Mercantilism Mod

by keinPlan86m·v0.7·Updated 2019-02-19

Mercantilism Mod Trading Empire

About this mod Machine translation

Mercantilism Mod Trading Empire

It takes a long time to upload the mod now, so the actual version can be found here: http://www..com/mods/mercantilism-mod

A manual and a longer discussion can be found in the StoryWorld forum, here: Forums.

The entire mod is based on the Waihtis Diplomacy Mod and Caba'drins pre-war orders and deployments, which can be found here.

After reading the following thread via Konrad von Richtmark "Link" I became fascinated with the industrial products already implemented in the game, which could also be used more. So I decided to try modding Warband and see what it was like. First, I started with some great OSP projects from the community that seemed useful. Then I made a mistake with my script.

The goal of this mode is to give players the possibility to build a trading empire, buildable manufacturing in cities, purchasable land in villages, their own caravans and more.

Because you need consumers, the population system is planned and there are three categories of people (poor, normal and rich) with different needs.

This is an early version, it's just been uploaded for some testing and as a proof of concept.

Features:

“Real” Capitalism and Population:

Every city and village has many inhabitants. These are 1 of 3 classes.

Each class needs different goods to be happy, for example the rich need velvet while the poor prefer woolen cloth.

Each city and village produces goods according to its industry. Curaw for

For example, when

When there is enough iron in the mines of surrounding villages, a large number of tools will be produced.

Prices vary based on existing stock in the city/village, if there is enough food to exceed

30 periods (1 period atm 8 hours) then the price will start falling otherwise

They will rise.

You can purchase more than 1 business per city.

You can buy Kontor in every city and buy and sell there automatically.

NPCs expand cities and villages with their own manufacturers, but also close unprofitable businesses.

You can send your caravan to distant lands to get Tulga's spices.

Trading NPCs:

Villagers, caravans, and sea traders exchange items between cities, and only they can profit from it.

The reason is that the cost of a caravan can vary from aboriginal.

Plunder and murder:

You are now able to pillage, burn or massacre a village. these choices

Does not change loot collected from villages, but does affect

Economies of surrounding areas over different time spans.

hunting:

You can go hunting, kill boars, goats and other animals, collect meat, leather and furs.

city ​​council

Each city has a council with the following positions:

Guild Master:

  • Provide information about the city

Builder tasks and information:

  • Allows you to build, buy and sell buildings in your town
  • Allows you to upgrade the town's wells, market, harbor and other structures

priest:

  • Allows you to convert to his religion (3 different religions)
  • Admit your sins and
  • Recruit special religious armies

Judge:

  • Give tasks

Guard Captain:

  • Allows you to improve a city's walls and barks
  • You can recruit city guard troops

Treasurer:

  • Borrow and lend money, alternative to banks

Dungeon Master:

  • Will buy your prisoner

spy master

  • Information that will be sold to you
  • maybe more

Real character system

Now NPCs have roles, they like you or don't like your personality, your religion and your actions.

It also affects their behavior.

Program Features

Advanced trade:

  • Buy merchant ships and caravans
  • Send caravans to distant lands to obtain spices and other valuable goods
  • Explore the "new lands" behind them and trade with them

The population grows and moves, so when people don't like it they go to another city.

People are summoning the City Guard, so if you don't have enough troops and a large army stands in front of your city, you can force people into defensive ranks.

Plunder and murder:

When you raid a village or conquer a city, there are more options, and these choices have an impact on the population and in …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
Mercantilism Mod
File size
317.0 MiB