Sea Tiles Cost Less Market Access
Sick of having 0% market access in your colony which is 5 sea tiles away from the market center? Sick of having to create a new market every 5 coastal tiles in those massive colonial locationss which are each the physical size of 5 european tiles?
This may be the mod for you.
This mod makes sea tiles cost less market access to traverse. In the base game it’s 75% cost. Historically, it was about 50x cheaper to move goods over sea vs by wagon with no roads… this mod makes sea cost 20% of base to strike a happy medium, allowing sea-based markets to be ~3.5x larger (In practice the size change will be much less due to competing other markets, but this will allow the access to be greater than 0 in those contested locations!)
Recent updates marked with ***
Main changes:
MARKET_OPEN_SEA_DISTANCE_FACTOR 1.5 -> 0.4
MARKET_SEA_DISTANCE_FACTOR 0.75 -> 0.2
MARKET_SEA_TO_LAND_DISTANCE_FACTOR 0.5 -> 1.0***
***MARKET_PORT_EXTRA_DISTANCE 0.02 -> 0.1
***MARKET_NO_PORT_EXTRA_DISTANCE 0.1 -> 0.3
CAVEATS:
Because this increases market access for basically every market that uses sea tiles, the DIFFERENCES in market access become smaller. If market #1 used to be 80% access and #2 was 50%, now it might be 80% and 70%. Essentially market access differences have been compressed.
This has the unintended consequence of making market access modifiers (like the +5% from entrepot and other modifiers) MUCH more powerful as they will FREQUENTLY allow many distant locations to be stolen from their nearby markets.
To balance this out, I have reduced market attraction modifiers by *** 66.6% (previously 50%) *** across the board to mirror the market access difference compression. I believe this should result in ROUGHLY similar outcomes to vanilla which should feel OK.
Compatibility:
***TRY_INJECT:*** ‘s (previously replaced) into a couple of items in
1) in_game/common/
i) advances
ii) auto_modifiers
iii) building_types
iv) estate_privileges
2) loading_screen/common/defines
3) main_menu/common/static_modifiers
i) Notably: Development, building levels
Anything that contains local (the individual market) or global (all markets for the given country) market access modifiers. NOTABLY: DEVELOPMENT and building level static modifiers. It may cause issues with other mods that change those modifiers and may be affected by patches, ***Though the current implementation should have minimal compability issues***
Last updated for patch: 1.0.8
Shout out to THE ULTIMATE WORRIER, Gabadur, Zwolin, Jadawin for suggestions.
Always open to more feedback and suggestions.
Revisions:
Old revisions of this mod are available below. Click the link to download.