Europa Universalis IV

Europa Universalis IV

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Dynamic Mercantilism
   
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16 MAR a las 21:30
19 MAY a las 16:38
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Dynamic Mercantilism

Descripción
Mercantilism just being a button that you click until its high enough is quite lame, especially because most people don't care to do even that. This mod seeks to make a previously boring resource more interesting.

Basically it makes mercantilism a scaled modifier that acts more as an equilibrium point than a pooled resource. Twice a year your mercantilism will increase or decrease towards this equilibrium point.

Modifiers that increase your equilibrium:
- province trade power
- domestic trade power
- goods produced
- trade steering
- certain government reforms

Modifiers that decrease your equilibrium:
- institution spread
- trade efficiency
- foreign trade power
- global trade power
- certain government reforms

Compatible with everything, built for Vanilla, Extended Timeline, and Ante Bellum.

Unfortunately this does make events that give or take mercantilism kind of meaningless, but there are far too many of them for me to do anything about it.
15 comentarios
DudeChris33  [autor] 27 MAR a las 2:26 
yeah I fixed that, realized 100% was way too powerful and set it to 20%. Still working on how exactly the numbers should work
see two 23 MAR a las 12:54 
in my game countries are stuck at 0% mercantlism, meaning they are all at +100% trade efficiency, leading to AI lubeck saving up 10k ducats.
DudeChris33  [autor] 21 MAR a las 20:10 
good catch
whuchurface 21 MAR a las 19:43 
You might want to check the event modifiers file, for me it's not a txt file so you don't get the mercism_global_base modifier
DudeChris33  [autor] 21 MAR a las 12:14 
thanks for all the feedback, will be open to more but im now out of brainstorming stage
DudeChris33  [autor] 21 MAR a las 12:14 
I think I have a good system set up now, just need to bugfix and resolve an incompatibility with ante bellum
DudeChris33  [autor] 21 MAR a las 12:14 
yeah thats in there. first thing I added
Matt 21 MAR a las 11:52 
I'd also suggest looking at Good Produced as a key modifier - Mercantilism was all about the idea that importing is bad and exporting is good, so perhaps you can have a higher mercantilism value without experiencing ill effects if your GPM is higher. Have been playing with the mod already and I like it a lot! Recommend it combined with governing cap clamp and trade goods expanded mods, obviously :)
DudeChris33  [autor] 19 MAR a las 14:25 
to my understanding mercantilism is just the state's control of trade. I have represented this by giving trade efficiency and institution spread at low mercantilism and province trade power modifier at high mercantilism. I think the coalition stuff could actually be better in a separate mod, I will look into that in the future
DudeChris33  [autor] 19 MAR a las 14:16 
these are all excellent ideas. I have already updated it to include things like subjects, trading bonuses, and production leaders, but I will definitely add the rest of these, thank you :)