Trade Good Evolution
Tired of your 50 dev province producing heaps of wool? Is your country dotted by mountains but somehow they only produce livestock?
With Trade Good Evolution, you can make any province produce what you want by simply developing the province.
After developing the province a certain amount of times (Default = 5), an event will trigger that will allow you to change the trade good of that province. The default version will restrict the trade good to something relevant to the location (no cloves in Rome). I’ve made sure that regions that have access to a good can also keep and expand that access (Try making Red Ruthenia a European Dye hub)
This mod also has a decision to let you change certain aspects of the mod as you please. I tried balancing things like gold so that it isn’t that overpowered. However, you are free to remove these restrictions and do whatever you want (Yes, that includes making Rome have Cloves).
If you guys want I can add more things to the mod, some of my ideas are:
- Add more options. (Make selection more random, add more restrictions, add chance to fail)
- Change trade goods themselves to new logic.
- This allows you to colonize provinces in Europe and still find the gold in Inntal. As it is in the base game, if Inntal were to become uncolonized you would never see gold in that province again.
I’m open to suggestions as well so let me know.
Also let me know if any bugs happen so I can check them out.
- Should be compatible with any mod as long as it does not change the on_actions.txt file, specifically:
- on_adm_development = {}
- on_dip_development = {}
- on_mil_development = {}
The mod requires these to make the event fire as soon as you pass the development threshold.
- NOT compatible with mods that add more trade goods. You can play with the mod but the event does not know that these new goods exist.
- NOT Ironman Compatible