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骑马与砍杀MOD Mercantilism Mod 贸易帝国

骑马与砍杀MOD Mercantilism Mod 贸易帝国

发布用户:bity_1700368256发布类型:转载

原创作者:keinPlan86m所在平台:互联网

发布日期:2023-07-24 07:52:21更新日期:2024-10-27 00:58:30

是否开源:否是否免费:是

审核人员:甜面酱(违规侵权资源,点击直接联系可快速删除!)

模组标签:功能性运行环境:骑马与砍杀

浏览次数:5

MOD介绍:

现在需要很长时间才能上传mod,所以可以在这里找到实际版本:://www#moddb#com/mods/mercantilism-mod 

一个手册和一个更长的讨论可以在故事世界中找到论坛,这里:论坛。

整个Mod基于Waihtis Diplomacy Mod和Caba'drins战前订单和部署,可以在这里找到。

在通过Konrad von Richtmark “Link”阅读以下主题之后,我对已经在游戏中实现的工业产品着迷,这也可以更多地使用。所以我决定尝试改装Warband并看看它是什么。首先,我从社区开始了一些伟大的OSP项目,这似乎很有用。后来我弄错了自己的脚本。

这个模式的目标是让玩家建立一个贸易帝国的可能性,城市中可建造的制造业,村庄里的可购买土地,自己的大篷车等等。

因为你需要消费者,人口系统是有计划的,有三类人(贫穷,正常和富有),有不同的需求。

这是一个早期版本,它刚刚上传以进行一些测试并作为概念证明。

特点:

“真正的”资本主义和人口:

每个城市和村庄都有许多居民。这些是3个班级之一。

每个班级都需要不同的商品才能快乐,例如富人需要天鹅绒,而穷人则喜欢羊毛布。

每个城市和村庄都根据其行业生产商品。Curaw for

例如,当

周围村庄的矿井中有足够的铁时,会产生大量的工具。

价格根据城市/村庄的现有库存而变化,如果有足够的食物超过

30个周期(1个周期atm 8小时),那么价格将开始下降,否则

它们将上涨。

您可以为每个城市购买超过1个企业。

您可以在每个城市购买Kontor,并自动在那里买卖。

NPC通过自己的制造商扩大了城市和村庄,但也关闭了没有利润的企业。

您可以将大篷车送到遥远的地方,以获得Tulga的香料。

交易NPC:

村民,大篷车和海上贸易商在城市之间交换物品,只有他们可以从中获利。

原因是,大篷车的费用可以从原住民改变。

掠夺和谋杀:

你现在能够掠夺,烧毁或屠杀一个村庄。这些选择

不会改变从村庄收集的战利品,但会影响

不同时间跨度的周边地区的经济。

狩猎:

你可以去捕猎,杀死公猪,山羊和其他动物,收集肉类,皮革和毛皮。

市议会

每个城市都有一个理事会,其职位如下:

公会大师:

- 提供关于城市

建设者的任务和信息:

- 允许您在城镇建造,购买和出售建筑物

- 允许您升级镇上的水井,市场,港口和其他结构

牧师:

- 允许您转换为他的宗教(3种不同的宗教)

- 承认你的罪过并且

- 招募特殊的宗教军队

法官:

- 给任务

守卫队长:

- 允许你改善一个城市的城墙和baracks 

- 你能够招募城市守卫部队

财务主管:

- 借钱和借钱,替代银行

地牢大师:

- 会买你的囚犯

间谍大师

- 会卖给你的信息

- 也许更多的

真实角色系统

现在NPC有角色,他们喜欢你或不喜欢你的性格,你的宗教和你的行为。

它也会影响他们的行为。

计划特色

高级贸易:

- 购买商船和大篷车

- 将大篷车送到遥远的土地上以获取香料和其他有价值的商品

- 探索看到后面的“新土地”并与他们交易

人口增长和运动,所以当人们不喜欢他们去另一个城市。

人们正在召唤城市卫队,所以如果你的军队人数不足,而且一支大军队站在你们城市的前面,你们就可以迫使人们进入防守队伍。

掠夺和谋杀:

当你袭击村庄或征服城市时,有更多的选择,这些选择会对那里的人口和工业产生影响。

- 烧毁田野

- 杀死所有牛/羊

- 摧毁民众

- 等等

It now takes to long to upload the mod everywhere, so the actual version can be found here: www#moddb#com/mods/mercantilism-mod

A kind of manual and a longer Discussion can be found in the Tale Worlds Forum, here: Forum.

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 startet with some great OSP projects from the community, that seemed usefull. Later i wrothe my own Scripts.

The goal of this mod is to give the players the posabillity to build up a trade empire, with buildable manufacturies in the citys, buyable land in the villages, own caravans and so on.

Cause you need consumers, a population system is planned, with 3 classes of people (Poor, Normal and Rich), with different demands.

This is an early Version, which was just uploaded to make some tests and as a proof of concept.

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

- sending out caravans into far away lands to obtain spices and other valuable goods

- explore "new lands" behind the see and trade with them

Population grow and movements, so when people don't like a city they go to another.

People becomming 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 citys, that have an influence on the population and industrie there.

- burning down the fields

- killing all cattle/sheep

- decimate populace

- and so on

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