Modding
#1
Dear Patrician-Community,

Now, it is time to provide you an opportunity of modding.
You will find the required files at http://www.kalypsomedia.com/downloads/pa...odding.zip.
----------------------------------------------------------------------
Addition: missions.ini
Code:
[+Mission]
Name = RM04
Category = MCAT_TOWNHALL
Logic = MissionLogic_RM04
Setup = MissionSetup_RM04
Text = MissionText_RM04
DisplayDuration = 2
MissionDuration = 5
IdleTime = 200
MaxCount = 1
MinRank = 1

[+Mission]
Name = GM01
Category = MCAT_GUILD
Logic = MissionLogic_GM01
Setup = MissionSetup_GM01
Text = MissionText_GM01
DisplayDuration = 10
MissionDuration = 15
IdleTime = 0
MaxCount = 1
MinRank = 0

[+Mission]
Name = LF04
Category = MCAT_SOVEREIGN
Logic = MissionLogic_LF04
Setup = MissionSetup_LF04
Text = MissionText_LF04
DisplayDuration = 7
MissionDuration = 20
IdleTime = 200
MaxCount = 8
MinRank = 6

[+Mission]
Name = KM00
Category = MCAT_TAVERN
Logic = MissionLogic_KM00
Setup = MissionSetup_KM00
Text = MissionText_KM00
DisplayDuration = 1
MissionDuration = 0
IdleTime = 10
MaxCount = 4
MinRank = 0

[+Mission]
Name = KM26
Category = MCAT_TAVERN
Logic = MissionLogic_KM26
Setup = MissionSetup_KM26
Text = MissionText_KM26
DisplayDuration = 4
MissionDuration = 10
IdleTime = 28
MaxCount = 4
MinRank = 0

[+Mission]
Name = LF07
Category = MCAT_SOVEREIGN
Logic = MissionLogic_LF07
Setup = MissionSetup_LF07
Text = MissionText_LF07
DisplayDuration = 7
MissionDuration = 30
IdleTime = 7
MaxCount = 1
MinRank = 8

[+Mission]
Name = LF09
Category = MCAT_SOVEREIGN
Logic = MissionLogic_LF09
Setup = MissionSetup_LF09
Text = MissionText_LF09
DisplayDuration = 10
MissionDuration = 10
IdleTime = 50
MaxCount = 4
MinRank = 6

[+Mission]
Name = LF13
Category = MCAT_SOVEREIGN
Logic = MissionLogic_LF13
Setup = MissionSetup_LF13
Text = MissionText_LF13
DisplayDuration = 7
MissionDuration = 30
IdleTime = 70
MaxCount = 2
MinRank = 6

[+Mission]
Name = LF14
Category = MCAT_SOVEREIGN
Logic = MissionLogic_LF14
Setup = MissionSetup_LF14
Text = MissionText_LF14
DisplayDuration = 7
MissionDuration = 30
IdleTime = 70
MaxCount = 2
MinRank = 6

[+Mission]
Name = GM16
Category = MCAT_GUILD
Logic = MissionLogic_GM16
Setup = MissionSetup_GM16
Text = MissionText_GM16
DisplayDuration = 10
MissionDuration = 35
IdleTime = 0
MaxCount = 1
MinRank = 1

[+Mission]
Name = CM00
Category = MCAT_CAMPAIGN
Logic = MissionLogic_CM00
Setup = MissionSetup_CM00
Text = MissionText_CM00
DisplayDuration = 3650
MissionDuration = 3650
IdleTime = 1
MaxCount = 1
MinRank = 0

[+Mission]
Name = GM17
Category = MCAT_GUILD
Logic = MissionLogic_GM17
Setup = MissionSetup_GM17
Text = MissionText_GM17
DisplayDuration = 10
MissionDuration = 150
IdleTime = 0
MaxCount = 12
MinRank = 0

[+Mission]
Name = GM00
Category = MCAT_GUILD
Logic = MissionLogic_GM00
Setup = MissionSetup_GM00
Text = MissionText_GM00
DisplayDuration = 5
MissionDuration = 30
IdleTime = 0
MaxCount = 8 ; one per sovereign
MinRank = 0

[+Mission]
Name = GM18
Category = MCAT_GUILD
Logic = MissionLogic_GM18
Setup = MissionSetup_GM18
Text = MissionText_GM18
DisplayDuration = 10
MissionDuration = 30
IdleTime = 0
MaxCount = 1
MinRank = 0

[+Mission]
Name = GM22
Category = MCAT_GUILD
Logic = MissionLogic_GM22
Setup = MissionSetup_GM22
Text = MissionText_GM22
DisplayDuration = 10
MissionDuration = 50
IdleTime = 0
MaxCount = 1
MinRank = 0

[+Mission]
Name = GM04
Category = MCAT_GUILD
Logic = MissionLogic_GM04
Setup = MissionSetup_GM04
Text = MissionText_GM04
DisplayDuration = 5
MissionDuration = 30
IdleTime = 0
MaxCount = 1
MinRank = 0

[+Mission]
Name = GM08
Category = MCAT_GUILD
Logic = MissionLogic_GM08
Setup = MissionSetup_GM08
Text = MissionText_GM08
DisplayDuration = 5
MissionDuration = 30
IdleTime = 0
MaxCount = 1
MinRank = 0

[+Mission]
Name = GM10
Category = MCAT_GUILD
Logic = MissionLogic_GM10
Setup = MissionSetup_GM10
Text = MissionText_GM10
DisplayDuration = 5
MissionDuration = 30
IdleTime = 0
MaxCount = 1
MinRank = 0

[+Mission]
Name = GM13
Category = MCAT_GUILD
Logic = MissionLogic_GM13
Setup = MissionSetup_GM13
Text = MissionText_GM13
DisplayDuration = 5
MissionDuration = 35
IdleTime = 0
MaxCount = 1
MinRank = 0

[+Mission]
Name = GM15
Category = MCAT_GUILD
Logic = MissionLogic_GM15
Setup = MissionSetup_GM15
Text = MissionText_GM15
DisplayDuration = 5
MissionDuration = 45
IdleTime = 0
MaxCount = 1
MinRank = 0

[+Mission]
Name = RM11
Category = MCAT_TOWNHALL
Logic = MissionLogic_RM11
Setup = MissionSetup_RM11
Text = MissionText_RM11
DisplayDuration = 5
MissionDuration = 21
IdleTime = 5
MaxCount = 1
MinRank = 3

[+Mission]
Name = RM00
Category = MCAT_TOWNHALL
Logic = MissionLogic_RM00
Setup = MissionSetup_RM00
Text = MissionText_RM00
DisplayDuration = 2
MissionDuration = 24
IdleTime = 0
MaxCount = 1
MinRank = 3

[+Mission]
Name = RM01
Category = MCAT_TOWNHALL
Logic = MissionLogic_RM01
Setup = MissionSetup_RM01
Text = MissionText_RM01
DisplayDuration = 2
MissionDuration = 20
IdleTime = 0
MaxCount = 1
MinRank = 1

[+Mission]
Name = RM06
Category = MCAT_TOWNHALL
Logic = MissionLogic_RM06
Setup = MissionSetup_RM06
Text = MissionText_RM06
DisplayDuration = 5
MissionDuration = 20
IdleTime = 30
MaxCount = 1
MinRank = 1

[+Mission]
Name = RM07
Category = MCAT_TOWNHALL
Logic = MissionLogic_RM07
Setup = MissionSetup_RM07
Text = MissionText_RM07
DisplayDuration = 2
MissionDuration = 60
IdleTime = 200
MaxCount = 1
MinRank = 2

[+Mission]
Name = RM10
Category = MCAT_TOWNHALL
Logic = MissionLogic_RM10
Setup = MissionSetup_RM10
Text = MissionText_RM10
DisplayDuration = 2
MissionDuration = 20
IdleTime = 20
MaxCount = 1
MinRank = 2

[+Mission]
Name = GM07
Category = MCAT_GUILD
Logic = MissionLogic_GM07
Setup = MissionSetup_GM07
Text = MissionText_GM07
DisplayDuration = 5
MissionDuration = 30
IdleTime = 0
MaxCount = 1
MinRank = 0

[+Mission]
Name = KM21
Category = MCAT_TAVERN
Logic = MissionLogic_KM21
Setup = MissionSetup_KM21
Text = MissionText_KM21
DisplayDuration = 5
MissionDuration = 0
IdleTime = 30
MaxCount = 1
MinRank = 3

[+Mission]
Name = KM22
Category = MCAT_TAVERN
Logic = MissionLogic_KM22
Setup = MissionSetup_KM22
Text = MissionText_KM22
DisplayDuration = 5
MissionDuration = 0
IdleTime = 30
MaxCount = 1
MinRank = 6

[+Mission]
Name = KM24
Category = MCAT_TAVERN
Logic = MissionLogic_KM24
Setup = MissionSetup_KM24
Text = MissionText_KM24
DisplayDuration = 5
MissionDuration = 0
IdleTime = 50
MaxCount = 1
MinRank = 5

[+Mission]
Name = KM20
Category = MCAT_TAVERN
Logic = MissionLogic_KM20
Setup = MissionSetup_KM20
Text = MissionText_KM20
DisplayDuration = 5
MissionDuration = 0
IdleTime = 30
MaxCount = 1
MinRank = 6

[+Mission]
Name = GM11
Category = MCAT_GUILD
Logic = MissionLogic_GM11
Setup = MissionSetup_GM11
Text = MissionText_GM11
DisplayDuration = 5
MissionDuration = 30
IdleTime = 0
MaxCount = 1
MinRank = 1

[+Mission]
Name = RM03
Category = MCAT_TOWNHALL
Logic = MissionLogic_RM03
Setup = MissionSetup_RM03
Text = MissionText_RM03
DisplayDuration = 2
MissionDuration = 65
IdleTime = 5
MaxCount = 1
MinRank = 2

[+Mission]
Name = KM27
Category = MCAT_TAVERN
Logic = MissionLogic_KM27
Setup = MissionSetup_KM27
Text = MissionText_KM27
DisplayDuration = 5
MissionDuration = 0
IdleTime = 50
MaxCount = 1
MinRank = 0

[+Mission]
Name = GM21
Category = MCAT_GUILD
Logic = MissionLogic_GM21
Setup = MissionSetup_GM21
Text = MissionText_GM21
DisplayDuration = 10
MissionDuration = 20
IdleTime = 0
MaxCount = 8 ; one per sovereign
MinRank = 5

