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Emperor: Scenario Design Palace
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Caesar IV Heaven » Forums » Emperor: Scenario Design Palace » Fun with Scripting Trade Events
Topic Subject:Fun with Scripting Trade Events
posted 02-06-03 11:23 ET (US)         
Scripting 'trade change' events in a mission really adds a nice level of detail for a player. I wanted to start a thread to discuss ideas and tips for doing this. I will talk about each of the events under the 'trade change' category, as well as a couple of other events related to trade.

Price Increase: This is one of the most important events for a player. Not only does it show them what is more expensive to buy, but it draws their attention to a profitable export. I like to put price increase events in my missions during the first year, for a commodity the player can make, to give them a hint to start exporting it. Another tip is to make the amount of the price increase a randomized amount. This adds some mystery and replayability to the mission. Another fun way to use a price increase is for a 'derived good'. A derived good is a good produced from the raw input of another good. For example, carved jade is produced from jade. To model a price increase event for a derived good, remember that their is a direct relationship between the cost of it and the cost of the materials it needs for its manufacture. So for example, if you want to script a price increase for jade, also script a price increase for carved jade a couple of months later. It's just a fact that increases in manufacturing costs are passed on in the selling price to the consumer !

Price Decrease: There are alot of ways to use a price decrease event. I usually like to script a price decrease on the same commodity that I scripted a price increase for, to simulate the shifting market. I wait a couple of years after the price increase event before triggering the price decrease. I also am careful to set the randomization on the decrease to the same range I used on the price increase. What does this mean for a player ? It means they need to pay attention to their messages ! If they ignore a price decrease, and they had jacked up their export price on the commodity when it sold for a higher price, they could find themself in hot water with their trade partners, since they may refuse to buy it at the old (higher) price. It's a nice way to keep the player on their toes. Another way to use a price decrease is to give the player a gentle hint on a commodity that can be cheaply imported (hemp, for example). When scripting price decreases, remember to set a randomized amount and to think about the impact of the decrease on any 'derived good'.

Supply Increase: This event is also a nice way to give the player a hint about what to import or export. For example, a player should be very pleased if Kashgar ever increases their supply of jade, since this means the player could manufacture and sell more carved jade (very lucrative). A trick with this event is to use it to 'introduce' a new commodity. You can set a city to sell a commodity but leave the level empty. Then later in the mission you can script a supply increase and the commodity will suddenly appear on the trade list for the player to buy. You can also use a supply increase event in conjuction with a supply decrease event to temporarily cut back (or halt altogether) the volume of trade of a specific commodity.

Supply Decrease: This event has a bigger impact on a player than the supply increase event. A designer must be careful when using it. If a trade level for a city is already set at the 'low' level, the triggering of a supply decrease event will halt it altogether. This can have a tremendous impact on the player's economy, and thus should be used with care. However, there are often times when you want the player to suffer . For example, I once built a mission where I wanted to stop the player from obtaining weapons. I did this by scripting supply decrease events for both steel and weapons (for those cities selling them).

Demand Increase: This event is also a nice way to give the player a hint on a profitable export commodity. It's always nice to see a trade partner wanting to buy more of a good you export.

Demand Decrease: This event is more powerful than the demand increase, because it can have a significant impact on the player's economy. If a trade partner is only buying at the 'low' level and a demand decrease event triggers, they will cease to purchase the commodity altogether. Use this one with care, perhaps as a follow-up to a demand increase event, to simulate a temporary fad.

Trade Opens Up: This event will allow a rival city to initiate a trade request with the player's city. There are good times when a designer might want to do this, instead of forcing the player to always send emissaries to open trade. For example, this event could give the player a hint that a rival city is very friendly, and might have a favor high enough to accept an alliance (if the designer had set that rival city's favor to a higher level, either at the beginning of the campaign or through a 'set favor' event).

Trade Shuts Down: You can force a non-player city to stop trading with this event. There are times you may want to do this, if for example you want to simulate the slow deterioration of feelings between a player's city and an ally. If you just script a 'city becomes rival' event, you will stop trade -- but you will also break the alliance. A prelude to breaking an alliance might be a 'trade shuts down' event, which is a more subtle warning that things are going sour.

Other Events related to Trade

Goods Gift: This event is a nice way to simulate the traders of a city giving a 'free sample' of the trade commodities they sell, that can be imported to the player's city.

Economic Prosperity: If you want to give the player a hint that a certain non-player city might be a trade partner worth investigating, script an economic prosperity event for that city.

[This message has been edited by Gweilo (edited 02-09-2003 @ 03:28 PM).]

posted 02-17-03 15:17 ET (US)     1 / 6       
How much change in the price each time when the script "price increase/decrease" has been enacted?
posted 02-17-03 17:43 ET (US)     2 / 6       
You set the amount yourself in the event. You can set a specific amount, or a randomized amount between two numbers.
posted 02-19-03 19:04 ET (US)     3 / 6       
Ah... is there a limit on how high the price may be set for a custom game? Only up to twice the imperial standard or is it up to the discretion of the designer?


[This message has been edited by Kvasir (edited 02-19-2003 @ 07:05 PM).]

posted 02-19-03 20:01 ET (US)     4 / 6       
As far as I know, there is no limit to how high you can set these price increase/decrease events.

Kvasir, have you read the .pdf file for the Campaign Creator ? It really explains alot of things you are asking questions about. All you need is Adobe Acrobat to open it; it comes with the Emperor game.

posted 03-11-03 01:38 ET (US)     5 / 6       
I seek editor of MM.ang and text.ang files ( files with text). I would want to translate several of texts in Emperor. Help my, please.
posted 10-14-17 14:51 ET (US)     6 / 6       
I'm resurrecting this old thread to add new observations shared by user3 (thanks!)

Gweilo asked "When you set the commodity to be 'blank' for that city, did the good still appear as being available for a goods request BEFORE you scripted the supply increase event?"
Fish, yes(sells, supply item)
Salt, no(buys, demand item don't seem to effect commodity list until it has a quantity[12/24/36])

Tried several situations changing the active status of seller, supply events, etc. [didn't try hidden city status variations]

Any city set to 'Sells' a commodity, regardless of active/inactive status, commodity list will show the 'supply' item(fish).

When fish and salt are removed(trade nothing, empty slots); the trade increase events do not fire(not a glitch, as the system expect all trade items to be declared); supply commodity(fish) will show in the commodity listing from start of mission(timeline accounting perhaps glitched or too simplified). Trade station never shows the commodity.

The only control a designer would have would to ensure allies are not permitted or made difficult. Vassals and rivals are more likely to 'restrict'(red) expensive requested commodities.

You may paraphrase this discussion if//when you create a scenario design topic/edit.

In summary, I think it would have been simpler to declare silk with a quantity of zero, then supply increase event. Rather then the switching from 12, to 0, to 12 or whatever it was set at. It may have avoided my 'disappearing request issue/glitch', but maybe that was your intent to cause a problem for the player

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