Aymerick
Warlord
[MODCOMP] Custom House v0.02
New version released as of May 9 2010!!!
Probably being the most requested feature, I decided to make a Custom House Modcomp that works somewhat like in Col1, but with some limitations just to make sure it's not too exploitive.
Yes! I will make a Modmod for AoDII, but first it needs to be tested. And I'm not sure if the sales mechanisms I've implemented are the most best so I do need comments and suggestions since there are many views possible and I'd like to find the best.
Description :
Sales Mechanisms :
Improved Trade Routes AI Concept :
ChangeLog :
Screenshot:
Download [MODCOMP] Custom House v0.02
Aymerick
New version released as of May 9 2010!!!
Probably being the most requested feature, I decided to make a Custom House Modcomp that works somewhat like in Col1, but with some limitations just to make sure it's not too exploitive.
Yes! I will make a Modmod for AoDII, but first it needs to be tested. And I'm not sure if the sales mechanisms I've implemented are the most best so I do need comments and suggestions since there are many views possible and I'd like to find the best.
Description :
The Customs House can streamline trade with Europe, even boycotted goods, and allows European trade during the Revolution.
Contrary to other Custom House mods out there, mine is not a "Warehouse" type building so it does not store goods and sell the overflow. The Warehouse Expansion ability to sell exceeds of goods to Europe remains unchanged for cities that do not have the Custom House or goods that are not set to be sold by the Custom House.
Building Details :Contrary to other Custom House mods out there, mine is not a "Warehouse" type building so it does not store goods and sell the overflow. The Warehouse Expansion ability to sell exceeds of goods to Europe remains unchanged for cities that do not have the Custom House or goods that are not set to be sold by the Custom House.
Cost :
- 225 Hammers
- 100 Tools
- Dock
- Warehouse Expansion
- Lumber Mill
- Limited to 1 instances by player. (Meaning only one Custom House can be built throughout each player's Colonies)
Sales Mechanisms :
Once the Custom House has been built, clicking on the city building will open the popup where you can chose which yields to sell as well as the maintain level.
If a trade route for the selected yield from this city to Europe exist, it will be deleted.
Non-boycotted goods will be sold at regular price minus the tax rate and will affect European prices, taxes and generate FF trade points.
For boycotted goods and during revolution, first the buy price of every European King except your own is found. The goods are sold at that price but also depends on the city's rebel sentiment, but at a minimum of 50%. So if the highest price for a yield is 8 and the city has 60% rebel sentiment, it will be sold at 60% of 8. It will affect that King's prices and generate FF trade points.
I've also setup a sales threshold to set the minimum amounts of each goods to be sold every turn. This way the Custom House will wait until there is 50 available (amount in stored minus maintain level). To change this threshold value, look for the "CUSTOM_HOUSE_EXPORT_THRESHOLD" in the GlobalDefinesAlt.xml file.
If a trade route for the selected yield from this city to Europe exist, it will be deleted.
Non-boycotted goods will be sold at regular price minus the tax rate and will affect European prices, taxes and generate FF trade points.
For boycotted goods and during revolution, first the buy price of every European King except your own is found. The goods are sold at that price but also depends on the city's rebel sentiment, but at a minimum of 50%. So if the highest price for a yield is 8 and the city has 60% rebel sentiment, it will be sold at 60% of 8. It will affect that King's prices and generate FF trade points.
I've also setup a sales threshold to set the minimum amounts of each goods to be sold every turn. This way the Custom House will wait until there is 50 available (amount in stored minus maintain level). To change this threshold value, look for the "CUSTOM_HOUSE_EXPORT_THRESHOLD" in the GlobalDefinesAlt.xml file.
Improved Trade Routes AI Concept :
Originaly, the AI would set Trade Routes to Europe for every coastal colonies even for a same yield, thus ships have to travel more often to Europe. To prevent that, I've made it so that the Trade Routes are separated into Domestic and Foreign.
Colonies now all export goods for sale to the economic center, the "Best Port City" where they will all transit before being shipped to Europe. This reduces the chances that a ship will have to make multiple trips with half empty cargo of the same yield as well as warehouse overflow, improving Trade Routes overall efficiency.
Colonies now all export goods for sale to the economic center, the "Best Port City" where they will all transit before being shipped to Europe. This reduces the chances that a ship will have to make multiple trips with half empty cargo of the same yield as well as warehouse overflow, improving Trade Routes overall efficiency.
ChangeLog :
Spoiler :
v0.02 :
- Confirmed Custom House sales in Revolution and/or Boycotted Goods.
- Set minimum SellMultiplierPercent (i.e. Rebel Sentiment price effect) at 50% for boycotted goods.
- AI now uses the Custom House.
- Includes new and improved Trade Routes AI and bugfixes.
- Includes JTradeRoutes by Jeckel.
- Added Debug mode for Europe, Domestic Advisor and JTradeRoutes screens.
Spoiler :
Download [MODCOMP] Custom House v0.02
Aymerick