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 Mount&Blade Repository » Mods » Gameplay Mechanics » Mercantilism Mod
      
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View this file on the M&B NexusFile Listing: Mercantilism Mod
Last Updated: Jul 25, 2015, 03:57:53 pm
First Created: Apr 12, 2011, 01:54:07 am
File version: 0.7
For M&B version: Warband 1.143
Downloads: 1,777 (13,056) Size: 317.1 MB
Views: 9,982 (23,884) Type: RAR
Home:  Forum Thread/Manual
Rating (3 votes): 4.8 / 5.0
Description
News:
24.Juli.2015 Version 0.7uploaded with many more companions (120 total); 6 new partyskills; lord try to kill each other and city council members; many bugfixes and changes to internal calculations; first choices and consquences features; new items and scenes; new names for some lords and citys; the ability to buy, sell and build the new facilitys introduced in 0.5; minor changes to the trooptree; new mercenary; minor factions now roam the land; the ability to convert other lord to your religion; the book of law feature, to influence your kingdom; and more
04.April.2015 Version 0.6 uploaded with lots of new ressources and changes to the ai behavior; new trooptypes and changes to the trooptrees; religious npcs now get religious troops sometimes; added kingsguard troops to kings; more diverse civilian npc in towns; named npc partys and npcs in towns; all npcs and player have a character and religion that influences theyr behavior and opinion of player; updated the kontor price setting presentations so automated trading in villages and town is possible again; new interiors for banks and churches; added hunting for deers, wolfes and boars
06.Dezember.2014 Version 0.5 has been uploaded for testing. Nearly every script got rewritten, that plays a role in production, building and consumption. Added new tradegoods (total of 65 (24 in native)), "faction-exclusive goods", new marketscreens and new ressources from other mods ("Floris Basic" and "More new Companions"). First Version of the "city council"-featureset has been implemented, mainly with placeholders. This version has been uploaded to find bugs and problems, not all buildings are buy- and buildable atm, no animal products are getting produced.
31.October.2012 Version 0.42 code updates, changes to ai behavior (traders and city upgrades), bank redone, city improvements first iteration
22.September.2012 Version 0.41 Update to Warband 1.53, just for testing if everything is fine after conversation
03.June.2011: Version 0.4 new prices, reworked merchant ai, first version of plundering and murdering features
07.May.2011: Version 0.3 uploaded for testing of NPC-city-expand, workforce and selling/buying dialogs, reworked tax and rents
27.April.2011: Version 0.2 uploaded for testing of Kontor Features and Population grow
11.April.2011: Version 0.1 uploaded for testing of basic economic functions

Warning:
Version 0.7 isn't savegame compatible and the next version may not be compatible with savegames from 0.7, so be warned.


Description:
The whole Mod is based on Waihtis Diplomacy Mod and Caba'drins Pre-Battle Orders & Deployment, which can be found here.

After reading the following Thread by Konrad von Richtmark "Link" i was fascinated by the industrial things allready implemented into the game, that could also be used more. So i decided to try modding Warband and see what comes out of it. First i started with some great OSP projects from the community, that seemed usefull. Later i wroth my own Scripts.

The goal of this mod is to give the players the possibility to build up a trade empire, with buildable manufactures in the city's, buyable land in the villages, your own caravans and so on.
Cause you need consumers, a population system has been implemented, with 3 classes of people (Worker, Merchant and Rich), with different demands. Every city and village produces it's own goods, based on location and culture.

This is an early Version, which was uploaded to make some tests and that's the point where i need your help.
I don't have the time to run the game for multiple in game days (months- years) and test if the economy is stable in the long run. So I'm going to ask if you could help me with that.



Features:
"Real" Capitalism and Population:
Every city and village has a number of inhabitants. These are in one of 3 classes.
Every class needs different tradegoods to be happy, for example rich people need velvet and poor are happy with woolcloths.
Every city and village produces goods based on it's industries. Curaw for example produces lots of Tools, when it has enough iron from the mines in the surrounding villages.
Prices are moving according to the present stock in a city/village, if there is enough food for more than 30 cycles (1 cycle atm 8hours), then prices will start to drop, else they will rise.
You are able to purchase more than 1 Enterprise per City.
You are able to buy a Kontor in every City and to buy and sell things there automatically.
NPC expand there city's and villages with there own manufactures, but are also closing enterprises that create no profit.
Your are able to send out caravans into far away lands to obtain spices, from Tulga.

