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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%.
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.
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
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.