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Thread: Trade Resource Improvement Mod

  1. #1
    Gabranth12's Avatar Laetus
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    Default Trade Resource Improvement Mod

    In vanilla Stainless Steel there are no available trade monopolies on the map (i.e. no multiple resources of the same type in a region), except one silk monopoly in the Constantinople region. This means that you can no longer create merchant monopolies like in vanilla M2TW (except for that one in Constantinople). I don't know if this was purposeful, but it always bugged me, because I liked the monopoly mechanic in the original. It encouraged you to make your merchants co-operate with each other and you could also get some good "monopolist" traits for them.


    This mod aims to fix that problem. The aim is to add more resources to the map, so that there is at least one available monopoly on the map for each resource. Each region will have, on average, one more resource than it did normally. I've taken great care to take into account both historical accuracy and gameplay balance.


    Also, I've added one more resource type (carpets), by replacing the unused elephant resource. Other resources that could have been added from the kingdoms expansions are tar, weapons and hemp. I chose the carpets over these since Stainless Steel contains Persia on the map.


    I've attempted to make the resources as historically accurate as possible, and have done quite a lot of research for this purpose. However, there are some cases where historical accuracy would lead to unbalanced gameplay. Most notably, Vienna's resources are still pretty ahistorical. Normally the silver monopoly should be in Magdeburg's region, however putting 2 silver resources there makes the HRE very overpowered, as it gets a ton of trade right from turn 1 without any effort. Vienna, on the other hand, could use two silver resources because it is supposed to generate a lot of trade revenue, even though Austria doesn't really have silver mines IRL (it has some iron mines though). Also, Vienna's trade can be disrupted if you enter war with Hungary or Venice, while Magdeburg's trade with the other German cities would be a zero-effort passive income for the player.


    There are some other regions where resources are kept a bit ahistorical for gameplay balance. For example, I've given "African" resources such as ivory and slaves to Luxor instead of Cairo, because Cairo has many trade routes and any added resource would add a lot of income. Luxor, on the other hand, only has one land trade route and starts as a castle. Another example is Winchester, which is kept without wool resources so that London can have a land route with more exports.


    Below is a list of all resources (per region) in the mod. If you have any ideas to improve these resources further (either from a historical or a gameplay perspective), feel free to post your suggestions below.




    (This list is also included in the zip file and it looks better there. Sorry for the broken format here.)






    British Isles

    London - Wool, Glass, Honey, Dyes
    Winchester - -
    Nottingham - Wool x2, Dyes, Fruits
    York - Wool, Iron, Salt, Coal
    Exeter - Wool, Tin x2
    Caernarvon - Wool, Coal x3
    Edinburgh - Dyes, Iron, Coal x2
    Aberdeen - Iron, Fish
    Inverness - Wool, Coal, Fish
    Dublin - Timber, Dyes, Fruits, Fish
    Galway - Silver, Honey, Fish



    France

    Paris - Grain x2, Glass
    Rheims - Wine, Iron, Coal
    Dijon - Wine x2, Iron, Coal
    Marseille - Wine, Dyes, Salt
    Angers - Wine, Grain
    Bordeaux - Wine x2, Dyes
    Toulouse - Iron, Grain
    Lyon - Wine, Dyes, Tin
    Caen - Timber
    Clermont - Wool
    Rennes - Salt, Tin
    Metz - Timber, Iron x2, Coal



    Belgium/Netherlands

    Bruges - Textiles x2, Salt
    Antwerp - Textiles, Dyes, Coal
    Groningen - Fish, Salt



    Germany and neighbors

    Frankfurt - Wine, Glass, Coal x2
    Nuremburg - Iron, Tin, Timber
    Cologne - Iron, Coal
    Staufen - Wine
    Hamburg - Salt, Fruits, Silver
    Magdeburg - Silver, Timber
    Prague - Coal, Tin, Timber
    Innsbruck - Timber
    Salzburg - Salt x2, Timber
    Vienna - Dyes x2, Silver x2, Timber
    Bern - Sulfur, Fruits, Timber



    Italy

    Rome - Wine, Fruits x2
    Milan - Textiles x2, Wine, Fruits x3
    Venice - Textiles, Glass x2, Salt
    Genoa - Textiles, Marble x2
    Bologna - Wine
    Pisa - Marble, Tin
    Ancona - Grain
    Bari - Wool, Grain
    Naples - Wool, Fruits, Silk, Sulfur
    Palermo - Sugar, Cotton, Amber, Sulfur
    Syracuse - Sulfur x2
    Ajaccio - Wine
    Cagliari - Silver, Wool



