Mercantilism Mod

⭐ ⭐ (223 endorsements) 📥 4,361 downloads 📌 v0.7 📅 9/22/2012
⚪ Last updated 2015

By keinPlan86m · Modules

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 7/24/2015 📅 Created: 9/22/2012

🔍 Analysis

  • 👍 5.1% endorsement rate — high engagement, a strong quality signal
  • 🏆 #93 of 533 Modules mods in this game by downloads

📋 About This Mod

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, own caravans and so on. Cause you need consumers, a population system is

It now takes to long to upload the mod everywhere, so the actual version can be found here: http://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 th

📊 Mod Details

Game
Mb Warband Mods
Author
keinPlan86m
Version
0.7
Downloads
4,361
Endorsements
223
Category
Modules
Created
9/22/2012
Updated
7/24/2015

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