This mod replaces the vanilla trading pool with 15 brand new villages to trade with.
Unlocking the trade route requires a small bribe of something they wish to buy, or in some cases plain old Gold.
I've set up each village so they have a reason behind what they buy and sell, relevant to the village description or because they buy in things that get made into the things they sell. Inspired by Batyushki's "Trading with Farms" Mod, but I disliked the fact that each village bought and sold the same resources. All resources from the Common Resources pack are included, excluding resources solely used in Batyushki's "Monastic Life" mod.
The pricing is set up so that nearly everything is bought and sold for the same price, and also the same price the villagers can buy it for from markets. I didn't want importing items to be a negative economy but also don't think you should be able to make a profit on items you haven't made by supplying them to the villagers. This way you can fill gaps in your supply chains but are still encouraged to expand your own production.
I'm not very good at balancing so the prices are based off of Batyushki's "Balance for Realism" mod. Originally it was a dependency but I didn't realise until I was testing that it reduces all the production to 50%, so I have straight up ripped off some of their code (credit where credit is due) to keep the pricing correct without that mod being a requirement.
The aim behind the pricing structure is to encourage exporting resources as a source of income. Vanilla trading was useless at this in my opinion because traders only wanted 20 of each item and exports prices were not great.
Editing the Pricing
If you are not a fan of how the pricing is set up but would still like to use the mod, I have made it very easy for anyone to change the prices. All you have to do is open "/Documents/Polymorph Games/Foundation/mods/1823569/prices.lua" in any text editor and change the numbers. Please make sure they are whole numbers and that you do not change anything before the = signs. Save the file and open the game and the prices will have changed!
The villages are dynamically set up depending on what mods you have. You can buy some sellable resources to put in your markets without needing the associated mods, like Apples and Cider, however for the majority of resources, you will only be able to buy and sell for the mods you have.
For example: Kerrowich Island only wants to sell Fish as standard, unless you have either of the Salt v5 (vjraymon) or the Salt/Brine (junkets) mods, allowing them to sell Salt, Brine and Salted Meats to you also.
Soft Dependencies - to ensure the dynamic set up works, please make sure that my mod is loaded after all of the following mods, if you have them:
- Batyushki's Mods: Basic Materials, Furniture, Poultry & Veg Farms, Livestock Farms, Orchards, Flax
- Vjraymon's mods: Pastry V4, Electuaries, Sheep V5, Salt V5
- der_seBi's mods: Tannery, Shoes
- Salt/Brine by Junket
- Arthas_X mods: Cider Brewery, Corn
During testing, I realised that the "Shoemakers workshop" mod by der_seBi uses their own unique shoes, not the shoes in Common Resources so I have included an override to make it compatible with this mod and the shoes made by Batyuskhi's "Livestock Farms" mod.
This is my first mod for Foundation, any and all feedback is welcome.
Thanks to genstab for the German translation
Credit to drawshield.net for their great tool to create Coats of Arms. Turns out I'm not very artistic so most of the ones used were taken from their galley of user submissions, shared under a Creative Commons license.