Trade, War, Politics 0.95.5

ThreeOfMe -

The Mod "Trade, War, Politics" strives to improve the economic aspects of The Guild 2: Renaissance. Trading is improved through better trading routes and a completely reworked sales counter. The war scripts have been fixed to improve chances of war in late game. And another office seat was added in politics.

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Abstract


The Mod "Trade, War, Politics" strives to improve the economic aspects of The Guild 2: Renaissance. Trading is improved through better trading routes and a completely reworked sales counter. The war scripts have been fixed to improve chances of war in late game. And another office seat was added in politics. See the feature list for complete reference.

The mod was tested in multiplayer sessions through multiple saves/loads, OOS has not been a problem.

The mod is currently based on Fajeth's MegaModPack 0.95 and includes some of Fajeth's fixes after 0.95.


Credits

Thanks to @Fajeth for the great basis of the MegaModpack to work with. And for granting the release of some of his post-0.95 fixes.


Features


Trade

  • A new sales counter was implemented. It is available through a building measure (look for crates). The amount of items in your counter can be configured. The items will be put into the counter automatically.
  • The AI uses the sales counter for all produced items.
  • Idle SIMs will check out the sales counters of local shops and may buy items.
  • The world traders (neutral carts) will look for interesting goods at local shops. They may buy larger amounts at your sales counter. Whenever they buy a larger amount of goods, you will be notified about the deal.
  • You may use a cart to buy items from market or shops. Use the measure "Send cart and unload" which has a new option to "Buy and return".
  • A new Measure "Show Workshop Balance" is available on all production buildings. The sheet sums up all wages and all transactions done with either "Send cart and unload" or trade routes. It also lists sales at your sales counter.
  • Trade events are enabled for any market, not just counting houses. The chances are much higher for need events than for offer events.
War


  • War will happen later but more than once.
  • The calculation for winning/losing the war was improved. Sending officers and armsmen will improve chances.
Politics


  • All office incomes have been increased significantly. Note: this change does not show ingame due to a display bug in the UI.
  • To afford the extra payments, the costs for office applications counts towards the city treasury.
  • New office **Treasurer** was introduced to take care of taxes. This serves to split the power in city council.
Other Changes


  • Spirit production was moved to alchemist.
  • Fruit farms now produce wine. Sugar beets were removed.
  • Nobility title at game start may now be configured in config.ini, look for "InitialTitle". It defaults to "2".
  • Increased chances for city events (fire, sickness, black death). Chances are based on difficulty, but never fall to zero. Chances also depend on current season, so expect more fires in summer.
Bug fixes


  • AI will now balance choices for new buildings properly.
  • Switched steel upgrade, shortsword and longsword in upgrade tree of smithy.
  • Black death did not spread properly.
  • Bribes by AI were reduced based on the bribe target. This stops the bribe spamming.


Bug fixes by @Fajeth


These fixes have mainly been provided by Fajeth after the release of MegaModPack 0.95:


  • No use of toad excrements (Krötenschleim) outside of working hours.
  • Fixed tutorial (Gwendo).
  • Removed unused impacts.
  • Fixed class check for church measures.
  • Enable wool for visions.
  • Polluted well only causes cold and influenza now.
  • Several fixes in movement functions.
  • Improved pathfinding in Dusseldorp
  • Stop courting when fiance is hired.
  • Added secondmessage when proposing to workers.
  • Family members outside the current party were just standing around.
  • Dynasty characters did not work properly in AI-controlled buildings.
  • Fixed message when no random worker was available for hire.
  • Fixed message when hiring employees while budget is low.


Known Issues


  • Workers seem to end their work days early sometimes.
  • AI dynasties still seem to die out quickly.
  • Trading routes do not continue after being robbed.
  • The game may or may not OOS in trial situations. Avoid watching the trial scene if it happens in your game.


Planned Features


There are still some ideas I'd like to implement in the future -- whenever I find the time. Here are the most likely to happen:


  • The warehouse should have workers (merchants). They will have two measures: free trade and trade agreement. Free trade is currently limited to dynasty characters and bound to an upgraded residence.
  • Trade agreements can be reached by sending the merchant off to another town/market/counting house. The player chooses item type and amount and tries to fetch good prices.
  • War should lead to special conditions at the markets. Any weapons and armor will be needed as well as food for the army. Also, participating in war should be more interesting and transparent.
  • AI-workshops currently don't look for resources at the sales counters of other shops.
  • The rogue AI is currently useless. This may not be part of this mod, but it takes away a lot of the challenge. Currently there are no burglaries and likely no kidnappings.
  • Version 0.95.5

    - 2.63 MB - 84 times downloaded

    "Trade, War, Politics" basiert auf Fajeth's MegaModPack 0.95. Die Installation des MegaModPack ist also vorher notwendig. Anschließend müsst Ihr folgenden Schritte befolgen.

    1. Stellt sicher, dass das MegaModPack 0.95 korrekt installiert ist. Ein kurzes Testspiel kann nicht schaden.
    2. WICHTIG Entfernt den Ordner "Scripts/AI/" aus Eurem Spielverzeichnis. Entfernt nicht den gesamten Scripts-Ordner, da nicht alle Skripte im ZIP-Archiv enthalten sind. Wenn Ihr diesen Schritt vergesst, wird sich KI vermutlich seltsam verhalten. Und natürlich würde unweigerlich auch ein OOS im Multiplayer die Folge sein.
    3. Entpackt das ZIP-Archiv in Euer Spielverzeichnis (oder kopiert den entpackten Inhalt dahin. Bestätigt das Überschreiben von vorhandenen Dateien. Werdet Ihr nicht nach einer Bestätigung bzgl. Überschreiben gefragt, dann habt Ihr den falschen Zielordner gewählt.
    4. Geht in den Ordner "DB" und entfernt die Datei "Text.dbt". Benennt die Datei "Text_DE.dbt" um in "Text.dbt" (oder "Text_EN.dbt" für englische Texte).
    5. Startet ein neues Spiel und lasst die Karren knarren.
  • Version 0.95.1

    - 1.4 MB - 1 time downloaded

  • aroha -

    Die Stadtwachen bewegen sich seltsam.wie ein Rutsch..

  • Aleorn -

    Hallo,

    ich möchte fragen, wie kann ich Bugreports machen? Ich danke Ihnen für Ihre Arbeit, aber ich habe ein paar Probleme, zu mindestens mit der Mappe "Duchy of Calenberg". Wenn ich einen "Pub" etc. oder "Vagabond Camp" etc. habe und Menschen einstellen möchte, erscheinen meine neuen Arbeiter immer in Danquardessen und nun dort arbeiten können. Jetzt ist es auch möglich, einen "Vagabond Camp" etc. im Stadtzentrum zu aufbauen, aber ich bin nicht sicher, ob es einen Bug ist.

    P.S. Ich lerne jetzt Deutsch; deshalb bitte ich Sie, mich zu korrigieren, falls Sie Fehler bemerkten und Zeit dazu haben :)