Absolute Bronze – Age of Bronze Trade and Resources System – Beta ver 0.12.4
Fed by the copper and tin regions in-game, the “Global Market” is a resource pool of tin and copper, available from private merchants, upon building a commercial port or trade settlement. This ensures resource accessibility to land-locked/AI factions while offering incentives to factions with port access.
The script also makes use of faction diplomacy! Trade routes with copper and tin producing factions, provides more ingots per turn at lower prices than those acquired from private merchants of the global market, with further discounts for trade between allies.
Both the player and AI factions will accumulate reserves of the two resources and from them develop bronze, needed for the recruitment of professional and elite units.
The production of bronze, consumes 2 ingots of copper and 1 of tin and is determined by the factions’ industrial capacity, measured by the number of regions with non-trade settlement chains and their respective levels.
Defeating your enemy in battle holds the potential for salvaged bronze and conquest taps into the enemies’ reserves of copper and tin as sources of loot.
Finally, armies will incur upkeep costs based on the number of units requiring bronze for recruitment, with those respective units unable to replenish in cases where your factions bronze reserves are insufficient!
25.5.2024: Last Update – ver 0.12.3 . Finally the sub-mod is now compatible with the 2.0.2 version of Age Of Bronze. Thanks Kelly who did the hard work of rebuilding dbs and startpos!
17.12.2023: Last Update – ver 0.12.2 . Reworked the raiding’effect because it affected only stored reserves and not "fresh" imported or produced, so in previous version the raiding activity only affects storage and not the production function. Now the raiding activities will affect (indirectrely, by causing lack of raw resources) the production system too;
ver 0.12.1 update 15.12.2023
1) added recruitment cost to all recruitment tooltips;
2) some minor fixes;
ver 0.12 update 14.12.2023
1) Reworked No Replenishment effect if faction has zero bronze after armies’ bronze upkeep (now if faction has bronze reserve then armies can replenish in owned or allied regions, but if faction has not bronze then they can’t replenish) – for AI and human;
2) Now when a faction accumulates more than 5000 copper or tin, it begins to resell the unused surplus resources at 50% of the price, for AI and human;
3) Now when an army adopts raiding stance in a region producing or importing raw resources (tin and copper), the amount of the stolen resources (the 20% for each army raiding) will be subtracted from the reserves of the owning faction of the region and the same amount will be added to reserves of raiding faction. The system works differently for human and AI. For human it will be necessary simply to click on raiding button for each army; the script itself will manage the losing stance conditions for characters. For AI instead the script will track the ai characters behaviour and it will check raiding, when armies passed "slowly" or remains idle and fortified in owned faction’s lands;
4) Added new buildings activating global market and industrial capacity and completed the db reworks;
5) A lot of rounding operations, local and major fixes and a rework of all the calculations to avoid any not coherent values;
6) Now units restrictions full working for AI too;
7) Decreased to 5 (instead of 20) the bronze upkeep for ai faction (to avoid armies permanently not replenishing);
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