[+Mission]
Name = KM06
Category = MCAT_TAVERN
Logic = MissionLogic_KM06
Setup = MissionSetup_KM06
Text = MissionText_KM06
DisplayDuration = 5
MissionDuration = 20
IdleTime = 30
MaxCount = 1
MinRank = 0

[+Mission]
Name = RM08
Category = MCAT_TOWNHALL
Logic = MissionLogic_RM08
Setup = MissionSetup_RM08
Text = MissionText_RM08
DisplayDuration = 5
MissionDuration = 65
IdleTime = 100
MaxCount = 20
MinRank = 2

[+Mission]
Name = KM07
Category = MCAT_TAVERN
Logic = MissionLogic_KM07
Setup = MissionSetup_KM07
Text = MissionText_KM07
DisplayDuration = 5
MissionDuration = 65
IdleTime = 30
MaxCount = 20
MinRank = 2

[+Mission]
Name = LF15
Category = MCAT_SOVEREIGN
Logic = MissionLogic_LF15
Setup = MissionSetup_LF15
Text = MissionText_LF15
DisplayDuration = 7
MissionDuration = 30
IdleTime = 20
MaxCount = 8
MinRank = 0

[+Mission]
Name = CM01
Category = MCAT_CAMPAIGN
Logic = MissionLogic_CM01
Setup = MissionSetup_CM01
Text = MissionText_CM01
DisplayDuration = 3650
MissionDuration = 3650
IdleTime = 1
MaxCount = 1
MinRank = 0

[+Mission]
Name = CM02
Category = MCAT_CAMPAIGN
Logic = MissionLogic_CM02
Setup = MissionSetup_CM02
Text = MissionText_CM02
DisplayDuration = 3650
MissionDuration = 3650
IdleTime = 1
MaxCount = 1
MinRank = 0

[+Mission]
Name = CM03
Category = MCAT_CAMPAIGN
Logic = MissionLogic_CM03
Setup = MissionSetup_CM03
Text = MissionText_CM03
DisplayDuration = 3650
MissionDuration = 3650
IdleTime = 1
MaxCount = 1
MinRank = 0

[+Mission]
Name = CM04
Category = MCAT_CAMPAIGN
Logic = MissionLogic_CM04
Setup = MissionSetup_CM04
Text = MissionText_CM04
DisplayDuration = 3650
MissionDuration = 3650
IdleTime = 1
MaxCount = 1
MinRank = 0

[+Mission]
Name = CM05
Category = MCAT_CAMPAIGN
Logic = MissionLogic_CM05
Setup = MissionSetup_CM05
Text = MissionText_CM05
DisplayDuration = 3650
MissionDuration = 3650
IdleTime = 1
MaxCount = 1
MinRank = 0

[+Mission]
Name = CM06
Category = MCAT_CAMPAIGN
Logic = MissionLogic_CM06
Setup = MissionSetup_CM06
Text = MissionText_CM06
DisplayDuration = 3650
MissionDuration = 3650
IdleTime = 1
MaxCount = 1
MinRank = 0

[+Mission]
Name = LF16
Category = MCAT_SOVEREIGN
Logic = MissionLogic_LF16
Setup = MissionSetup_LF16
Text = MissionText_LF16
DisplayDuration = 7
MissionDuration = 30
IdleTime = 20
MaxCount = 8
MinRank = 0

[+Mission]
Name = RM13
Category = MCAT_TOWNHALL
Logic = MissionLogic_RM13
Setup = MissionSetup_RM13
Text = MissionText_RM13
DisplayDuration = 10
MissionDuration = 10
IdleTime = 30
MaxCount = 1
MinRank = 2

[+Mission]
Name = GM12
Category = MCAT_GUILD
Logic = MissionLogic_GM12
Setup = MissionSetup_GM12
Text = MissionText_GM12
DisplayDuration = 10
MissionDuration = 15
IdleTime = 0
MaxCount = 1
MinRank = 0

[+Mission]
Name = KM08
Category = MCAT_TAVERN
Logic = MissionLogic_KM08
Setup = MissionSetup_KM08
Text = MissionText_KM08
DisplayDuration = 5
MissionDuration = 20
IdleTime = 30
MaxCount = 1
MinRank = 2

[+Mission]
Name = KM28
Category = MCAT_TAVERN
Logic = MissionLogic_KM28
Setup = MissionSetup_KM28
Text = MissionText_KM28
DisplayDuration = 5
MissionDuration = 20
IdleTime = 50
MaxCount = 1
MinRank = 0

[+Mission]
Name = TM00
Category = MCAT_TREASURE
Logic = MissionLogic_TM00
Setup = MissionSetup_TM00
Text = MissionText_TM00
DisplayDuration = 3650
MissionDuration = 3650
IdleTime = 1
MaxCount = 20
MinRank = 0
----------------------------------------------------------------------

Below you will find a FAQ and the most important information about the modding files.
For a better understanding we left some notes in every file (sometimes in German). There is no official support regards this topic, so we hope that you can help each other. Nevertheless, I will have an eye on this thread anyway

For those who haven't got any experience with modding, a few more details:

F: What is 'modding'?
A: 'Modding' comes from, 'to modify' and is related to the field of computer games on the modification of data / parameters that influence the game behavior.

F: What do I need to know specifically 'Patrician IV (Road)'-modding?
A: The economic system of 'P IV' is stable without any changes. If you change some parameters in the *.ini-files, it could lead to an imbalance in the economic system (unfortunately, sometimes you notice this in the late game), but you can restore the original state by overwriting the edited files with the original files.

F: What files are available and what can I do with them?
A: There are 51 *.ini-files you can edit with any text editor:
expedition.ini – Mediterranean
gameplay.ini – reputation, difficulty, game speed, date, ect.
highway.ini – roads and treks
playerdata.ini – e.g. ranking system
seabattle.ini – sea battle
seamapdata.ini – sea map
shipdata.ini – ships
townbattle.ini – town battle
townlist.ini – cities and productions
tradesystem.ini – trading system, goods, productions, building, ect.
townmap00.ini until townmap39.ini – (Caution! Editing could cause crashes!) positioning of buildings, streets (invisible too), ect.
townpos.ini – cities

Q: How to install?
A: Go to your 'Patrician IV - installation directory and unzip the files, so that a folder named 'ini' appears.

Q: Oh no… I think I've caused some critical behavior by editing those files!?! What to do now?
A: Easy, just overwrite the edited files with the original data.

Q: Can I change the optic of a building/ship/ect.?
A: No. Assets can't be edited.

Q: Is there a possibility to change texts like the chronic log/the names of cities/ect.?
A: No, that not possible by editing *.ini-files.

Q: Can I add some more goods/icons?
A: No, not possible either.

Q: Are changes on that *.ini-files on-the-fly or do I have to restart the game?
A: Restart the game.

Q: Is it possible to add new roads? Is it possible to get all roads at the beginning of a new game?
A: It is not possible to get all roads at the beginning of a new game.
Thx to Flako, we can help you add you new roads at http://patrizier-forum.de/modtest/test.php. Editing/Adding new roads is not that easy, therefore take a look at the tutorial.

Q: Can I add new cities?
A: Yes, with limitations (max. 2 new cities), but it's not that easy either. Just take a lokk at the tutorial.

Q: Can I add a third commodity to my production chains?
A: Yes, but it cannot be displayed (remains hidden).

Q: Is the interface editable?
A: No, it is not.

Q: How can I assure that my changes will not affect the late game in a negative way?
A: You can simulate what else would be done in many ingame-years. You can edit the rank system and the game speed in order to stimulate growth and the AI?? (not recommendable for a 'normal' game).
Furthermore, Falko has created a document (Excel, Openoffice) to check, if your tranding system is still healthy [http://patrizierforum.net/index.php?page...mentID=709].


Kind regards,

Daan



Tutorial: How to create new roads/cities?


Please keep on your mind:
- Does your amendments involve other *.ini-Files where you have to apply changes too?
- The accesspoint of every city is defined by 'Anfahrt(X/YPos)' which has to be on the water.
- It is not possible to move a exsiting city.
- With many changes it is imperative to start a new game.

Step 1: Ensure functionality of a city

For cities that didn't had any roads (sea view) until now, it's important to create a new depot and so on.
Therefore you have to copy the content of the townmapXX.ini-file into the townmapXX.ini-file (overwrite all) you want to (for a new city create new a townmapXX.ini-file).
After that, don't forget to edit the townlist.ini's terrain: (sample is bold) [COMMENTS]
Code:
// London
[Stadt3]
AnfahrtXPos=120                [accesspoint for convoys]
AnfahrtYPos=419                [accesspoint for convoys]
StadtSymbolPos=33, 0, 384            [position of town symbol]
MinimapSymbolXPos=117            [position of town symbol on the mini map]
MinimapSymbolYPos=419            [position of town symbol on the mini map]
AmFluss=0                [at River]
Region=0 ; Region England            [region]
Klima=0                    [climate]
AusrichtungDesMeeres=4            [position of the sea]
TownType = 2                [town type]
SymbolAsset=town                [symbol asset]
[b]TerrainAsset=terrainwest00[/b]        [terrain]
TerrainOffset=384, -500            [terrain]
ParameterSet = set_terrainWest        [terrain]
ClosedWall = 0                [open or closed wall]
NoHarbour = 0                [no harbour]


Step 2: Create the road

In 'townlist.ini' you'll find the following:
Code:
'[Countrytowns] ; Landwege mit StadtA, StadtB, RegionA, RegionB, neue Stadt, Bedingung Lo, Hi, MainRoadA, MainRoadB
countryway01 = 9, 10, 2, 2, -1, -1, -1, 0, 2'
Explaination:
Code:
'countrywayXX' - consecutive numbering of roads

'countryway99 = R, S, T, U, V, W, X, Y, Z'
R = city A
S = city B
T = region A
U = region B
V = new city
W = condition low (exsistence of a city)
X = condition high (exsistence of a city)
Y = MainRoad A
Z = MainRoad B

MainRoad = That 3 main roads of every city counted left to right from sea view (0/1/2)
You have to add these parameters to you road like this:
[...]countryway27 = 00, 39, 1, 6, 39, 00, 39, 0, 2[...]



Step 3: Get the vertices of your road

In 'highway.ini' you'll find the following:
Code:
; (Hamburg - Lübeck)
[highway00]        
pos00 = 318, 343, 0.000000
pos01 = 318, 343, 0.000000
Diese Einträge lassen sich wie folgt entschlüßeln:
Code:
; (Hamburg - Lübeck) - The ';' means that the rest of that line is only a comment and doesn't affect anything.