Trading NPCs:
Villagers, Caravans and Sea traders exchange items between city's, only if they can make a profit with it.
Cause of that, Fees from Caravans can be altered from Native.

Plundering and Murdering:
You are now able to plunder, burn down or massacre a village. These options won't change the loot gathered from the village, but will influence the economy in the surounding area for different timespans.

Hunting:
You can go on a hunt and kill boars, goats and other animals to collect meat, leather and furs.

City Council
Every city has a council with the following positions:
Guild Master:
- gives quest and informations regarding the city
Master Builder:
- allows you to construct, buy and sell buildings in the town
- allows you to upgrade the wells, the market, the port and other structures in town
Priest:
- allows you to convert to his religion (3 differen religions)
- confess your sins and
- recruit special religious troops
Judge:
- gives quests
Guard Captain:
- allows you to improve the walls and baracks of a city
- you are able to recruit city guard troops
Treasurer:
- borrow and lend money, alternativ to the bank
Dungeon Master:
- will buy your prisoners
Spy Master
- will sell you informatons
- maybe more :-)

Real Character System
Now NPCs have characters, they like you or not based on your character, your religion and your actions.
It will also influence theyr behavior.



Planned Features
Advanced Trade:
- buying tradeships and caravans
- explore "new lands" behind the see and trade with them
- more complex production lines (coal from wood with a charcoalkiln or an coalmine, jewellery made of gold and pearls)

Population grow and movements, so when people don't like a city they go to another.
People becoming City Guards, so if you are low on troops and a big army stands in front of your city, you can force people into the ranks of the defenders.

Plundering and Murdering:
More Options when you raid villages or conquer city's, that have an influence on the population and industries there.
- burning down the fields
- killing all cattle/sheep
- decimate populace
- and so on

Possible future features i'm thinking about

These are the things i'm thinking about to implement, but where i'm not sure, mostly cause of balancing problems, time, effort or lack of skill.
- reinforcements for army's are coming from city's and villages of the lords/faction - so you can weaken an enemy faction by killing it's people
- integration into diplomacy, so if all villages are burnt, all cows are dead and the population flees in horror, a king will accept peace
- a new council member that allows you to manage your industries
- more custom battlefield around ruins or other things (like the bridge battles)
- redesign of some city's to integrate the bank and other buildings (harbour, kontor...)
- npc guilds as opponent traders
- random events like diseases or fires that influence people and land
- piracy
- city right, give a city the right to govern itself or other rights
- ways to sink money - city feasts, gambling, prostitutes and so on
- assassins, hireable to kill/weaken npcs, poison wells or doing other nasty things




Savegame Compatibility:
- none

Credits from additional features:
Arch3r OS: Bridge Battles
Link
Prisoner Dialog by Mordachai
Link
Bandit bribery by Geoffrey Ashe
Link
Voice Commandos - incomplete
Fog of War - only in new games
Link
Camp Entrancement by Tempered
Link
Customizable sparring matches by Jinnai
Link
Exchange Troops with Vassals
Link
Custom Player Kingdom Vassal Titles by Caba`drin
Link
Pike & Blade
Link
Sea Battles MK2
Link
OSP Sea Trade
Link
Expanded nobility title system kit
Link
Expanded dialog system kit
Link
export/import npcs
Link
Village Raids & Sieges
Link
Always join a side during fights
Link
Banking
Link
Kingdom restoration
Link
manhunter: attack them or sell them prisoners by Glabrezu
Link
"Ethnic Troops" mini-mod and Better startup merchants mini-mod by nemchenk
Link
Link
since Version 0.5:
The World Map to show the exact realm of factions by rubik
Link
More new Companions Mod by Malikfaris
Link
Floris Mod Pack - Basic Items
Link
since Version 0.6
[OSP] Tavern Animation Pack by Daedalus a.k.a Slawomir of Aaarrghh
Link
[OSP] Map Icons Pack also by Daedalus
Link
[OSP] Camel Kit! - Makes horses react to camels by Zarthas
Link
[OSP] KAOS Political KIT by lazeras
Link
[OSP] Overhauled Morale and Routing by jacobhinds
Link
FISH&CHIP OSP - Heraldry&Retexturing Unleashed by Lav
Link
More Metal Sound Mod V2.2 by Checkmaty
Link
Mortal Women Sound Pack by mortal
Link

