compatible, you need to start a new campaign.
Actually, your question made me review the script. No bugs found, seems to work well. Some revamp made for the next version:
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Re: [Preview] Economy, Events, Scripts & Other Features
A good picture showing the importance of general's traits for keeping a settlement under control:
https://i.imgur.com/bswbL0o.jpg
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Re: [Preview] Economy, Events, Scripts & Other Features
If there is one thing i like about SSHIP is definitely the economy and building. Increasing your economy is still tied to which one give me the most money(mostly Roads and Trade fleet in a good trade hub)but building something like Market actually increase your economy and not like vanilla where you question why 75% of building are something that you will never build.
The only sad thing is as much as i enjoy building in SSHIP the tavern still suck.
Edit : I forgot the most important about the economy. The army budget and economy are actually well balanced with expensive army, limited budget and slow expansion compensated with high income. I find the game less fun if the economy forced you to expand which this mod didn't do.