[highwayXX] - XX is the consecutive index for your roads.

posXX = 318, 343, 0.000000 - XX means the consecutive numbering of your road's vertices. The three values represent: X,Y and Z-coordinates.
Start and end should have the same points as the cites they're leading to.
To define a route it would be really helpful to use the 'Falko-Tool': http://patrizier-forum.de/modtest/test.php
Just add the results of that tool to your files and it should work fine.

Be aware that technicly these things will work fine, but we know about some visaul issues...


Kind regards,

Daan
Reply
#2
@modding
Some questions - if they are answered elsewhere please link.

1. I assume that the game already has a switch that if the sub -directory "INI" is missing it sets default in game parameters?

2. Are there other directory names that are predefined in the executable?

3. The .INI files provided are the default game values?

4. Existing SAVE games are compatible?
Reply
#3
1. yes
2. dont know
3. yes
4. some things like position of church, guild,... available production, towns (you can start with only 8 town) are fixed with the gamestart but most is compatible
eg. if you change price or raw materiel (and restart P4) that is changed in an old save
Reply
#4
So glad that Kalypso provided this for us. I had asked about it about a month ago, and they were quick to respond that they were working on it and would release something soon. Also, they are doing a fine job with their English in getting information to us on the Forum here. I just wanted to give an initial thanks before I try out some basic modding. Hopefully it is intuitive for folks (like me) who are not that computer programming savvy.

Thanks again, fellas.


Snootch
Reply
#5
So I have been trying to figure all this out. To note, I am the kind of guy that relied upon map editors with my other games. This whole new thing about only providing mod tools means that we have to try and figure out programming languages and things, which is not something that I am good at. (Because I am not interested in it.) I also do not speak or read the German language.

Anyway, I just want to do some basic things, kind of like what I could do with the Patrician III map editor. (There is nothing intuitive about the .ini files, just to let you know, from the perspective of someone who does not understand modding.)

1) How do I determine the starting cities on the map for a new game?

2) How do I determine the goods that each city can produce?

3) How can I determine my starting city to be ANY city that I want to start off in?


Now for some non-P3-type questions:

A) How can I determine the maximum number of cities that can be present in my game? (I would like to have all 40 present at some point!)

B) How can I determine the locations, productions, and order of newfound cities?

C) Can I add more Technologies into the University for me to study? (I love this new feature of Patrician IV!)


Thank you.


Snootch
Reply
#6
1)
you can start with 8-40 cities (gameplay.ini:TownSetX = YY )
if you start with >32 the ne land towns are not connected by roads and starving
to start with 8
if you select 8 start towns the first 8 towns in (townlist:[Initial] ;List= ...) are used
each region needs at least one town
at least one town has to be a hanseatic town(townpos:Region=X)
each goods needs a production (townlist:[Data])
one spice import town is necessary (townlist:[Importtowns])

2)
townlist:[Data] =wood, 19=spice, -1 =no production

3)
townpos.ini set "TownType" to 3 for all starttowns

a)
you can have 40 towns in the end

b)
location: not changeable
production: see 2)
order: seems random for me

c)
no
Reply
#7
Thanks for that info, Falko.

I have only done the basic stuff from what you have provided above. For example, I changed the Productions in some towns (townlist.ini) and changed TownType = 3 for Aalborg and Koeln = 1 (townpos.ini).

I also went to gameplay.ini and made some changes:

[NewGame]
TownSize0 = 0100
TownSize1 = 1000
TownSize2 = 2000
TownSet0 = 20
TownSet1 = 22
TownSet2 = 24
TownSet3 = 26
TownSet4 = 28
TownSet5 = 30
TownSet6 = 32
Emblems = 13
Avatars = 16


This is all saved in the text .ini files, which are located in my ini folder in the Patricivan IV intall directory.

When I load the game, I try to start a new game on Free Play. But my changes are not evident. I could not set the new number of starting towns the way that I wanted to; nor could I start in Aalborg, which is what I wanted; nor could I set the average town population how I tried to make it. (Note: I had resources set to Historic.)

When I got into the game, I noticed that none of the towns had the productions that I changed for them.

So I tried starting a new Campaign, which is really just the tutorial. That did not help me, either.

Am I forgetting a step that enables my .ini changes?

Thanks again for your information.


Snootch
Reply
#8
checklist
- you have the addon ?
- did you restart P4 after the changes in the ini file?

i changed aalborg
TownType = 3
and in gameplay
Code:
[NewGame]
TownSize0    = 2000
TownSize1    = 2500
TownSize2    = 3000
TownSize3    = 300
TownSet0    = 20
TownSet1    = 21
TownSet2    = 22
TownSet3    = 23
TownSet4    = 24
TownSet5    = 25
TownSet6    = 26
TownSet7 = 28
TownSet8 = 30
TownSet9 = 32
worked fine for me
i could start in aalborg with 32 towns each with a population of approx 400

"resources set to Historic" is correct
Reply
#9
(26-07-2011, 10:16 PM)Falko Wrote: checklist
- you have the addon ?
- did you restart P4 after the changes in the ini file?


I only downloaded the .ini files from the link provided in the original post here. (I unzipped the folder to the install directory (where the program is), with the text files still inside it.) Is there an additional download for this to work?

And yes, I made the changes to the .ini files, saved the files and closed them, then I loaded the P4 program. But nothin' doin'.


Snootch

EDIT: I think I understand what you mean. The "add-on" is the Rise of A Dynasty expansion pack, yes? If that is the case, then no - I do not have that. I only bought the American version of the base game that I was hoping to be able to modify. If you mean something else by "add-on," then please let me know. Thanks.
Reply
#10
yes add-on is the road extension pack
i would be suprised if the modding files work with the original P4
Reply
#11
(27-07-2011, 12:07 AM)Falko Wrote: yes add-on is the road extension pack
i would be suprised if the modding files work with the original P4


So there will be no modification of the Patrician IV base game? I bought it hoping to be able to modify it just like P3, but was let down to see it so plain. Is Kalypso or Gaming Minds Studios only going to offer modification enabling for those who purchase the add-on? If so, that will upset me.

Lastly, is the add-on available for the American product? I bought it in a box from Amazon.com and was surprised to see it so plain in content. I don't use Steam.


Thanks, Falko.


Snootch
Reply
#12
Hi!
It should work after editing the files in a way that all RoaD-specific lines are commented out. (e.g. killing the 'Scenarios' out of the gameplay.ini and so on...)
If you need some help, I'll be around Wink

As far as I know, RoaD insn't released on the U.S. market. If you want to have it NOW, you may import it from Europe (e.g. amazon.de (Gemany) should be able to send it over the pond).


Kind Regards, Daan
Reply
#13
Thanks, Daan.

Before I go and destroy the whole lot of it, would you mind providing a list for users regarding content to remove from the .ini files so as to modify the base game for Americans? While my modding needs aer quite simple, it might benefit others to know which "non-add-on" lines need to be removed so that our mod changes can be enabled! After that, I should be a real happy man. Smile Modifying the base game is one of the primary reasons why I bought this game. Wink

Also, I read up on the details of the expansion pack. It looks like fun. I'll keep a lookout if it ever enters the U.S. market.

Thanks again.


Snootch
Reply
#14
Hi!
It would tak way zoo much of my time to edit every file. The best way should be to delete all townmap-files (newer version, contains space for RoaD-buildings) and all files you don't want to edit. After you did that, have a closer look into the files that you want to edit.

As I said in my first post: 'There is no official support regards this topic, so we hope that you can help each other. Nevertheless, I will have an eye on this thread anyway.'

Some more hints (...please correct me if I'm wrong...):

*http://dict.leo.org/ - good choice for translations from German [word by word; for more help you can ask me Wink ]

*No need at all: highway.ini

*Needs a change: townlist.ini, playerdata.ini, townpos.ini, tradesystem.ini [e.g. kill towns 32 - 39 or/and everything regards the cart or the depot ect.]

*No need for any changes: expedition.ini, seamapdata.ini

*changes optional: gameplay.ini, townbattle.ini, seabattle.ini,


Regards,

Daan
Reply
#15
Alright, gents... I have been playing with these .ini files for a while now. In the end, I cannot get modding to work for the box game of the American version of Patrician IV: Conquest by Trade.

Here is what I have done:

Step 1: Deleted every .ini file except for townlist.ini, townpos.ini, and gameplay.ini.

Step 2: Removed cities 32-39 on the townpos.ini.

Step 3: Couldn't get anything to work with the townlist.ini or the gameplay.ini changes, so I deleted everything in those files except for the following (this is all that remains in these files):

gameplay.ini

[NewGame]
TownSize0 = 100
TownSize1 = 2500
TownSize2 = 3000
TownSet0 = 20
TownSet1 = 21
TownSet2 = 22
TownSet3 = 23
TownSet4 = 24
TownSet5 = 25
TownSet6 = 32
Emblems = 13
Avatars = 16

and

townlist.ini

[Data]
towns = 32
production_per_town = 5 ; Wahrscheinlich nicht sinnvoll, diesen Wert zu ändern.

Town0 = Edinburgh, England, 0, 3, 5, 9, 11 ; Edinburgh produziert diese Waren
Town1 = Scarborough, England, 0, 3, 5, 13, 11 ; -1 bedeutet: keine Ware
Town2 = Boston, England, 1, 2, 7, 9, 11
Town3 = London, England, 9, 2, 6, -1, 11
Town4 = Brügge, Flandern, 0, 1, 7, -1, 18
Town5 = Haarlem, Flandern, 3, 2, 6, -1, 18
Town6 = Groningen, Flandern, 3, 2, 4, 9, 18
Town7 = Köln, Flandern, 3, 2, 7, 13, 18
Town8 = Bremen, Mecklenburg, 3, 2, 4, 8, 16
Town9 = Hamburg, Mecklenburg, 0, 3, 5, 8, 16
Town10 = Lübeck, Mecklenburg, 0, 3, 5, 8, 16
Town11 = Rostock, Mecklenburg, 3, 2, 6, 8, 16
Town12 = Ripen, Dänemark, 1, 2, 7, 9, 10
Town13 = Flensburg, Dänemark, 1, 3, 4, -1, 10
Town14 = Aalborg, Dänemark, 13, 0, 4, 1, 10
Town15 = Naestved, Dänemark, 3, 1, 4, -1, 10
Town16 = Bergen, Norden, 0, 1, 5, 13, 15
Town17 = Stavanger, Norden, 0, 2, 5, 13, 15
Town18 = Oslo, Norden, 0, 2, 6, 9, 15
Town19 = Stockholm, Norden, 0, 2, 6, 9, 15
Town20 = Göteborg, Schweden, 0, 1, 5, 13, 12
Town21 = Malmö, Schweden, 0, 3, 7, 1, 12
Town22 = Ahus, Schweden, 0, 1, 7, 9, 12
Town23 = Visby, Schweden, 1, 3, 6, -1, 12
Town24 = Stettin, Pommern, 0, 1, 7, -1, 17
Town25 = Danzig, Pommern, 0, 1, 6, 13, 17
Town26 = Thorn, Pommern, 0, 2, 6, 13, 17
Town27 = Königsberg, Pommern, 0, 2, 6, 8, 17
Town28 = Riga, Livland, 0, 3, 6, -1, 14
Town29 = Reval, Livland, 2, 6, 9, -1, 14
Town30 = Helsinki, Livland, 0, 1, 7, 8, 14
Town31 = Novgorod, Livland, 0, 1, 7, 9, 14


Nothing has been modified when I start the game. I even tried taking the .ini files out of the folder and in the same folder as the program. Nothing. I also tried deleting just the add-on stuff in these files, but that didn't seem to help, which is why I pared everything down to just what is above.

