This mod introduces new trade skills to the naval skill tree which let the player engage in a (simplified) trade mechanic. The player may export or import food and wood in exchange for gold.
This mod introduces new trade skills to the naval skill tree which let the player engage in a (simplified) trade mechanic. The player may export or import food and wood in exchange for gold. The decision to do so is executed by building a correponding trading post.
To support these activities the player may build lighthouses and trade ports to increase trade volume as well as a warehouse upgrade to increase storage capacity and supply range.
Trade is conducted against an anonymous market. For each pop level in a city with trading post, 5 units of food/wood/gold are exchanged on a weekly basis. Lighthouses increase this trade volume by 50% and trade ports by another 100%. During early spring, late autumn and especially during winter, trade will be reduced by seasonal adversities. However, the ship wintering ability will reduce the seasonal impact on trade. Exporting goods will be prone to piracy which will randomly reduce income by up to 15%.
As of now there is no fallback for the AI as I have not been able to playtest enough to see if the AI even uses the new skills. If I learn that the AI will use these skills, I will implement a fallback script.
I have also taken the freedom to introduce supply spoilage for baggage trains, so they cannot be used as a free replacement for warehouses anymore. However, spoilage only occures starting 180 days after a baggage train is created.
v1.2 uploaded - fixed bug with oxcarts carrying negative supplies that happend due to different behaviour of giveresource() command for oxcards inside and outside cities
v1.4 uploaded
- changed naval tech tree to give earlier access to trading mechanic without need to research "naval technology" first
- when exporting goods, ship speed now reduces the loss of trade income from piracy