    Iberia

    Leon - Tin x2, Coal, Fish
    Salamanca - Wool
    Toledo - Iron x2
    Burgos - Wine
    Zaragoza - Iron, Grain
    Barcelona - Wine, Slaves
    Valencia - Salt, Slaves, Fruits
    Pamplona - Marble, Wool
    Oporto - Tin, Wine
    Lisbon - Iron, Salt, Slaves
    Silves - Fish, Fruits
    Badajoz - -
    Murcia - Grain, Fruits
    Cordoba - Sugar, Coal x2
    Granada - Silk, Fruits
    Palma - Salt, Fruits



    Scandinavia

    Aarhus - Fish x2, Honey, Grain, Fruits
    Roskilde - Fish, Grain
    Lund - Furs, Fruits
    Kalmar - Fish, Honey
    Skara - Timber, Furs
    Nykoping - Timber, Silver, Furs
    Uppsala - Timber x2, Iron x3
    Visby - Silver
    Oslo - Timber x3, Silver, Honey
    Eikundarsund - Timber, Fish x2
    Bergen - Timber, Fish x3, Silver, Iron
    Turku - Timber, Fish x2, Iron, Furs x2



    Poland

    Krakow - Silver, Salt, Sulfur
    Plock - Timber, Furs, Grain
    Wroclaw - Silver, Coal x2
    Stettin - Timber, Honey
    Thorn - Amber, Fish



    Baltics

    Twangste - Amber x2
    Riga - Amber, Honey, Grain
    Reval - Amber, Tin, Fish
    Vilnius - Amber, Timber x2, Furs
    Hrodna - Timber, Grain
    Mensk - Amber, Timber, Honey, Fruits



    Ukraine

    Kiev - Honey, Iron x2, Coal
    Pereyaslav - Honey, Iron
    Zhytomyr - Coal, Sulfur
    Halych - Honey, Furs
    Oleshe - Sulfur, Grain
    Caffa - Slaves x2, Sulfur, Grain



    Russia

    Novgorod - Amber, Timber, Furs x3
    Moscow - Timber x2, Furs x2, Honey, Grain
    Yaroslavl - Timber, Grain, Coal x2
    Smolensk - Timber, Honey x2, Coal x2
    Ryazan - Timber, Furs, Coal
    Bryansk - Timber x2
    Polotsk - Timber, Salt, Coal
    Pskov - Fish, Iron
    Azaq - Slaves, Grain
    Tmutarakan - Iron, Wool
    Sarkel - Slaves
    Serdobinskaya - Grain
    Murom - Silver, Coal
    Bulgar - Honey, Coal x2
    Khlynov - Amber, Timber
    Kazan - Timber x2, Gold, Furs
    Yelabuga - Timber, Iron, Furs
    Astrakhan - Wool, Sulfur



    Kazakhstan/Uzbekistan/Turkmenistan

    Embi - Iron, Tin
    Jaiksk - Furs, Wool
    Urgench - Gold x2, Cotton
    Khiva - Cotton x2, Textiles
    Konjikala - Ivory




    Greece/Byzantium

    Constantinople - Silk x2, Dyes, Grain, Textiles
    Adrianople - Sugar
    Athens - Marble
    Corinth - Silk, Wine
    Thessalonica - Timber, Sulfur, Wool
    Arta - Furs
    Rhodes - Wine, Fish
    Crete - Fruits, Fish
    Cyprus - Marble, Sugar



    Balkans

    Sofia - Timber, Wine
    Scopia - Marble
    Durazzo - Fish
    Targoviste - Salt, Grain
    Baia - Wine, Fruits x2
    Brasov - Iron x2, Timber
    Varad - Grain x2, Fruits
    Esztergom - Wine
    Kassa - Silver
    Belgrade - Gold, Tin
    Zagreb - Iron, Timber
    Ragusa - Iron



    Anatolia

    Nicaea - Silk, Marble
    Dardanelles - Marble x2
    Smyrna - Cotton, Grain
    Baris - -
    Sinope - Timber
    Ankara - Honey x2, Wool x2, Carpets
    Iconium - Salt, Textiles, Wool, Carpets
    Caesarea - Wool, Carpets, Tin
    Trebizond - Silk, Silver, Sulfur, Textiles
    Adana - Cotton x2, Grain



    Caucasus

    Tbilisi - Gold, Iron, Wine
    Kutaisi - Wine x2
    Yerevan - Silver, Iron
    Baku - Grain



