Where Can I Find The Controls for Traders/Trade Routes?

Enj0y

Chieftain
Joined
Jul 9, 2014
Messages
31
Location
Orange County, CA
Hey Guys-

I'm looking to beef up trading/trade routes. I'm a sucker for logistics and infrastructure and it's the backbone of a nation. I'm looking for a way to disconnect the yields of trade routes from districts and what not. I'd like to be able to ship food, production...etc. into and out of a city based on what the city actually produces and send it to where it is needed. Even other civs/city-states if it's called for. So far I've only been able to modify trade routes based on things like districts, luxuries, trading posts...etc.

Most developed nations feed their industrial, economic, and tech centers (usually based on the coasts) from somewhere else (like the midwest in the US). And they return the favor by sending back tech/capital/equipment to the ag centers. I'd like to be able to vaguely recreate this and have my cities be able able to support each other like a connected empire. Not just have a network of disparate cities that have to, more or less, do everything in house.

Any ideas on where I can find the guts of the trader/trade route systems so I can make my dream a reality.

I'll leave military supply lines and such for another time. I'm fairly certain the tools available to modders at present are woefully inadequate to handle that task. But the basic internal economics of an empire should be within reach at least (hopefully).

Thanks for the help.
 
The guts of the trade route system are in the inaccessible DLL.

All we can do is attach modifiers to cities for trade routes, like the Great Zimbabwe wonder does, or through district and other inherent trade-route yield tables already provided by Firaxis. Unfortunately the Great Zimbabwe modifiers aren't all that flexible as they're pretty much hardcoded to either domestic or international trade routes and "PER_LOCAL_BONUS_RESOURCE".
 
That’s the answer I thought was coming, but was hoping wasn’t. I appreciate you giving it though.

Bubble burst. Dream killed.
 
We can also do player-level modifiers to effect the 'yield' of trade routes and attach these modifiers to Traits which are then given to everyone through the Default Leader method, but again we can only do effects and the like that firaxis has already created an EffectType and CollectionType for (and combos thereof). This might via clever manipulation get very close to your desired mod but again you can only go along the pre-provided paths of altering tradde route yeilds and the like via the modifier, effect, and collection types Firaxis has already coded into the DLL.
Code:
<ModifierType>MODIFIER_PLAYER_ADJUST_TRADE_ROUTE_YIELD</ModifierType>
Used by Magil in the Wondrous Wonders (Better Wonders ?) mod. No reason why this type of modifier cannot be attached to a trait, and then the trait attached to the default leader trait everyone "inherets".
 
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