It seems that the boxed American version of Patrician IV is not moddable. Please say it ain't so. Sad


Snootch
Reply
#16
Honestly, all I really want to do is change city productions. If I can do that, 90% of my modding desires will be fulfilled. I just want to be able to do this for the boxed American version. That is all. Thank you.


Snootch
Reply
#17
(27-07-2011, 12:07 AM)Falko Wrote: i would be suprised if the modding files work with the original P4

(27-07-2011, 10:28 AM)Daan Hugo Wrote: As far as I know, RoaD insn't released on the U.S. market. If you want to have it NOW, you may import it from Europe.


My assumption is that there are and will be no modding tools for the boxed retail version of the American product (Conquest by Trade). A straight answer on this will do. Thanks.
Reply
#18
Hi!
It works only if the files are edited correctly! These files have been extended by RoaD, so there might be some lines causing issues.
You deleted way too much out of that files. Only delete what is refering to RoaD.
Have a closer look into that files and use the translation tool I told you about if necessary (You deleted all parameters regards weather, game speed, guild memberships, science, reputation and many more and expected the game to run?!).

[IMPORTANT EDIT: The following files may not work, I'm still testing.]

Anyway, e.g. the townlist.ini should look like this:
Code:
;Townlist für Patrizier IV Add On
;Neu: Town32-39 sowie Block [Countrytowns]

[Data]
towns = 32
production_per_town = 5 ; Wahrscheinlich nicht sinnvoll, diesen Wert zu ändern.

Town0  = Edinburgh, England, 0, 3, 5, 9, 10 ; Edinburgh produziert diese Waren
Town1  = Scarborough, England, 0, 3, 5, 13, 10 ; -1 bedeutet: keine Ware
Town2  = Boston, England, 1, 2, 7, 9, 10
Town3  = London, England, 1, 2, 4, 8, 10
Town4  = Brügge, Flandern, 3, 2, 4, -1, 18
Town5  = Haarlem, Flandern, 3, 2, 6, -1, 18
Town6  = Groningen, Flandern, 3, 2, 4, 9, 18
Town7  = Köln, Flandern, 3, 2, 7, 13, 18
Town8  = Bremen, Mecklenburg, 3, 2, 4, 8, 11
Town9  = Hamburg, Mecklenburg, 1, 2, 7, 8, 11
Town10 = Lübeck, Mecklenburg, 3, 2, 7, 8, 11
Town11 = Rostock, Mecklenburg, 3, 2, 6, 8, 11
Town12 = Ripen, Dänemark, 1, 2, 7, 9, 17
Town13 = Flensburg, Dänemark, 1, 3, 4, -1, 17
Town14 = Aalborg, Dänemark, 3, 2, 4, -1, 17
Town15 = Naestved, Dänemark, 3, 1, 4, -1, 17
Town16 = Bergen, Norden, 0, 1, 5, 13, 12
Town17 = Stavanger, Norden, 0, 2, 5, 13, 12
Town18 = Oslo, Norden, 0, 1, 5, 9, 12
Town19 = Stockholm, Norden, 0, 3, 5, 9, 12
Town20 = Göteborg, Schweden, 0, 1, 5, 13, 14
Town21 = Malmö, Schweden, 0, 1, 4, -1, 14
Town22 = Ahus, Schweden, 0, 1, 7, 9, 14
Town23 = Visby, Schweden, 1, 3, 6, -1, 14
Town24 = Stettin, Pommern, 3, 2, 6, 8, 15
Town25 = Danzig, Pommern, 0, 1, 6, 13, 15
Town26 = Thorn, Pommern, 0, 2, 6, 13, 15
Town27 = Königsberg, Pommern, 0, 2, 6, 8, 15
Town28 = Riga, Livland, 0, 3, 6, -1, 16
Town29 = Reval, Livland, 0, 1, 5, 13, 16
Town30 = Helsinki, Livland, 0, 1, 7, 8, 16
Town31 = Novgorod, Livland, 0, 1, 7, 9, 16


[Townlist1] ; Erste Städteliste für Anfangsverteilung (Heimatstädte der Konkurrenten)
List = 3, 7, 10, 14, 18, 21, 25, 31

[Townlist2] ; Zweite Städteliste für Anfangsverteilung
List = 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30,

[Initial] ; Städte die bei Spielstart erzeugt werden
List      = 0, 3, 4, 7, 8, 9, 10, 11, 14, 16, 18, 19, 21, 23, 24, 25, 26, 28, 29, 31, 12, 6, 20, 1, 13, 5, 30, 27, 15, 22, 2, 17,

[Importtowns] ; Städte, die jene Ware erhalten, bei denen die Betriebsproduktion = 0 ist
List = 4, 7, 24, 26

...gameplay.ini like this:
Code:
[Science]
; Format: Nummer, interner Name, Nr. Voraussetzung 1, Nr. Voraussetzung 2, benötigte FP
science0_0 = 0, Dreifelderwirtschaft, -1 ,-1, 100
science0_1 = 1, Arbeitsteilung, 0 ,-1, 200
science0_2 = 2, Lagerhaltung, -1 ,-1, 300
science1_0 = 0, Kartografie, -1 ,-1, 300
science1_1 = 1, Städtegründung, -1 ,-1, 50
science2_0 = 0, Holk, -1 ,-1, 50
science2_1 = 1, Hansekogge, 0 ,-1, 100
science2_2 = 2, Flusskogge, 0 ,-1, 100
science2_3 = 3, Kraveel, 1 ,2, 300
science3_0 = 0, Ballistik, -1 ,-1, 50
science3_1 = 1, Gekörntes Pulver, 0 ,-1, 200
science3_2 = 2, Gefechtssegel, -1 ,-1, 100
science4_0 = 0, Wachturm, -1 ,-1, 20
science4_1 = 1, Kanonenturm, 0 ,-1, 100
science4_2 = 2, Bauhandwerk, 0 ,-1, 300

[TimeSteps]
; PreSteps = 0

[Reputation]
Offset = 0.8, 0.72, 0.63, 0.4
Amplitude = 0.1, 0.2, 0.1, 0.1
Phase = 7.0, 4.4, 2.8, 1.6
[GuildMembership]
gms0 = 0, -1.0, 0
gms1 = 1, 0.25, 2
gms2 = 2, 0.3, 4
gms3 = 3, 0.35, 5
gms4 = 4, 0.4, 6
gms5 = 5, 0.5, 7
gms6 = 6, 0.6, 7

[GuildPrivilege]
priv0 = 0, 0.0, 0
priv1 = 1, 0.4, 2
priv2 = 2, 0.5, 3
priv3 = 3, 0.6, 4

[StandardPaymentValue]
spv0 =    0, 1000
spv1 =    80000, 2000
spv2 =    150000, 5000
spv3 =    300000, 10000
spv4 =    500000, 20000
spv5 =    800000, 30000
spv6 =    1100000, 40000
spv7 =    1500000, 50000
spv8 =    2200000, 60000
spv9 =    3200000, 70000
spv10 =    5000000, 100000
spv11 =    10000000, 200000

[GameSpeed]
StepLimit = 2000
GAMESPEED_0_1 = 1
GAMESPEED_1 = 10
GAMESPEED_5 = 50
GAMESPEED_10 = 100
GAMESPEED_99 = 1000
; battle speeds in 1/10th
BATTLESPEED_1 =    2
BATTLESPEED_2 = 4
BATTLESPEED_3 = 6
BATTLESPEED_4 = 10
BATTLESPEED_5 = 20


[Weather]

DROUGHT = 255
SUN0 = 12
SUN1 = 12
CLOUDY0 = 12
CLOUDY1 = 6
RAIN = 3
STORMY = 255
ICESUN = 12
ICECLOUD = 12
SNOW = 3
SNOWSTORM = 255

zone0change = 69, 155, 277, 365
zone1change = 70, 158, 274, 362
zone2change = 73, 161, 271, 359
zone3change = 76, 164, 268, 356
zone4change = 79, 167, 265, 353

zone0ice =  5 ; 0 .. 1000
zone1ice = 10
zone2ice = 12
zone3ice = 14
zone4ice = 16

zone0storm = 10 ; 0 .. 1000
zone1storm = 10
zone2storm = 10
zone3storm = 10
zone4storm = 10

zone0drought = 10 ; 0 .. 1000
zone1drought = 10
zone2drought = 10
zone3drought = 10
zone4drought = 10

Spring = 2, 3, 4, 5
Summer = 1, 2, 5
Autumn = 3, 4, 5
Winter = 7, 8, 9

[Donation]
Ansehen = 0.01
Pay = 10
Steps = 2
MaxSteps = 20

[Advisor]
hint0 = 3
hint1 = 5
hint2 = 10
hint3 = 15

[GameStart]
Year = 1370
Month = 4
Day = 1

[NewGame]
TownSize0    = 1000
TownSize1    = 1500
TownSize2    = 2000
TownSize3    = 2500
TownSize4    = 3000
TownSize5    = 4000
TownSize6    = 5000
TownSet0    = 20
TownSet1    = 22
TownSet2    = 24
TownSet3    = 26
TownSet4    = 28
TownSet5    = 30
TownSet6    = 32
Emblems        = 13


