The idea is simple, implementing it is not. The basic idea here is that in the real world, the king does not completely control the economy. The king doesnt have any control over when a business opens or closes, over when merchants move in and out of cities, or when bad things like recessions happen. In the game the player has complete control over this, I am going to fix that.
The EDB file will be completely reworked. The player will no longer be able to build any building that deals with trade or income. Instead the first level of each tree will be constructed via script on a per settlement basis based upon conditions set in the campaign script. For example if you have a history of high taxes and other negative factors, a merchant will be less likely to build in your region, but you might get some bad things like criminals. Trade agreements and resources and governors traits and faction standing will play a huge factor, so you will have to watch all of this carefully.
This is something I started on nearly a year ago, and wrote almost 200,000 lines of code for. I am scrapping most of that code as I figured out a cleaner way to do things, and I am recruiting a few people to help out on this as it is clearly bigger than a single person can handle and still get released.
This will be based on my Barebones mod for Kingdoms as it makes use of the Kingdoms commands. Because so much is tied to individual settlement names it will not be platform independent, so you will not be able to drop this script into any of the current mods out there. But one of my main priorities is to make this as simple as possible to port into another mod. Once we get to the beta release stage I will allow other mod teams to use this in their own mod testing so I can get some additional feedback. Once a full release is achieved I will help with porting into other mods.
The economic model framework is the architecture that comprises our theory of organic economies in Total War. The goal of this project is for a complex intertwined global economy to exist and grow both organically (without interference) and guided (with interference) in a co-dependent manner; similar to the way real economies work. The scripting will be done to implement this framework in a coherent and extensible manner.
The foundation for the economic model is geographical oriented. Every region has geographical factors (access to sea, mines, farmland, trade routes, etc.) that effects the potential within a settlement. That is to say, not every city has the requisite to become a burgeoning economic metropolis. Geographical potential is measured from a level of 0 to 16 and is dependent on the following factors:
Each area has 4 possible states.
Difficult to traverse region
Region is situated in a minor trade route
Region is situated in a major trade route
No natural resource
One regular resource
One premium (or multiple regular) resource
Multiple premium resources
Non-sustainable land (Desert, Frozen Wastes)
Some sustainable land (Tundra, Mountains,
Sustainable land (Steppes,
Optimal land (River Delta, Plains)
Actualization of the potential is satisfied by the development of those areas and an additional three factors which effect the potential with geometric growth:
Governor's management traits
No trading partners
One trading partners
Four trading partners
Ten trading partners
The governor is an entirely separate function that helps attain maximum potential but in a very different methodology. He is the primary facet by which the player directly effects growth (luck and innate qualities also play a large role). City can grow organically without a governor only up to a point; after which, it needs a reliable local figure to help direct growth. After a city reaches the a economy level of 8, each step beyond that requires a Governor. So level 9 requires a Governor with management 1, 10 requires management 2 and so forth.
Expanding the area of the market, large scale irrigation, highways, etc. are public works that can only be authorized through the King's Agent. When a governor is within a settlement, special projects and buildings become available to him based on his management traits and certain ancillaries that he may possess. Building these will not ensure that a city will grow but without them, it is not possible.
The market size (Governor can increase under certain conditions) determines the number of buildings that can be inhabited by various entities without negative consequences. The type of entity depends on the geographical advantages the city possesses. For instance, a large port might induce a local shipwright guild to establish itself; the silver mine might encourage a mint or a blacksmith to take up residence. Meanwhile the cotton being grown in the fields brings cloth merchants to inhabit your market area. As these people set up shop, they bring in an income based on the population (domestic market), nearby faction neighbors (local market) and trading agreements/routes (foreign markets). In addition, the size of the shop, the number of competitors in the same market, and other factors can also change the AEL (actualized economic level)
Other factors famine, drought, plague, war, inflation or even a bubble burst can temporarily depress a market and these are implemented via historic events. Conversely, a successful war, abundant season, bubble rising can bring about excessive growth. Events tend to affect large swaths of geographical areas instead of particular factions or cities. So one part of your faction may be undergoing a drought and another has an abundant growing season.
As the economy grows, the maximum amount of money that can be garnered by the government increases exponentially. Each value below is the maximum that can be produced based on the level of the economy.
Lvl 0 generates no wealth.
Lvl 1 generates 5 gold.
Lvl 2 generates 10 gold.
Lvl 3 generates 20 gold.
Lvl 4 generates 40 gold.
Lvl 5 generates 80 gold.
Lvl 6 generates 150 gold.
Lvl 7 generates 300 gold.
Lvl 8 generates 500 gold.
Lvl 9 generates 1000 gold.
Lvl 10 generates 2500 gold.
Lvl 11 generates 5000 gold.
Lvl 12 generates 10000 gold.
Lvl 13 generates 15000 gold.
Lvl 14 generates 20000 gold.
Lvl 15 generates 30000 gold.
Lvl 16 generates 40000 gold.
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