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cool-toxic

Alexander
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Okay seems better. :) So would you make graphic for it ? :) Maybe some of these icons could be used from Rome:

http://img175.imageshack.us/img175/377/tradegoodstablerimpud6.jpg

Oh and btw, just tested the nothing tag, because I did not think you could use it.. But the seas will not have any goods graphic on them or anything which I had thought. However, I discovered another problem the nothing tag has a default demand value at 0%, here you can see a list of the others http://www.paradoxian.org/eu2wiki/index.php/Goods, so with a default demand value at 0% and nothing raising it like all the others have the nothing tag will give nothing to trade. So if one of the goods could be made into nothing and then have a mine value so it would work just like gold it could be okay. Oh and remember the Bullion / Gems will also give nothing to trade.
 
Last edited:

Mad King James

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Okay seems better. :) So would you make graphic for it ? :) Maybe some of these icons could be used from Rome:

http://img175.imageshack.us/img175/377/tradegoodstablerimpud6.jpg

Oh and btw, just tested the nothing tag, because I did not think you could use it.. But the seas will not have any goods graphic on them or anything which I had thought. However, I discovered another problem the nothing tag has a default demand value at 0%, here you can see a list of the others http://www.paradoxian.org/eu2wiki/index.php/Goods, so with a default demand value at 0% and nothing raising it like all the others have the nothing tag will give nothing to trade. So if one of the goods could be made into nothing and then have a mine value so it would work just like gold it could be okay. Oh and remember the Bullion / Gems will also give nothing to trade.

You can edit the files and actually give gold and nothing a trade value, and merchants will actually get gold income. I think this would be more realistic actually for this time period.
 

cool-toxic

Alexander
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You can edit the files and actually give gold and nothing a trade value, and merchants will actually get gold income. I think this would be more realistic actually for this time period.

No I tried this. There are two different things. The base value which you can change in the goods.csv, both nothing and gold has 0. And then there is the basic demand value which is 0% for gold and "nothing". And "nothing" has nothing which can raise the demand thus it will always be 0% and give no money.
 

elvain

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Alex, could you send me the updated province.csv? I will do the climate and maybe also terrain for Asia (the eastern half)
 

elvain

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btw, I was just checking incomes. Is the relatively low income of Syrian provinces (5) and Egyptian (6) compared to Anatolia (7) done to help the Romans survive against the Caliphate. Because otherwise I think they should be ballanced so there won't be that big difference between Syria and Anatolia (and Egypt should richer than Anatolia or at least evenly matched)
 

cool-toxic

Alexander
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Alex, could you send me the updated province.csv? I will do the climate and maybe also terrain for Asia (the eastern half)

Okay I will do this asap.

btw, I was just checking incomes. Is the relatively low income of Syrian provinces (5) and Egyptian (6) compared to Anatolia (7) done to help the Romans survive against the Caliphate. Because otherwise I think they should be ballanced so there won't be that big difference between Syria and Anatolia (and Egypt should richer than Anatolia or at least evenly matched)

No those are only temporary for the time being. Only added those values so the map can be played.
 

chefkoch

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COFFEE;Coal / Pitch;;;;;;;;;;819

I made recently an image for that, its not perfect but you can maybe made it look better.




btw@cool-toxic: Aren't you reading your PMs recently? ;)
 

cool-toxic

Alexander
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Here is the icons matching the new setup.

resource.png


CLO;Flax / Hemp;;;;;;;;;;800
GOLD;Bullion / Gems;;;;;;;;;;801
COT;Cotton / Silk;;;;;;;;;;802
FISH;Fish;;;;;;;;;;803
FURS;Furs / Leather;;;;;;;;;;804
GRAI;Grain;;;;;;;;;;805
IVOR;Exotic Goods;;;;;;;;;;806
METAL;Iron;;;;;;;;;;807
MINERAL;Copper / Tin;;;;;;;;;;808
ORIENT;Porcelain / Glassware;;;;;;;;;;809
NAVS;Timber;;;;;;;;;;810
SALT;Salt;;;;;;;;;;811
SLAV;Slaves;;;;;;;;;;812
SPIC;Spices;;;;;;;;;;813
SUG;Honey / Wax;;;;;;;;;;814
TOB;Wool;;;;;;;;;;815
WINE;Vines / Olives;;;;;;;;;;816
WOOL;Dried Fruit;;;;;;;;;;817
TEA;Tea;;;;;;;;;;818
COFFEE;Coal / Pitch;;;;;;;;;;819

EDIT:

I have tracked down all places in the text.csv with the manus and changed the text and with goods, so now it all looks nice in game with descriptions and all.