[Difficulty]
RepFactor    = 1.0, 0.75, 0.5

[Autosave]
Filename = p4auto.p4s

[Abwanderung]
Arbeiter = 1.0f, 1.0f, 1.0f
Bettler = 0.1f, 0.22f, 0.35f
Pesttote = 0.5f, 1.0f, 1.5f

[Lebensqualitaet]
EventElq = 39.0

[SpecialEdition]
InitialShip = 7 ; (Spezialkogge)
OfficeAsset = office
OfficeAssetSp = office_special

[Verbrauch]
Pest = 100
Ratten = 100
Feuer = 100
Rattenstart = 10, 30, 50

townpos.ini
Code:
// Edinburgh
[Stadt0]
AnfahrtXPos=77
AnfahrtYPos=249
StadtSymbolPos=15, 0, 181
MinimapSymbolXPos=76
MinimapSymbolYPos=250
AmFluss=0
Region=0 ; Region England
Klima=2
AusrichtungDesMeeres=4
TownType = 1
SymbolAsset=town
TerrainAsset=terrain00
TerrainOffset=384, -500
ParameterSet = set_terrainWest

// Scarborough
[Stadt1]
AnfahrtXPos=115
AnfahrtYPos=319
StadtSymbolPos=46, 0, 256
MinimapSymbolXPos=113
MinimapSymbolYPos=319
AmFluss=0
Region=0 ; Region England
Klima=1
AusrichtungDesMeeres=2
TownType = 1
SymbolAsset=town
TerrainAsset=terrain01
TerrainOffset=384, -500
ParameterSet = set_terrainWest

// Boston
[Stadt2]
AnfahrtXPos=117
AnfahrtYPos=370
StadtSymbolPos=43, 0, 323
MinimapSymbolXPos=116
MinimapSymbolYPos=373
AmFluss=0
Region=0 ; Region England
Klima=1
AusrichtungDesMeeres=3
TownType = 1
SymbolAsset=town
TerrainAsset=terrain02
TerrainOffset=384, -500
ParameterSet = set_terrainWest

// London
[Stadt3]
AnfahrtXPos=120
AnfahrtYPos=419
StadtSymbolPos=33, 0, 384
MinimapSymbolXPos=117
MinimapSymbolYPos=419
AmFluss=0
Region=0 ; Region England
Klima=0
AusrichtungDesMeeres=4
TownType = 2
SymbolAsset=town
TerrainAsset=terrainwest00
TerrainOffset=384, -500
ParameterSet = set_terrainWest

// Bruegge
[Stadt4]
AnfahrtXPos=187
AnfahrtYPos=418
StadtSymbolPos=94, 0, 421
MinimapSymbolXPos=188
MinimapSymbolYPos=418
AmFluss=0
Region=1 ; Region Flandern
Klima=0
AusrichtungDesMeeres=0
TownType = 2
SymbolAsset=town
TerrainAsset=terrain28
TerrainOffset=384, -500
ParameterSet = set_terrainSouth

// Haarlem
[Stadt5]
AnfahrtXPos=211
AnfahrtYPos=380
StadtSymbolPos=118, 0, 392
MinimapSymbolXPos=213
MinimapSymbolYPos=380
AmFluss=0
Region=1 ; Region Flandern
Klima=1
AusrichtungDesMeeres=7
TownType = 1
SymbolAsset=town
TerrainAsset=terrain26
TerrainOffset=384, -500
ParameterSet = set_terrainSouth

// Groningen
[Stadt6]
AnfahrtXPos=250
AnfahrtYPos=345
StadtSymbolPos=125, 0, 369
MinimapSymbolXPos=249
MinimapSymbolYPos=346
AmFluss=0
Region=1 ; Region Flandern
Klima=1
AusrichtungDesMeeres=0
TownType = 1
SymbolAsset=town
TerrainAsset=terrain27
TerrainOffset=384, -500
ParameterSet = set_terrainSouth

// Koeln
[Stadt7]
AnfahrtXPos=260
AnfahrtYPos=435
StadtSymbolPos=162, 0, 453
MinimapSymbolXPos=261
MinimapSymbolYPos=436
AmFluss=1
Region=1 ; Region Flandern
Klima=0
AusrichtungDesMeeres=0
TownType = 3
SymbolAsset=town
TerrainAsset=terrain25
TerrainOffset=384, -500
ParameterSet = set_terrainSouth

// Bremen
[Stadt8]
AnfahrtXPos=299
AnfahrtYPos=361
StadtSymbolPos=205, 0, 376
MinimapSymbolXPos=300
MinimapSymbolYPos=362
AmFluss=0
Region=2 ; Region Deutschland
Klima=1
AusrichtungDesMeeres=0
TownType = 3
SymbolAsset=town
TerrainAsset=terrain24
TerrainOffset=384, -500
ParameterSet = set_terrainSouth

// Hamburg
[Stadt9]
AnfahrtXPos=318
AnfahrtYPos=344
StadtSymbolPos=228, 0, 364
MinimapSymbolXPos=319
MinimapSymbolYPos=343
AmFluss=0
Region=2 ; Region Deutschland
Klima=1
AusrichtungDesMeeres=7
TownType = 3
SymbolAsset=town
TerrainAsset=terrainsouth01
TerrainOffset=384, -500
ParameterSet = set_terrainSouth

// Luebeck
[Stadt10]
AnfahrtXPos=337
AnfahrtYPos=329
StadtSymbolPos=255, 0, 350
MinimapSymbolXPos=337
MinimapSymbolYPos=329
AmFluss=0
Region=2 ; Region Deutschland
Klima=1
AusrichtungDesMeeres=1
TownType = 3
SymbolAsset=town
TerrainAsset=terrainsouth00
TerrainOffset=384, -500
ParameterSet = set_terrainSouth

// Rostock
[Stadt11]
AnfahrtXPos=365
AnfahrtYPos=321
StadtSymbolPos=273, 0, 354
MinimapSymbolXPos=366
MinimapSymbolYPos=323
AmFluss=0
Region=2 ; Region Deutschland
Klima=1
AusrichtungDesMeeres=7
TownType = 3
SymbolAsset=town
TerrainAsset=terrainsouth00
TerrainOffset=384, -500
ParameterSet = set_terrainSouth

// Ripen
[Stadt12]
AnfahrtXPos=291
AnfahrtYPos=284
StadtSymbolPos=194, 0, 256
MinimapSymbolXPos=292
MinimapSymbolYPos=285
AmFluss=0
Region=3 ; Region Dänemark
Klima=1
AusrichtungDesMeeres=6
TownType = 1
SymbolAsset=town
TerrainAsset=terrainsouth01
TerrainOffset=384, -500
ParameterSet = set_terrainSouth

// Flensburg
[Stadt13]
AnfahrtXPos=316
AnfahrtYPos=299
StadtSymbolPos=222, 0, 279
MinimapSymbolXPos=313
MinimapSymbolYPos=299
AmFluss=0
Region=3 ; Region Dänemark
Klima=1
AusrichtungDesMeeres=2
TownType = 1
SymbolAsset=town
TerrainAsset=terrainsouth00
TerrainOffset=384, -500
ParameterSet = set_terrainSouth

// Aalborg
[Stadt14]
AnfahrtXPos=327
AnfahrtYPos=221
StadtSymbolPos=242, 0, 202
MinimapSymbolXPos=324
MinimapSymbolYPos=221
AmFluss=0
Region=3 ; Region Dänemark
Klima=2
AusrichtungDesMeeres=2
TownType = 1
SymbolAsset=town
TerrainAsset=terrainsouth01
TerrainOffset=384, -500
ParameterSet = set_terrainSouth

// Naestved
[Stadt15]
AnfahrtXPos=352
AnfahrtYPos=289
StadtSymbolPos=255, 0, 271
MinimapSymbolXPos=356
MinimapSymbolYPos=285
AmFluss=0
Region=3 ; Region Dänemark
Klima=1
AusrichtungDesMeeres=5
TownType = 1
SymbolAsset=town
TerrainAsset=terrainsouth00
TerrainOffset=384, -500
ParameterSet = set_terrainSouth

// Bergen
[Stadt16]
AnfahrtXPos=218
AnfahrtYPos=89
StadtSymbolPos=173, 0, 26
MinimapSymbolXPos=219
MinimapSymbolYPos=89
AmFluss=0
Region=4 ; Region Norden
Klima=3
AusrichtungDesMeeres=6
TownType = 2
SymbolAsset=town
TerrainAsset=terrainnorth00
TerrainOffset=384, -500
ParameterSet = set_terrainNorth

// Stavanger
[Stadt17]
AnfahrtXPos=226
AnfahrtYPos=145
StadtSymbolPos=166, 0, 83
MinimapSymbolXPos=232
MinimapSymbolYPos=145
AmFluss=0
Region=4 ; Region Norden
Klima=3
AusrichtungDesMeeres=6
TownType = 1
SymbolAsset=town
TerrainAsset=terrain03
TerrainOffset=384, -500
ParameterSet = set_terrainNorth

// Oslo
[Stadt18]
AnfahrtXPos=333
AnfahrtYPos=120
StadtSymbolPos=265, 0, 89
MinimapSymbolXPos=333
MinimapSymbolYPos=118
AmFluss=0
Region=4 ; Region Norden
Klima=3
AusrichtungDesMeeres=4
TownType = 1
SymbolAsset=town
TerrainAsset=terrain11
TerrainOffset=384, -500
ParameterSet = set_terrainNorth

// Stockholm
[Stadt19]
AnfahrtXPos=492
AnfahrtYPos=132
StadtSymbolPos=410, 0, 102
MinimapSymbolXPos=492
MinimapSymbolYPos=130
AmFluss=0
Region=4 ; Region Norden
Klima=3
AusrichtungDesMeeres=3
TownType = 3
SymbolAsset=town
TerrainAsset=terrain12
TerrainOffset=384, -500
ParameterSet = set_terrainNorth

// Goeteborg
[Stadt20]
AnfahrtXPos=354
AnfahrtYPos=192
StadtSymbolPos=270, 0, 175
MinimapSymbolXPos=356
MinimapSymbolYPos=191
AmFluss=0
Region=5 ; Schweden
Klima=2
AusrichtungDesMeeres=6
TownType = 1
SymbolAsset=town
TerrainAsset=terrainnorth00
TerrainOffset=384, -500
ParameterSet = set_terrainNorth