    Middle East

    Antioch - Spices x2, Cotton, Textiles
    Tortosa - -
    Aleppo - Spices, Silk, Dyes, Textiles, Carpets
    Damascus - Spices, Silk, Glass, Sugar
    Acre - Dyes x2
    Jerusalem - Dyes, Glass, Fruits
    Kerak - Silver
    Gaza - Textiles
    Al Aqaba - Gold



    Mesopotamia

    Edessa - Dyes, Coal
    Mosul - Textiles, Carpets
    Diyarbakir - Wool, Honey
    Qarisiya - Cotton, Fruits
    Baghdad - Spices, Silk, Textiles, Sugar, Cotton
    Basra - Grain



    Egypt

    Cairo - Sugar x2, Dyes
    Alexandria - Sugar, Cotton x2, Textiles, Spices
    Damietta - Sugar, Cotton
    Luxor - Sugar, Silk, Sulfur, Tin, Ivory, Slaves



    North Africa

    Marrakesh - Gold, Salt, Slaves
    Fes - Grain, Furs
    Melilla - Honey, Iron
    Oran - Carpets, Slaves
    Algiers - Slaves, Ivory
    Beleb el Anab - Ivory x2
    Tunis - Slaves, Grain, Iron
    Al-Mahdiya - Fish
    Tripoli - Slaves x2, Fish
    Benghazi - Slaves, Iron



    Iran

    Ray - Silk x2, Textiles x2, Grain
    Mashhad - Silk, Spices, Carpets
    Isfahan - Textiles, Wool x2
    Yazd - Silk, Carpets, Tin
    Damghan - Cotton, Wool
    Alamut - Coal
    Kermanshah - Textiles, Grain x2, Fruits, Tin
    Tabriz - Iron, Sulfur, Carpets
    Shiraz - Wool, Salt, Sugar, Fruits
    Kerman - Ivory, Wool, Carpets x2, Coal x2
    Gorgan - Sugar
    Ahvaz - Sugar x2



    Saudi Arabia
    Tayma - Salt, Fruits
    Medina - Spices, Fruits x2
    Mecca - Spices x2, Iron, Fish
    Al-Mu'Miniya - Fruits x2
    Sharjah - Spices, Silk, Fish




    Notes:


    1) I cannot post the full descr_strat file, because everyone has a different file depending on their choices during installation. I only uploaded the resource section and you will have to replace your own by copying and pasting it into your file. Instructions are included in the zip file.


    2) Since more resources mean more money, this mod should be accompanied by decreasing income all-around for gameplay balance (unless you want to be super rich). The easiest way to do this is to modify your descr_settlement_mechanics file and decrease the SIF farming/trading/mining entries. I suggest setting farms to 0.75 and trade/mines to 1.0 (0.5 trade for castles). Another way would be to decrease purses and starting cash in descr_strat or add upkeep for bodyguards in export_descr_unit. I suggest decreasing starting cash for big factions (hre, moors, egypt, byzantium, kwarezm), since they have a lot of trade right from turn 1, while the smaller ones need some time to establish trade routes.


    (Again, I have already implemented such "balance" changes in my game, but I can't quite upload them because everyone has different files depending on their choices during installation)


    3) I also suggest to add amber and salt mines to the game. This is very easy if you have my descr_sm_resources file (included in the zip). All you have to do is edit your export_descr_buildings file and add "or resource amber or resource tobacco" next to the already existing resource requirements on the 4 mine buildings.


    4) Merchants might also need some rebalancing, as they might get high finance stats quickly with the monopolist traits. You can also lower the income they produce in descr_campaign_db.


    5) Any feedback is appreciated if you believe a region is too rich/too poor/too ahistorical with its current resources.


    6) The descr_sm_resources file uploaded also has slightly modified resource values. This is mainly because, in my opinion at least, in vanilla SS glass and honey are way more valuable than they should be. Note that the resources are placed on the map with these values in mind. With the original values, regions with honey or glass resources are going to feel too rich.
    Attached Files Attached Files

  2. #2

    Default Re: Trade Resource Improvement Mod

    Thanks for great works man, i love it, have done same thing with my vanilla file, but for ss i think it wouldve cost lot of time for historical accuracy, but you did it man, thanks a lot, one question thoug, it didnt save game compatible right?

  3. #3
    Gabranth12's Avatar Laetus
    Join Date
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    Posts
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    Default Re: Trade Resource Improvement Mod

    Very late reply, but no it's not save game compatible. Surprised someone liked this, I thought my upload was in vain. Thank you for your kind words.

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