Tradeable Mod

Bhruic

Emperor
Joined
Nov 15, 2005
Messages
1,457
The Tradeable mod is designed to make it easier to tell for which resources you have extras. This makes it easier to make resource trades with other Empires.

More specifically, it will separate the resources on the 'Resource' tab of the Foreign Advisor screen into two columns (much like the "Will Trade" and "Will Not Trade" columns). The first column, labeled as 'Surplus' lists any resource that you have sufficient to trade (that is, more than 1 of, after other trades are considered). The second column, labeled as 'Used' lists the resources that you currently only have 1 of (again, after other trades are considered - if you have 4 of a resource, but are trading 3 already, you only have 1 available).

Note, this mod has no impact on the actual trade screen.

Tradeable should NOT be installed in your main Civ IV location, as it will overwrite necessary files. Instead, it should be installed at: "My Documents\My Games\Civilization 4".

Note: The v1.52 patch introduced a system to display duplicates by displaying an icon for every resource (ie, if you have 3 corn, it will display 3 corn icons). I still consider that system to be inferior to this one, but if you prefer that one, you can stop using this mod.

History:
v0.5
- Updated to work with v1.52 patch

v0.4
- Updated to work with v1.09 patch

v0.3
- adjusted the display so that both Surplus and Used resources are displayed, but separated into two columns

v0.2
- was using getNumAvailableBonuses() instead of getNumTradeableBonuses(), which caused it to display any
resource you had multiples of, even if they weren't available to trade

v0.1
- first release

Bh
 

Attachments

Bad idea, as you may want to be able to trade horses, iron, copper, stone and marble when you only have one of each resource, because you only need those for specific production (and deals can be canceled). Also, a civ could have access to many different luxury goods and little foodstuffs, making the citizens happy but unhealthy. In such a case, it makes sense to be able to trade away luxury resources you only have one of to be able to increase your access to health-giving resources.
 
I don't mind feedback, but please, take care to read what the mod does before doing so. This mod in no way prevents you from trading resources under any circumstance. All it does is prevent resources that you only have 1 of (or, are trading all the rest of) from showing up in the resources tab. The trading screen itself still shows all of the resources.

When I go to the resources panel, I want to know what resources I have open to trade, and 95% of the time, that means I want to know which I have extras of. To me, it seems silly to be showing the 5% instead of the 95%. If you prefer it otherwise, then this isn't the mod for you. :)

Bh
 
Cool, have to test this one. Would it be possible to add a number so you know how many you have?
 
Yeah, Bhruic, this is just what I've been looking for. I also find it cumbersome not being able to tell from my resources screen which resources I have an excess of without first having to exit and visit a city screen.

I'll definitely try this one out. Once again, nice job.

Ta
 
I tried to add the number first, but unfortunately the various screen functions are undocumented, as yet, so it makes it quite hard to figure out some of the various options. Hopefully I can get it in there at some point.

It works fine with current save games.

Bh
 
A relatively easy, if a bit labor-intensive, work around for the number problem would be to create duplicate images for the resources. These duplicates would include a number superimposed on top of the picture of the resource. Then you could pick the appropriate image to display in the button. I think that would be possible given the current state of understanding for the various functions used in CvForeignAdvisor.py.
 
It would be cool to add right to "not willing to trade" the resources each opponent needs, it´s cumbersome to click each one... So it would be: Will Trade, Will Not Trade and Needs. It would also be great to add the number of gold per turn they are willing to give.

This could be applicable to the Tech Trade screen, but showing how much gold they are willing to give...
 
Update: New version now displays all resources, but separates them into two columns (Surplus / Used).

@eotinb: Yes, that would work. I'm hoping something that annoying isn't required. Supposedly they will be updating their function list "soon", so I can see how some of the screen functions operate.

Bh
 
Mysterio10000 said:
With patch 1.09 installed, this mod prevents the Info Screen (F9) from opening.

Confirmed...
 
Yup, the easiest way to fix it is to copy over the new CvScreensInterface.py file ("Assets\Python\EntryPoints"), and modify the line that says:
import CvForeignAdvisor
to
import CvCustomForeignAdvisor

and:
foreignAdvisor = CvForeignAdvisor.CvForeignAdvisor()
to
foreignAdvisor = CvCustomForeignAdvisor.CvCustomForeignAdvisor()

But I'll throw up a new version soonish.

Bh
 
I liked this one Bhruic. Is it possible to add how much money each AI have (total-pr.turn)? That would be great.
 
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