// Malmoe
[Stadt21]
AnfahrtXPos=382
AnfahrtYPos=274
StadtSymbolPos=326, 0, 247
MinimapSymbolXPos=383
MinimapSymbolYPos=274
AmFluss=0
Region=5 ; Schweden
Klima=2
AusrichtungDesMeeres=5
TownType = 1
SymbolAsset=town
TerrainAsset=terrainnorth00
TerrainOffset=384, -500
ParameterSet = set_terrainNorth

// Ahus
[Stadt22]
AnfahrtXPos=411
AnfahrtYPos=261
StadtSymbolPos=317, 0, 238
MinimapSymbolXPos=407
MinimapSymbolYPos=258
AmFluss=0
Region=5 ; Schweden
Klima=2
AusrichtungDesMeeres=3
TownType = 1
SymbolAsset=town
TerrainAsset=terrainnorth00
TerrainOffset=384, -500
ParameterSet = set_terrainNorth

// Visby
[Stadt23]
AnfahrtXPos=489
AnfahrtYPos=198
StadtSymbolPos=401, 0, 197
MinimapSymbolXPos=490
MinimapSymbolYPos=199
AmFluss=0
Region=5 ; Schweden
Klima=3
AusrichtungDesMeeres=7
TownType = 3
SymbolAsset=town
TerrainAsset=terrainnorth00
TerrainOffset=384, -500
ParameterSet = set_terrainNorth

// Stettin
[Stadt24]
AnfahrtXPos=413
AnfahrtYPos=342
StadtSymbolPos=329, 0, 364
MinimapSymbolXPos=413
MinimapSymbolYPos=344
AmFluss=0
Region=6 ; Polen
Klima=1
AusrichtungDesMeeres=7
TownType = 3
SymbolAsset=town
TerrainAsset=terraineast00
TerrainOffset=384, -500
ParameterSet = set_terrainEast

// Danzig
[Stadt25]
AnfahrtXPos=500
AnfahrtYPos=315
StadtSymbolPos=414, 0, 333
MinimapSymbolXPos=498
MinimapSymbolYPos=317
AmFluss=0
Region=6 ; Polen
Klima=1
AusrichtungDesMeeres=1
TownType = 3
SymbolAsset=town
TerrainAsset=terraineast00
TerrainOffset=384, -500
ParameterSet = set_terrainEast

// Thorn
[Stadt26]
AnfahrtXPos=502
AnfahrtYPos=372
StadtSymbolPos=411, 0, 385
MinimapSymbolXPos=503
MinimapSymbolYPos=372
AmFluss=1
Region=6 ; Polen
Klima=1
AusrichtungDesMeeres=6
TownType = 3
SymbolAsset=town
TerrainAsset=terrain17
TerrainOffset=384, -500
ParameterSet = set_terrainEast

// Koenigsberg
[Stadt27]
AnfahrtXPos=537
AnfahrtYPos=292
StadtSymbolPos=411, 0, 304
MinimapSymbolXPos=539
MinimapSymbolYPos=295
AmFluss=0
Region=6 ; Polen
Klima=1
AusrichtungDesMeeres=6
TownType = 1
SymbolAsset=town
TerrainAsset=terraineast00
TerrainOffset=384, -500
ParameterSet = set_terrainEast

// Riga
[Stadt28]
AnfahrtXPos=609
AnfahrtYPos=217
StadtSymbolPos=484, 0, 197
MinimapSymbolXPos=611
MinimapSymbolYPos=219
AmFluss=0
Region=7 ; Osten
Klima=3
AusrichtungDesMeeres=7
TownType = 3
SymbolAsset=town
TerrainAsset=terraineast00
TerrainOffset=384, -500
ParameterSet = set_terrainEast

// Reval
[Stadt29]
AnfahrtXPos=622
AnfahrtYPos=124
StadtSymbolPos=475, 0, 130
MinimapSymbolXPos=623
MinimapSymbolYPos=126
AmFluss=0
Region=7 ; Osten
Klima=4
AusrichtungDesMeeres=7
TownType = 3
SymbolAsset=town
TerrainAsset=terraineast00
TerrainOffset=384, -500
ParameterSet = set_terrainEast

// Helsinki
[Stadt30]
AnfahrtXPos=631
AnfahrtYPos=95
StadtSymbolPos=543, 0, 36
MinimapSymbolXPos=630
MinimapSymbolYPos=92
AmFluss=0
Region=7 ; Osten
Klima=4
AusrichtungDesMeeres=3
TownType = 1
SymbolAsset=town
TerrainAsset=terraineast00
TerrainOffset=384, -500
ParameterSet = set_terrainEast

// Novgorod
[Stadt31]
AnfahrtXPos=758
AnfahrtYPos=163
StadtSymbolPos=626, 0, 103
MinimapSymbolXPos=758
MinimapSymbolYPos=164
AmFluss=1
Region=7 ; Osten
Klima=4
AusrichtungDesMeeres=0
TownType = 2
SymbolAsset=town
TerrainAsset=terrain18
TerrainOffset=384, -500
ParameterSet = set_terrainEast


Code:
[Data]
1Fass=1900 ; Umrechnung von kg in Fass
Grundkosten = 50; Grundkosten Betrieb
Lohn = 6; Lohn pro Arbeiter pro Tag
WachmannLohn = 6; Lohn pro Wachmann pro Tag
VerwalterLohn = 50; Lohn pro Lagerverwalter pro Tag
VorratTage  = 15; Anzahl der Tage, für die ein Rohstoffvorrat angelegt wird
Miete_arm   = 1 ; Miete, die ein armer/wohlhabender/reicher Mieter pro Tag zahlt
Miete_wohl  = 2
Miete_reich = 3
Mieter = 100 ; Anzahl Bürger pro Wohnhaus
StartFabriken = 20 ; wird nicht verwendet (stattdessen Block [NewGame] in gameplay.ini)
Faktor = 1.1 ; Erhöhung des Verbrauchs durch die Bürger
ConvoyStaticTrader = 1
ConvoyDynamicTrader = 2
Lagermiete = 0.1, 0.2, 0.3; GS pro Fass und Tag

[Warenliste] ; nur interne Bezeichnungen. Die im Spiel angezeigten Namen kommen aus dem Locatool.
Ware0 = Holz, Grundware, Sägewerk, Handwerk
Ware1 = Ziegel, Grundware, Ziegelei, Handwerk
Ware2 = Getreide, Grundware, Getreidehof, Hof
Ware3 = Hanf, Grundware, Hanfhof, Hof
Ware4 = Wolle, Grundware, Schafzucht, Hof
Ware5 = Metalle, Grundware, Schmelze, Handwerk
Ware6 = Honig, Grundware, Imker, Hof
Ware7 = Salz, Grundware, Salzsieder, Handwerk
Ware8 = Metallwaren, Veredelung, Schmied, Handwerk
Ware9 = Met, Veredelung, Metbrauerei, Handwerk
Ware10 = Tuch, Regional, Weber, Handwerk
Ware11 = Bier, Regional, Brauerei, Handwerk
Ware12 = Stockfisch, Regional, Räucherei, Handwerk
Ware13 = Kleidung, Veredelung, Schneider, Handwerk
Ware14 = Käse, Regional, Käserei, Handwerk
Ware15 = Pech, Regional, Pechkocher, Handwerk
Ware16 = Felle, Regional, Jagdhütte, Handwerk
Ware17 = Fleisch, Regional, Viehzucht, Hof
Ware18 = Wein, Regional, Weingut, Hof
Ware19 = Gewürze, Import, Import, Import

[Produktion] ; Anzahl Arbeiter des Betriebes und Produktion in kg pro Tag
Betrieb0 = 25, 11400
Betrieb1 = 25, 11400
Betrieb2 = 25, 11400
Betrieb3 = 25, 11400
Betrieb4 = 25, 7600
Betrieb5 = 25, 7600
Betrieb6 = 25, 7600
Betrieb7 = 25, 7600
Betrieb8 = 25, 3800
Betrieb9 = 25, 3800
Betrieb10 = 25, 3800
Betrieb11 = 25, 5700
Betrieb12 = 25, 5700
Betrieb13 = 25, 1900
Betrieb14 = 25, 3800
Betrieb15 = 25, 3800
Betrieb16 = 25, 1900
Betrieb17 = 25, 1900
Betrieb18 = 25, 950
Betrieb19 = 0, 0

[Warenverbrauch] ; Verbrauch pro Stadtbewohner in kg
Ware0_Verbrauch  = 2.5
Ware1_Verbrauch  = 5
Ware2_Verbrauch  = 5.25
Ware3_Verbrauch  = 2.5
Ware4_Verbrauch  = 2
Ware5_Verbrauch  = 2
Ware6_Verbrauch  = 2
Ware7_Verbrauch  = 1.0
Ware8_Verbrauch  = 1.5
Ware9_Verbrauch  = 2
Ware10_Verbrauch  = 1
Ware11_Verbrauch  = 3
Ware12_Verbrauch  = 3
Ware13_Verbrauch  = 1
Ware14_Verbrauch  = 2
Ware15_Verbrauch  = 2
Ware16_Verbrauch  = 1
Ware17_Verbrauch  = 1
Ware18_Verbrauch  = 0.5
Ware19_Verbrauch  = 0.5

[Zusatzbedarf] ; theoretischer Zusatzbedarf für Bauwaren und Schiffsbau in kg
Ware0_Zusatzbedarf  = 0.5 ; wurde nur zu Testzwecken eingebaut
Ware1_Zusatzbedarf  = 1   ; ist ohne Funktion
Ware2_Zusatzbedarf  = 0
Ware3_Zusatzbedarf  = 0
Ware4_Zusatzbedarf  = 0
Ware5_Zusatzbedarf  = 0
Ware6_Zusatzbedarf  = 0
Ware7_Zusatzbedarf  = 0
Ware8_Zusatzbedarf  = 0
Ware9_Zusatzbedarf  = 0
Ware10_Zusatzbedarf  = 0
Ware11_Zusatzbedarf  = 0
Ware12_Zusatzbedarf  = 0
Ware13_Zusatzbedarf  = 0
Ware14_Zusatzbedarf  = 0
Ware15_Zusatzbedarf  = 0
Ware16_Zusatzbedarf  = 0
Ware17_Zusatzbedarf  = 0
Ware18_Zusatzbedarf  = 0
Ware19_Zusatzbedarf  = 0

