Europa Universalis V

Europa Universalis V

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Sea Tiles Cost Less Market Access
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11 月 24 日 下午 5:36
12 月 3 日 下午 3:21
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Sea Tiles Cost Less Market Access

在 Lysyl Oxidase 的 1 个合集中
Lysyl Oxidase Market Access Tweaks
3 件物品
描述
Sick of having 0% market access in your colony which is 5 sea tiles away from the market center? Sick of having to create a new market every 5 coastal tiles in those massive colonial locationss which are each the physical size of 5 european tiles?

This may be the mod for you.

This mod makes sea tiles cost less market access to traverse. In the base game it's 75% cost. Historically, it was about 50x cheaper to move goods over sea vs by wagon with no roads... this mod makes sea cost 20% of base to strike a happy medium, allowing sea-based markets to be ~3.5x larger (In practice the size change will be much less due to competing other markets, but this will allow the access to be greater than 0 in those contested locations!)

Recent updates marked with ***

Main changes:
MARKET_OPEN_SEA_DISTANCE_FACTOR 1.5 -> 0.4
MARKET_SEA_DISTANCE_FACTOR 0.75 -> 0.2
MARKET_SEA_TO_LAND_DISTANCE_FACTOR 0.5 -> 1.0***
***MARKET_PORT_EXTRA_DISTANCE 0.02 -> 0.1
***MARKET_NO_PORT_EXTRA_DISTANCE 0.1 -> 0.3


CAVEATS:

Because this increases market access for basically every market that uses sea tiles, the DIFFERENCES in market access become smaller. If market #1 used to be 80% access and #2 was 50%, now it might be 80% and 70%. Essentially market access differences have been compressed.

This has the unintended consequence of making market access modifiers (like the +5% from entrepot and other modifiers) MUCH more powerful as they will FREQUENTLY allow many distant locations to be stolen from their nearby markets.

To balance this out, I have reduced market attraction modifiers by *** 66.6% (previously 50%) *** across the board to mirror the market access difference compression. I believe this should result in ROUGHLY similar outcomes to vanilla which should feel OK.

Compatibility:

***TRY_INJECT:*** 's (previously replaced) into a couple of items in
1) in_game/common/
i) advances
ii) auto_modifiers
iii) building_types
iv) estate_privileges
2) loading_screen/common/defines
3) main_menu/common/static_modifiers
i) Notably: Development, building levels

Anything that contains local (the individual market) or global (all markets for the given country) market access modifiers. NOTABLY: DEVELOPMENT and building level static modifiers. It may cause issues with other mods that change those modifiers and may be affected by patches, ***Though the current implementation should have minimal compability issues***

Last updated for patch: 1.0.8

Shout out to THE ULTIMATE WORRIER, Gabadur, Zwolin, Jadawin for suggestions.

Always open to more feedback and suggestions.
21 条留言
flyinghamster 12 月 6 日 下午 9:10 
@Gabadur Hello, I have question regarding your knowledge. do "TRY_INJECT" also "replace" the element if target of injection contradicts with script that is injecting element?
flyinghamster 12 月 6 日 下午 9:06 
@Lysyl Oxidase I am very interested in your discovery of advanced modding commands such as "TRY_INJECT." May I be taught on how to use this to 'inject' building's production methods?
ZeFeKa 12 月 5 日 下午 9:46 
While trying to balance the Market Attraction, the mod mess a little bit too much with the burgher Estate Privilege "Allow Trade Center Sponsorship" doubling the Satisfaction (+10%) & the Estate Power (+66%) of this Privilege (while giving +5% and -3,33% Market Attraction for balancing)
Lysyl Oxidase  [作者] 12 月 3 日 下午 3:36 
@Gabadur

I have implemented and shipped the TRY_INJECT: change. It seems to be working in my limited testing.

@THE ULTIMATE WORRIER

I have tuned down sea to land from 2.0 to 1.0

@Zwolin

Alongside the above change, I implemented the
MARKET_PORT_EXTRA_DISTANCE = 0.10 # orig: 0.02
MARKET_NO_PORT_EXTRA_DISTANCE = 0.30 # orig: 0.10
Changes you suggested as it seemed sensible. It felt okay in my limited testing.

I have also reduced market access modifier further from 50% to 33% effectiveness, as in further testing i realized that a lot of places that were being contested in europe in my playthrough (florence vs tunis) the access differentials between florence vs tunis over provence were ~50% in vanilla and 11% with the mod. If the change is 5x it will need more than 50% adjustment. For now we have 66%.
Lysyl Oxidase  [作者] 12 月 3 日 上午 7:45 
Thanks for the suggestions everyone. I am aware of compatibility issues. I will try to make some changes after my exam in 2 hours. I have just been busy. Apologies.
THE ULTIMATE WORRIER 12 月 2 日 上午 1:42 
Just noticed that the estate privilege market attraction rebalance doesn't seem to be applying, and saw that the file is in .RTF format rather than .TXT. After renaming the file and reloading the mods the changes were applying properly (eg. "Allow trade centre sponsorship" went from 5% MA to 2.5%).
Gabadur 12 月 1 日 下午 7:44 
hey, just a headsup, but you should mod the code in static modifiers and auto modifiers differently, instead of doing replace, you should do try_inject. This makes the mod more compatible with other ones.
your development change makes it so that any other mod that changes anything with development not related to market attraction gets overridden.

ill show you an example of one of your changes done with inject
inside z_market_attraction_rebalance.txt

TRY_INJECT:development = {
local_trade_center_power = -0.0005
}



this way you are modifying only the local trade center power to the number you have in the mod and everything else isn't changed.

if I wanted a mod where development increases birthrate, it would only work if my mod was loaded after yours.

this way, the changes you make can just be one line, and it lets others know what exactly is being changed from the original, instead of copying everything over, changing one line and replacing it. Hope I could be of help.
Bestplay3 12 月 1 日 下午 2:42 
@Zwolin Great work! We depend on people like you and Lysyl to make the game better for all of us!
Zwolin 12 月 1 日 上午 7:37 
3/2

Small correction (and always test before saying "I'm done xD", should have known better),

MARKET_NO_PORT_EXTRA_DISTANCE = 1.00

crushes the game... If set to 0.30, the game seems stable so far, and the goal has been achieved - access to water without the port is not good xD
Zwolin 12 月 1 日 上午 7:21 
2/2

This results in emergent behavior where huge emphasis is put on natural harbors and pushing that harbor capacity up with town and city buildings to provide access to the sea trade routes, and gives player more agency to improve the situation/access.


As for MARKET_NO_PORT_..., then that basically might have a value of 1 (no access to water without a port), but since every coastal location has a port somewhere, it just a matter of paying for movement through 1-2 sea tiles if the market is in the "wrong" direction... But makes sense to me.


As I said, I'll be playing with that and tweaking the numbers, but these values preserve the market shapes pretty well while giving priority to harbors. Unfortunately, this does not represent the value of loading and unloading goods (as with 100% harbor cap, that cost is 0), so maybe the original SEA_TO_LAND_DISTANCE = 0.5 will make a comeback for me.