Europa Universalis V

Europa Universalis V

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(Mostly) Fix Trade Companies
   
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11 月 21 日 下午 7:59
11 月 22 日 下午 10:42
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(Mostly) Fix Trade Companies

在 Conner 的 1 个合集中
EU5 Mods
2 件物品
描述
Overview:
EU5 trade companies were clearly not finished for release. Numerous issues with them make them essentially non-functional. This mod attempts to fix as many of these issues as possible while still keeping trade companies as Paradox 'intended'.

Features:
  1. Allows overlord to build Trade Company buildings (which get transferred to the Trade Company).
  2. Makes trade companies start with the Trade Company advance so they can actually construct buildings (paradox really forgot to give them this :/)
  3. Attempts to make the AI build and expand the Trade Company more (not sure if this is truly working).
  4. Allows the Trade Company buildings to be constructed without market access preference (headquarters still requires this) - I've yet to find a way to make the trade companies actually request this on their own, and overlord access doesn't count despite clearly being intended to.
  5. Allows renaming Trade Companies - In order to do this, we made trade companies count as colonial nations. We're unsure of the potential unintended consequences of doing so, and if some arise, this may have to be reworked.
See the fixes discussion for details on all of each of these changes and why they were made.

Planned / Possibly incapable of fixing:
  1. "We can not build a [Company Building] in [Location] as there are already [Country Pops] there." - Does not affect the Trade Company itself, only the overlord. Effectively makes it so that the overlord of a Trade Company can only build one company building per location. You may be able to queue up multiple buildings to get around this, but just know that once you construct one Trade Company building in a location, and it gets transferred to your Trade Company, you will most of the time be unable to construct more for them. *A workaround has been discovered thanks to @Pickle, and an update will be posted as soon as we get it integrated.
  2. Fix issues with multiple trade companies per region - Currently, if you make multiple trade companies per region, when either the trade companies themselves or the overlord constructs buildings, it will arbitrarily transfer the buildings to only one of them.
  3. Possibly add back in the market access requirement for all company buildings.
  4. Better encourage the AI controlling trade companies to expand.
See the fixes discussion for more details on each of these issues, and the status of getting them fixed.

Compatibility:
  • Not Ironman Compatible.
  • Fully save game compatible.
  • Will work with any mod that does not modify Trade Company buildings, or subject type.
  • I may add compatibility patches upon request.

Additional Information:
I am working on a separate, to-be-released Trade Company Overhaul mod that looks to completely rebalance trade companies in order to make them much more worthwhile and interesting. Currently, with the base stats of company buildings, trade companies seem weak and not very worth using. There is a pinned overhaul discussion at the bottom of this mod page to discuss and make suggestions for the upcoming overhaul.

The pinned fixes discussion is where we explain all the fixes we made in detail, go over my to-do list/things we potentially cannot fix, and where you can have any discussion or suggestions related to fixing base game Trade Company issues.

In addition to the pinned discussions and comments on this page, there will also be channels for discussing this and the upcoming overhaul in the EU5 Community discord server[discord.gg] (specific channels to be made soon, for now just in the #modding channel). If you are interested in joining in the development of either the fixes mod or the overhaul, you can ping or add @arealconner on Discord. All contributions are welcome.
热门讨论 查看全部(2)
3
11 月 22 日 下午 8:12
置顶: Upcoming Overhaul Discussion and Suggestions
Conner
1
11 月 23 日 下午 6:16
置顶: Fixes Discussion and Suggestions
Conner
18 条留言
Calvin J. Candie 12 月 5 日 下午 3:44 
God bleess you. It's appalling PDX has not fixed it yet. I had to put off my Netherland and England games indefinitely because I refused to play without the trade company.

Now i can!
Win746 12 月 2 日 上午 10:54 
That is incredibly lackluster (the vanilla trade company not your mod). But honestly it sounds great you guys are thinking of doing more than just fixing the bugs! But yeah I think I'll just layer them on top of the colonial nations, as I already have one colony in the Ghana area.
Conner  [作者] 12 月 2 日 上午 10:08 
In the future I would like to have a better way of modeling land owning trade companies like the EIC in the upcoming overhaul. I don't know if it's possible to make it so building-based country can own land without converting to a regular nation, but one possibility is to create a special subject type under the trade company for the land-owning portion, like the Hansa League has. Regardless of what we end up doing, though, this will likely come after the initial release, as there are many other issues still being worked on.
Conner  [作者] 12 月 2 日 上午 10:08 
@Win746 Currently, trade companies are solely building-based countries in the same class as the Hansa League, or Banks. The closest you can get, which is what I do personally, is have a colonial subject own the land, and then the trade company on top of the colonial subject. I see this as the colonial subject being the Judicial+Revenue branches of the EIC, and the trade company being the Commercial branch (under Lord Cornwallis, EIC's administration was split into three branches, Judicial, Revenue, and Commercial).

But honestly, that really isn't a satisfactory way of doing things, as it doesn't really make sense to have different branches be entirely separate entities, nor did the branches even always exist. And then other land owning trade companies had their own different structures.
Win746 12 月 2 日 上午 7:07 
okay, I have a question about trade companies, not necessarily the mod. Is it just a building based country that can't do anything but build buildings? I was hoping to have them own land like the EIC irl
Conner  [作者] 11 月 29 日 下午 9:18 
@MOTRSKIN If you're referring to cancelling one of your existing trading companies. Currently, this isn't possible, but I'm working on adding it, along with some other management features, for a major update we plan to release with the 1.0.8 patch.

If you are referring to breaking free when playing as a trade company, this isn't really feasible at the moment; however, we do plan to make trade companies viable playable breakaway nations in our upcoming overhaul.
MOTRSKIN 11 月 29 日 上午 1:57 
Maybe you can help me. But how do I stop being a vassal/remove a vassal-trading company?!
Lenny 11 月 25 日 上午 1:42 
alr gocha, im so sad on how half baked the trade companies were on release. i really wanted to form EIC :(
Angel Baby 11 月 24 日 上午 5:16 
I think that the companies still very weak, maybe they will add more buffs or buildings in the future.
Conner  [作者] 11 月 23 日 下午 1:34 
@Lenny yes, on the the first month tick after loading a save, a one-time action will occur updating all existing trade companies.