[Rohstoffbedarf]; X, Y = Rohstoffnummer, Menge pro 1kg
Ware0_Bedarf  = 0, 0, 0, 0, 0, 0
Ware1_Bedarf  = 0, 0, 0, 0, 0, 0
Ware2_Bedarf  = 0, 0, 0, 0, 0, 0
Ware3_Bedarf  = 0, 0, 0, 0, 0, 0
Ware4_Bedarf  = 0, 0, 0, 0, 0, 0
Ware5_Bedarf  = 0, 0, 0, 0, 0, 0
Ware6_Bedarf  = 0, 0, 0, 0, 0, 0
Ware7_Bedarf  = 0, 0.25, 0, 0, 0, 0
Ware8_Bedarf  = 0, 0.5, 5, 1, 0, 0
Ware9_Bedarf  = 6, 1, 0, 0, 0, 0
Ware10_Bedarf = 4, 1, 0, 0, 0, 0
Ware11_Bedarf = 2, 0.25, 0, 0, 0, 0
Ware12_Bedarf = 3, 1, 7, 0.5, 0, 0
Ware13_Bedarf = 10, 1, 0, 0, 0, 0
Ware14_Bedarf = 0, 0, 0, 0, 0, 0
Ware15_Bedarf = 0, 0.5, 0, 0, 0, 0
Ware16_Bedarf = 3, 0.5, 8, 0.5, 0, 0
Ware17_Bedarf = 7, 1.5, 0, 0, 0, 0
Ware18_Bedarf = 0, 0, 0, 0, 0, 0
Ware19_Bedarf = 0, 0, 0, 0, 0, 0

[Baukosten Betriebe]; Bauware, Menge in Fass
Betrieb0  = 0, 20, 1, 40
Betrieb1  = 0, 20, 1, 40
Betrieb2  = 0, 20, 1, 40
Betrieb3  = 0, 20, 1, 40
Betrieb4  = 0, 20, 1, 40
Betrieb5  = 0, 20, 1, 40
Betrieb6  = 0, 20, 1, 40
Betrieb7  = 0, 20, 1, 40
Betrieb8  = 0, 40, 1, 80
Betrieb9  = 0, 30, 1, 60
Betrieb10 = 0, 30, 1, 60
Betrieb11 = 0, 20, 1, 40
Betrieb12 = 0, 40, 1, 80
Betrieb13 = 0, 40, 1, 80
Betrieb14 = 0, 20, 1, 40
Betrieb15 = 0, 20, 1, 40
Betrieb16 = 0, 40, 1, 80
Betrieb17 = 0, 40, 1, 80
Betrieb18 = 0, 40, 1, 80
Betrieb19 = 0, 0, 1, 0

[Bauplatzkosten]; Kosten in GS je Schwierigkeitsgrad (normal, mittel, schwer), Bauzeit in Tagen, Materialkosten des Betriebs
Betrieb0    = 6000,        12000,    18000,    6,    2000
Betrieb1    = 6000,        12000,    18000,    6,    2000
Betrieb2    = 6000,        12000,    18000,    6,    2000
Betrieb3    = 6000,        12000,    18000,    6,    2000
Betrieb4    = 6000,        12000,    18000,    6,    2000
Betrieb5    = 6000,        12000,    18000,    6,    2000
Betrieb6    = 6000,        12000,    18000,    6,    2000
Betrieb7    = 6000,        12000,    18000,    6,    2000
Betrieb8    = 10000,    20000,    30000,    12,    4000
Betrieb9    = 8000,        16000,    24000,    9,    3000
Betrieb10    = 8000,        16000,    24000,    9,    3000
Betrieb11    = 6000,        12000,    18000,    6,    2000
Betrieb12    = 10000,    20000,    30000,    12, 4000
Betrieb13    = 10000,    20000,    30000,    12, 4000
Betrieb14    = 6000,        12000,    18000,    6,    2000
Betrieb15    = 6000,        12000,    18000,    6,    2000
Betrieb16    = 10000,    20000,    30000,    12,    4000
Betrieb17    = 10000,    20000,    30000,    12, 4000
Betrieb18    = 10000,    20000,    30000,    12,    4000
Betrieb19    = 0,        0,        0,        0,    0

[Grundbedarf_Normal]; in Städten ihne Werft
Ware0_GB  = 20    ; Der Grundbedarf erzeugt eine Nachfrage, auch wenn die Stadt 0 Einwohner hätte
Ware1_GB  = 40
Ware2_GB  = 5
Ware3_GB  = 5
Ware4_GB  = 5
Ware5_GB  = 5
Ware6_GB  = 5
Ware7_GB  = 5
Ware8_GB  = 5
Ware9_GB  = 5
Ware10_GB = 5
Ware11_GB = 5
Ware12_GB = 5
Ware13_GB = 5
Ware14_GB = 5
Ware15_GB = 5
Ware16_GB = 5
Ware17_GB = 5
Ware18_GB = 5
Ware19_GB = 5

[Grundbedarf_Werft]; in Städten mit Werft
Ware0_GB  = 200
Ware1_GB  = 40
Ware2_GB  = 5
Ware3_GB  = 5
Ware4_GB  = 5
Ware5_GB  = 5
Ware6_GB  = 5
Ware7_GB  = 5
Ware8_GB  = 5
Ware9_GB  = 5
Ware10_GB = 5
Ware11_GB = 5
Ware12_GB = 100
Ware13_GB = 5
Ware14_GB = 5
Ware15_GB = 5
Ware16_GB = 5
Ware17_GB = 100
Ware18_GB = 5
Ware19_GB = 5

[Standardpreise] ; dies sind die Produktionspreise unter normalen Umständen
Ware0_SWP = 33
Ware1_SWP = 33
Ware2_SWP = 33
Ware3_SWP = 33
Ware4_SWP = 50
Ware5_SWP = 50
Ware6_SWP = 50
Ware7_SWP = 58
Ware8_SWP = 167
Ware9_SWP = 150
Ware10_SWP = 150
Ware11_SWP = 75
Ware12_SWP = 129
Ware13_SWP = 350
Ware14_SWP = 100
Ware15_SWP = 117
Ware16_SWP = 300
Ware17_SWP = 288
Ware18_SWP = 400
Ware19_SWP = 500

[Preisfaktoren]     ; die Preisfaktoren für die 3 Schwierigkeitsgrade
X0=2.0, 1.8, 1.6    ; die Warenpreiskurve besteht aus 5 Punkten X0...X4
X1=1.8, 1.6, 1.4
X2=1.2, 1.2, 1.1
X3=1.2, 1.2, 1.1
X4=0.8, 0.7, 0.6

[Hausbau Waren]; Bauware, Menge in Fass
BLD_TOWN_TOWNHALL = 0, 80, 1, 160
BLD_TOWN_CHURCH = 0, 100, 1, 200
BLD_TOWN_CRANE = 0, 20, 1, 40
BLD_TOWN_LIGHTHOUSE = 0, 20, 1, 40
BLD_TOWN_SHIPYARD = 0, 60, 1, 120
BLD_TOWN_TAVERN = 0, 60, 1, 120
BLD_TOWN_GUILD = 0, 60, 1, 120
BLD_TOWN_MARKETSTAND = 0, 10, 1, 20
BLD_TOWN_MARKETHALL = 0, 60, 1, 120
BLD_TOWN_MONUMENT = 0, 60, 1, 120
BLD_TOWN_CHAPEL = 0, 60, 1, 120
BLD_TOWN_FOUNTAIN_SMALL = 0, 5, 1, 10
BLD_TOWN_FOUNTAIN_BIG = 0, 10, 1, 20
BLD_TOWN_SQUARE = 0, 5, 1, 10
BLD_TOWN_HOSPITAL = 0, 60, 1, 120
BLD_TOWN_SCHOOL = 0, 60, 1, 120
BLD_TOWN_COINAGE = 0, 60, 1, 120
BLD_TOWN_BUILDER = 0, 60, 1, 120
BLD_DEFENSE_GATE = 0, 0, 1, 0
BLD_DEFENSE_SENTRY_TOWER = 0, 30, 1, 60
BLD_DEFENSE_SENTRY_TOWER_WALL = 0, 30, 1, 60
BLD_DEFENSE_FORTIFIED_TOWER = 0, 30, 1, 60
BLD_DEFENSE_FORTIFIED_TOWER_WALL = 0, 30, 1, 60
BLD_DEFENSE_WALL = 0, 1, 1, 2
BLD_TRADER_OFFICE = 0, 40, 1, 80
BLD_TRADER_DEPOT = 0, 20, 1, 40
BLD_TRADER_HOUSING = 0, 40, 1, 80

[Hausbau Kosten]; Kosten in GS, Bauzeit in Tagen, Materialkosten für Unternehmenswert
BLD_TOWN_TOWNHALL = 18000, 18000, 18000, 24, 0
BLD_TOWN_CHURCH = 22000, 22000, 22000, 30, 0
BLD_TOWN_CRANE = 6000, 6000, 6000, 6, 0
BLD_TOWN_LIGHTHOUSE = 6000, 6000, 6000, 6, 0
BLD_TOWN_SHIPYARD = 14000, 14000, 14000, 18, 0
BLD_TOWN_TAVERN = 14000, 14000, 14000, 18, 0
BLD_TOWN_GUILD = 14000, 14000, 14000, 18, 0
BLD_TOWN_MARKETSTAND = 4000, 4000, 4000, 3, 0
BLD_TOWN_MARKETHALL = 14000, 14000, 14000, 18, 0
BLD_TOWN_CHAPEL = 14000, 14000, 14000, 18, 0
BLD_TOWN_FOUNTAIN_SMALL = 3000, 3000, 3000, 1, 0
BLD_TOWN_FOUNTAIN_BIG = 4000, 4000, 4000, 3, 0
BLD_TOWN_SQUARE = 3000, 3000, 3000, 1, 0
BLD_TOWN_HOSPITAL = 14000, 14000, 14000, 18, 0
BLD_TOWN_SCHOOL = 14000, 14000, 14000, 18, 0
BLD_TOWN_COINAGE = 14000, 14000, 14000, 18, 0
BLD_TOWN_MONUMENT = 14000, 14000, 14000, 18, 0
BLD_TOWN_BUILDER = 14000, 14000, 14000, 18, 0
BLD_DEFENSE_GATE = 14000, 14000, 14000, 18, 0
BLD_DEFENSE_SENTRY_TOWER = 8000, 8000, 8000, 9, 0
BLD_DEFENSE_SENTRY_TOWER_WALL = 8000, 9, 0
BLD_DEFENSE_FORTIFIED_TOWER = 8000, 8000, 8000, 9, 0
BLD_DEFENSE_FORTIFIED_TOWER_WALL = 8000, 8000, 8000, 9, 0
BLD_DEFENSE_WALL = 400, 400, 400, 1, 0
BLD_TRADER_OFFICE = 10000, 10000, 10000, 12, 0
BLD_TRADER_DEPOT = 6000, 6000, 6000, 6, 0
BLD_TRADER_HOUSING = 14000, 14000, 14000, 12, 4000