" taking troop level into account when determining morale penalty based on size" by kt0
Link
Improving the auto resolve systemby kt0
Link
Improved Siege Tower mechanics by Somebody
Link
Campaign AI Fixes and Tweaks by Motomataru
Link

since Version 0.7
Ye Olde Tavern Strumpets by Ashmond
Link
Narf's Transitional Armour Pack and Narf's Men-at-Arms Armour Pack
Link
Link
Arena Overhaul mod by Adorno
Link


Known Bugs
- errors in dialog with guild master/village elder, when building or buying things
- sea raider ships spawning on the land
- player will not morph into ship, when he got captured on the sea and gets free


All added features are more or less functional and the latest version from the forums and other sources, so this is a fully playable mod. Some of the menu's have some unsorted new options that maybe lock ugly, but are functional too.
Commands
More From This Author
Comments
IP: logged
 Mercantilism Mod (v 0.1)  » posted by tupums on Apr 12, 2011, 04:46:51 am
I like that idea.If you would edit more items that are more expensive -that would be awesome and some advanced kingdom or settlement managament. Like building or regulating many things in city or something like that. Good luck :)
comment last edited by tupums on Jun 03, 2011, 01:04:05 pm
IP: logged
 Mercantilism Mod (v 0.1)  » posted by PRAETORIANN on Apr 12, 2011, 06:07:13 am
nice idia ! :) pleas combine it whith Rigale mod it will be great toghater
comment last edited by PRAETORIANN on Apr 12, 2011, 06:07:54 am
IP: logged
 Mercantilism Mod (v 0.1)  » posted by nomad1414 on Apr 13, 2011, 06:09:42 am
BEAUTIFUL >>> :lol:
IP: logged
 Mercantilism Mod (v 0.1)  » posted by VOIEVODUL on Apr 25, 2011, 01:37:24 pm
Nice idea, make it better.
IP: logged
 Mercantilism Mod (v 0.2)  » posted by tupums on Apr 27, 2011, 09:30:14 am
At last! Something that thinks of business management... Keep this coming :)
IP: logged
 Mercantilism Mod (v 0.3)  » posted by lauri takala on May 10, 2011, 11:18:33 am
sorry but i have downloaded this file and put it to native folder but i cant use the awesome ideas
:oops: / i mean in which folder it should be put???
comment last edited by lauri takala on Jun 01, 2011, 02:19:52 pm
IP: logged
 Mercantilism Mod (v 0.3)  » posted by keinPlan86m on May 11, 2011, 05:34:19 am
There is a short manual in the Forum Tread, maybe this could help you.

Most of the things can be done by talking to the village elder or the guild master in the citys.

Hope these tips help a little.
IP: logged
 Re: Mercantilism Mod (v 0.1)  » posted by Mongol on May 21, 2011, 02:30:53 pm
PRAETORIANN wrote:
nice idia ! :) pleas combine it whith Rigale mod it will be great toghater

Yeah that would make a great mod. Would be the best out there imo
IP: logged
 Mercantilism Mod (v 0.4)  » posted by tupums on Jun 03, 2011, 01:25:00 pm
Hello. In praven is bug when u are trying to buy wine( when i bought one and was trying immediatelly sell it. And please edit skill which increseas the inventory(not constant 1500) but make some factors which increase or decrease(like low morale or something) it and skill.
comment last edited by tupums on Jun 03, 2011, 01:29:00 pm
IP: logged
 Re: Mercantilism Mod (v 0.4)  » posted by keinPlan86m on Jun 03, 2011, 01:58:33 pm
tupums wrote:
tupums wrote:
Hello. In praven is bug when u are trying to buy wine( when i bought one and was trying immediatelly sell it. And please edit skill which increseas the inventory(not constant 1500) but make some factors which increase or decrease(like low morale or something) it and skill.

And increase expanses for troops and other because inn few days i was millionare...

Tryed the wine thing, seams to work, can you explain what you did?
What did the small number at the bottom show in front of the buttons that regulate the amont you sell/buy?

About the inventory size, i plan to introduce pack mules and transport horses that increase the size.

I'm also thinking about increasing them, but also working on other ideas of thinks where you can spend your money at. (Give money to the church, other city improvements and so on)
IP: logged
 Mercantilism Mod (v 0.4)  » posted by nomad1414 on Jul 03, 2011, 04:03:27 am
Beautiful , but I found the Rhodoks very difficult to defeat especially when using Sarranid troops .
I joined the sarranids and we can't win any thing against Rhodoks .
Some faction's troop balance is needed .
IP: logged
 Mercantilism Mod (v 0.4)  » posted by cihan on Apr 28, 2014, 04:19:56 am
where is the RAR password?? :-(
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