Here is the new Province.csv, goods.csv and text.csv. These are the files you will need to try out the latest changes to goods placement on the map. :)
 
Last edited:

Third Angel

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Those look great, thanks cool-toxic.

Just implemented them and noticed a couple of typos in text.csv (red is for removal, yellow for addition):

PIWFACILITY_NAVALEQUIPMENTS;Naval Equipment ManufactoryShipwrights Guild;;;;;;;;;;503

MANROLLNAVAL;Shipwrights Guild will improve your §YNaval §YTechnology.\n\nYearly bonus if built in a province with §Yfish §Yor §Ytimber: §Y%d$ §W(otherwise §W6$)\n\n Number that can be built at lower cost: §Y%d\n\nCost to build: %d$;;;;;;;;;;520

MANROLLGOOD;Each Weaving Guild will improve your §YInfrastructure.\n\nYearly bonus if built in a province with §Yvegetal §Yfibers, §Ycotton §Y/ §Ysilk §Yor §Ywool: §Y%d$ §W(otherwise §W6$)\n\n Number that can be built at lower cost: §Y%d\n\nCost to build: %d$;;;;;;;;;;522
 

cool-toxic

Alexander
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Good I knew I had made some of these mistakes. :) Thanks. ;)

Btw, the slave demand text also needs to be fixed here it is:

SLAVDEMAND;The global demand for Slaves will increase as more §YCotton, §YSugar §Wand §YTobacco§YGrain, §YSalt, §YDried §YFruit §Wand §YCoal §Y/ §YPitch §Yproducing §Yprovinces§W are being colonized.;;;;;;;;;;860

I believe these goods are suitable for the increase of demand of slaves. :) Any corrections are welcome.
 
Last edited:

chefkoch

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Good I knew I had made some of these mistakes. :) Thanks. ;)

Btw, the slave demand text also needs to be fixed here it is:

SLAVDEMAND;The global demand for Slaves will increase as more §YCotton, §YSugar §Wand §YTobacco§YGrain, §YSalt, §YDried §YFruit §Wand §YCoal §Y/ §YPitch §Yproducing §Yprovinces§W are being colonized.;;;;;;;;;;860

I believe these goods are suitable for the increase of demand of slaves. :) Any corrections are welcome.

Does this really work to change the demand for a good? I thought this would only change the displayed text that appears under the mouse pointer.
 

cool-toxic

Alexander
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Does this really work to change the demand for a good? I thought this would only change the displayed text that appears under the mouse pointer.

No it will not. :) It only changes the text, however, these changes were made to the goods.csv and there one can change the demand for slaves. :) This only works for slaves though. It has its own value in the goods.csv like trading post and mines.
 

chefkoch

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No it will not. :) It only changes the text, however, these changes were made to the goods.csv and there one can change the demand for slaves. :) This only works for slaves though. It has its own value in the goods.csv like trading post and mines.

Fumbling with the slaves is not that useful. Their demand depends on the 25 percent point base demand plus 10% for every settlement that need slaves. In other words 25 percent point base demand plus 2,5 percent points for every settlement that needs slaves. With only 70 settlements, the maximum demand of 200 percent points is reached. The maximum would be reached if only grain would need slaves.
 

cool-toxic

Alexander
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Fumbling with the slaves is not that useful. Their demand depends on the 25 percent point base demand plus 10% for every settlement that need slaves. In other words 25 percent point base demand plus 2,5 percent points for every settlement that needs slaves. With only 70 settlements, the maximum demand of 200 percent points is reached. The maximum would be reached if only grain would need slaves.

Hmm did not know that detailed how it works.. Changing it to salt and coal / pitch only would do the job I guess. There are few of these provinces.

Here is an updated pack I forgot to change the tobacco icon with wool. :)

http://rapidshare.com/files/225887224/Trading_Goods_AU.zip.html
 

cool-toxic

Alexander
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With the editing of the province.csv increasing I found the need to make some small tools which will check the file for coastal provinces without ports and inland provinces with ports. :) There is also the terrain and climate checker which will find snowy deserts and all other kind of combinations. ;)
A third gives you the opportunity to extract most important facts from specific provinces instead of all provinces with few details.
I also have a HRE checker which lists all provinces part of the HRE, and another which lists Tordesillas.

If anyone has any idea for a useful tool please write and I will try to make it. And if anybody would like these I can upload them.

Oh and btw, I added ports for Europe and Africa today.
 

unmerged(28727)

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Guys have you considered asking AGCEEP to adopt this map?

This map is fantastic and I hope you complete it! I am staying on EUII rather than EUIII and you have a LOT of fans.

How about a petition for AGCEEP to adopt this map when it comes out?