[AusbauWaren]; Bauware, Menge in Fass
Upgrade_Minster = 0, 300, 1, 600, 8, 300
Upgrade_Dome = 0, 500, 1, 1000, 8, 500
Upgrade_School = 0, 10, 1, 10, 8, 5
Upgrade_Shipyard = 0, 10, 1, 10, 8, 5
Upgrade_Repeater = 0, 10, 1, 10
Upgrade_Longbow = 0, 10, 1, 10
Upgrade_Fortress = 0, 10, 1, 20
Upgrade_Cannon = 0, 10, 1, 20

[AusbauKosten]; Kosten in GS, Bauzeit in Tagen
Upgrade_Minster = 100000, 100000, 100000, 30, 0
Upgrade_Dome = 200000, 200000, 200000, 30, 0
Upgrade_School = 50000, 50000, 50000, 30, 0
Upgrade_Shipyard = 50000, 50000, 50000, 30, 0
Upgrade_Repeater = 8000, 8000, 8000, 9, 0
Upgrade_Longbow = 8000, 8000, 8000, 9, 0
Upgrade_Fortress = 8000, 8000, 8000, 9, 0
Upgrade_Cannon = 8000, 8000, 8000, 9, 0

[Regionalwaren]
Region0 = 10; Tuch, England
Region1 = 18; Wein, Flandern
Region2 = 11; Bier, Deutschland
Region3 = 17; Fleisch, Dänemark
Region4 = 12; Stockfish, Norden
Region5 = 14; Käse, Schweden
Region6 = 15; Pech, Polen
Region7 = 16; Felle, Russland

[Bauquotient_Mod]    ; Modifiziert beim KI-Bau die tatsächliche Produktionsmenge im System
Ware0_MOD = 0.95    ; durch Werte < 1 baut die KI einen Betrieb häufiger.
Ware1_MOD = 0.95    
Ware2_MOD = 1.0
Ware3_MOD = 1.0
Ware4_MOD = 1.0
Ware5_MOD = 1.0
Ware6_MOD = 1.0
Ware7_MOD = 1.0
Ware8_MOD = 1.0
Ware9_MOD = 1.0
Ware10_MOD = 1.0
Ware11_MOD = 1.0
Ware12_MOD = 1.0
Ware13_MOD = 1.0
Ware14_MOD = 1.0
Ware15_MOD = 1.0
Ware16_MOD = 1.0
Ware17_MOD = 1.0
Ware18_MOD = 1.0
Ware19_MOD = 1.0

Neubauwert = 4000, 2500, 1400

[Expedition]
Request = 150
Standard = 50
Offer = 50

[Minimalmengen]
Ware0 = 1
Ware1 = 1
Ware2 = 1
Ware3 = 1
Ware4 = 1
Ware5 = 1
Ware6 = 1
Ware7 = 1
Ware8 = 1
Ware9 = 1
Ware10 = 1
Ware11 = 1
Ware12 = 1
Ware13 = 1
Ware14 = 1
Ware15 = 1
Ware16 = 1
Ware17 = 1
Ware18 = 1
Ware19 = 1
...and so on.

Compare your changes with mine and I think you'll understand how these modifications work. Please tell me if you have any more troubles - I'll help you Smile

Regards, Daan
Reply
#19
You're a champ, Daan. Smile There are many thousands of Americans who love the Patrician series, so being able to modify our game will be most pleasant. Smile I am glad that you are accepting the challenges of helping English-speaking folks like me who are not quite computer wizzes just yet. Maybe you can formulate a help guide after this thread and mod testing plays out. Wink

I did my best earlier to try and remove what I thought were RoAD lines, but even trying to translate to English, I was not fully aware of most of them. (Like removing the Avatars = 16 line, for example.) When I saw your post above, I now see everything that you mean. In fact, I have copied and pasted what you have posted here to my .ini files, then I went back and made only a few adjustments: (1) in townlist.ini, I changed the productions only to alter the regional goods (respective of their region/town in all cases); (2) in gameplay.ini, I changed TownSize0 = 100; (3) in townpos.ini, I changed Aalborg TownType = 3 and Koeln TownType = 1. I also (4) deleted all .ini files besides these four (townlist, townpos, gameplay, tradesystem). I believe you said that this last step was okay to perform since I had no interest in modifying the other files.

But I have not been able to make this work. Sad

So I decided to simply copy and paste exactly as you have provided, then tried to run the game. Unfortunately, this also does not work, though I fully understand what you are trying to do by removing the RoAD lines. But I don't think that the American boxed retail version of Conquest by Trade is moddable at this point. Sad There might need to be a patch or something that lets us modify our game. Hopefully this is something that can be put into the works, as Patrician IV would be so awesome then for us American gamers.

See you, and thank you both (Daan and Falko) for your efforts. Hopefully we can get a word back on this after you have tested modding out further for this version.


Snootch
Reply
#20
Hi!
I will try to have a closer look at these files within the next days to get you some files that actually work with your version Wink

Best Regards, Daan
Reply
#21
hi, is there a way to mod when the election for mayor are held? Lubeck seems to always be 1 month after the start date even if you change the start date
Reply
#22
None that i know of.

At last with the files that are accessable with the official modding kit.

Hein
[Image: http://gamingmindsstudios.com/GM_Buddy/a..._buddy.png]
"There is nothing more horrible than a won battle. Except a lost one." (Wellington after Waterloo)
Reply
#23
Hi!

I got some news (good and bad news):

At first the bad news:
Sorry guys, but I tested it a lot and currently there is no way to mod PIV without the add on. I'll try to find a way, but I can't promise anything...

...and the good news:
I've just added a link to the 'Falko-Modding-Document' in the main post.

Best regards, Daan
Reply
#24
Will there be a set of ini files that have English comments? I sometimes cannot understand what certain things do without comments that I can read.

One quick question. How can I increase the capacity of a warehouse?
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#25
you can lower the rent costs for goods that exceed your storage

tradesystem.ini: Lagermiete = 0.1, 0.2, 0.3; Gold per barrel and day

or lower the costs for production
tradesystem.ini:
[Hausbau Waren];good1,amount1,...
BLD_TRADER_DEPOT = 0, 20, 1, 40
[Hausbau Kosten];costs per difficulty,time for building, costs for materials
BLD_TRADER_DEPOT = 6000, 6000, 6000, 6, 0

so you can build 2 warehouses for the price of one

but i never saw a setting to directly increase the capacity
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#26
(08-08-2011, 10:56 PM)cybernike Wrote: Will there be a set of ini files that have English comments? I sometimes cannot understand what certain things do without comments that I can read.

If you have any questions I'm willing to give you the answers Wink

The most can be translated by google (or something like that...) quite good.

Building German words is like playing with 'Lego': put them together to get something new. E.g.: The word 'Warenanzahl' is made of 'Waren'[goods] and 'Anzahl'[count] and means 'count of goods'.

Some used words :

Kosten/Preis - costs
Voraussetzung - requirement
benötigt - needed
Ansehen - reputation
Abwanderung - migration
arm - poor
wohlhabend - wealthy
reich - rich
Arbeiter - worker
Bettler - beggars
Pest(tote) - plague (corpses)
Ratten - rats
Feuer - fire
Verbrauch - consumption
Waren - goods
Anzahl - quantity
Schaden/Zerstörung - damage/destruction
Geschwindigkeit - speed
Zustand - condition
Zeit - time
Massivkugeln/Kettenkugeln/Schrotmunition - [the three types of ammo]
Wendigkeit - mobility
Ausbau - expansion/upgrade
Stärke - strength
Reichweite - reach/range
Abstand - gap
Ramme - ram
Schuss - shot
Waffe - weapon
Stadt - town/city
Fluss - river
Meer - sea
Ausrichtung - alignment
Klima - climate
Lohn - wage
Betrieb/Fabrik - business/factory
Miete - rent
Fass - barrel
Bau - build


Kind regards,

Daan
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#27
I created an openoffice spreadsheet and translated it into english
this tool calculates 4 ini files
tradesystem, townpos, townlist and highway
(not all numbers of these files are includes)
  • consistencychecks for changes in the tradesystem
  • small stuff like rent, wages, cart size,..
  • production for cities (historic setting)
  • changing town layouts
  • manages roads -> at the moment 76 roads (incl. 26 original)
  • costs,bulding time/material for buildings
  • price limits
  • manages the towns 41 and 42
  • estimates possible lack of building space for specific industries
  • checks for consistency for start with less than 20 towns (min. = 8 towns)
  • fixes 2 small bugs (error in the original modding ini files)
http://patrizier-forum.de/index.php?page...mentID=709
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#28
Thank you, Falko and Daan!!
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#29
(08-08-2011, 03:55 PM)Daan Hugo Wrote: Sorry guys, but I tested it a lot and currently there is no way to mod PIV without the add on. I'll try to find a way, but I can't promise anything...

I am afraid to say that I will be returning my game through Amazon.com. I did not know that my American version would not be moddable, which was the whole reason why I bought the game. I was expecting something moddable like Patrician III was.

Anyway, I appreciate your efforts, Daan. Maybe I will re-purchase the game once it goes to "Gold Edition" or something like that where it is a finished title that I can actually modify to my play style and interests and also includes the add-on, or whatever.

Thanks again for your time and pleasant personality, as well as to Falko for his insight.

Be well.


Snootch
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#30
(13-08-2011, 12:34 AM)Snootch Wrote:
(08-08-2011, 03:55 PM)Daan Hugo Wrote: Sorry guys, but I tested it a lot and currently there is no way to mod PIV without the add on. I'll try to find a way, but I can't promise anything...

I am afraid to say that I will be returning my game through Amazon.com. I did not know that my American version would not be moddable, which was the whole reason why I bought the game. I was expecting something moddable like Patrician III was.

Anyway, I appreciate your efforts, Daan. Maybe I will re-purchase the game once it goes to "Gold Edition" or something like that where it is a finished title that I can actually modify to my play style and interests and also includes the add-on, or whatever.

Thanks again for your time and pleasant personality, as well as to Falko for his insight.

Be well.


Snootch

Why?
It's available from AMAZON.COM download now for $20
http://www.amazon.com/Patrician-IV-Rise-...945&sr=1-4

and I saw it pre advertised in "Barnes & Noble", on disc.
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