Preset colonial trade good (Third Odyssey Version)

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Author: 北陆

Last revision: 2 Nov, 2025 at 06:08 UTC

File size: 370.5 KB

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Description:
What Does This MOD Include?

1.After colonizing, annexing, or conquering a colonizable province , an event will trigger allowing you to change the province’s trade good. You can choose any trade good you like — if you wish, every colonizable province could become a gold mine. (Except for most native provinces in Mexico and the Inca region, as I don’t think their trade goods need changing.)

2.The AI will automatically change trade goods based on pre-set regional weights. If a province already produces gold or cloth, the AI will keep those goods. These settings are based on my own preferences and some loosely verified historical sources.

3. Event options now include a highlighted choice , showing the pre-set trade good for that province in this MOD. Of course, you’re not forced to pick that option.

4.4.Partial Price Change Event Adjustments: The gem price change event now requires 30 New World provinces producing gems before gem prices will drop;

England’s Tea Act: the original trigger conditions remain unchanged, but countries that have adopted the Senatorial Empire reform (for example, Rome itself) can now also propose the Tea Act.

Tea Act (If the country has the English Parliament and controls at least 10% of the global tea trade, it can pass the Tea Act to increase tea prices by 50%.)

5. Vinland AI can only colonize the North Elysium region (the original Canadian region) in North America before the year 1550. Colonization outside North America is not restricted.

6. AI Castile/Spain, England/Great Britain, and France cannot colonize the Caribbean region before 1550. Portugal, however, is only bound by the original Third Odyssey “Epida Treaty” restrictions.

Notes

1. This MOD is not entirely “historically accurate.” For example, some provinces in California technically shouldn’t produce furs, but I changed them for aesthetic consistency with neighboring provinces.

2.Due to game engine limitations, if multiple colonizable provinces finish colonization on the same day, only one will have its trade good changed. To fix this, I added an AI self-check system to handle situations where many provinces are colonized, annexed, or conquered at once. This process isn’t instant—please be patient.

3.Players only have self-check events for annexing or conquering. This prevents annoying event spam when colonizing multiple provinces on the same day. Try to avoid finishing multiple colonizations simultaneously if possible.

4.Note that this MOD does not alter Third Odyssey’s original AI colonization event system. For example, when Vinland has an idle colonist, the game may trigger an event that forces it to colonize a province. This event can bypass the pre-1550 colonization restrictions. However, given the AI’s usual colonization speed, this should not noticeably affect gameplay—just keep an eye on it.

5. The MOD’s codebase has been completely restructured. Although it has been tested, the workload is quite heavy, so there may still be some oversights. If you encounter problems such as disordered trade goods or trade good changes not triggering after a long time, please leave a comment. I’ll fix bugs as soon as I can, while suggestions will be considered depending on their reasonableness and my available time.

6.If some provinces still fail to change trade goods, turn on debug_mode to view the province ID, then use the console command event goods_blueprint.1 [province ID] to manually trigger the event.

Compatibility

This version is compatible only with Third Odyssey, both the original and the Chinese versions.

Compatible with Vanilla and Other Unmodified MAP Versions

Preset colonial trade good

Bugs reported in the comment section have been fixed.
Fixed a major bug that caused all Odyssey colonization restrictions to stop working. Many thanks to an experienced Third Odyssey player from the Chinese Tieba community for pointing it out — I might never have noticed otherwise!