I discovered this trick to suppress the placement of a trade station (or trade quay for sea routes) a couple of years ago and I forgot to make a post about it here.
Of course you may always disallow the trading buildings in the mission settings itself, but that limits your flexibility since that option must be in place for an entire mission, and it will effectall cities in the mission. This trick allows more subtlety because you can specify specific cities and the duration of the temporary loss of trading stations inside a mission, during play of that mission.
Here is how it is done. Scripting "Supply Decrease" and "Demand Decrease" events for a non-player city that stop the supply and demand ofall their commodities for export and import will trigger the game engine to disallow placement of a trade station or trade quay for that city.
This can be very useful if you want to script a "temporary boycott" of trade almost immediately at the start of a mission, or as a "mission complete" event to set the stage for a later mission.
Then later in your campaign (or even the same mission) you may script "Supply Increase" and "Demand Increase" events for that same city, and as soon as thefirst one of these events fires during gameplay then the trade station or trade quay will be accessible by a player to place on the map.
Here is a practical example of this that I used in mission 1 of my custom campaign "The Horsemen of Wei Qing":
Scripting is in place to fire in March of the 1st year to stop trade of all commodities from both Chang-an and Yuzhang. This was done to simulate the 'trade boycott' mentioned in the story line. Note that even though you will be a vassal to Togtoh, you may open trade with these cities. However, you will not be able to place a trade station for either of them because the game engine will not allow that if the city is not buying or selling any commodities with you.
Expand your fun by downloading free custom campaigns for Emperor: Rise of the Middle Kingdom.
Visit Zeus Heaven to expand your knowledge of Zeus and Poseidon.
Of course you may always disallow the trading buildings in the mission settings itself, but that limits your flexibility since that option must be in place for an entire mission, and it will effect
Here is how it is done. Scripting "Supply Decrease" and "Demand Decrease" events for a non-player city that stop the supply and demand of
This can be very useful if you want to script a "temporary boycott" of trade almost immediately at the start of a mission, or as a "mission complete" event to set the stage for a later mission.
Then later in your campaign (or even the same mission) you may script "Supply Increase" and "Demand Increase" events for that same city, and as soon as the
Here is a practical example of this that I used in mission 1 of my custom campaign "The Horsemen of Wei Qing":
Expand your fun by downloading free custom campaigns for Emperor: Rise of the Middle Kingdom.
Visit Zeus Heaven to expand your knowledge of Zeus and Poseidon.
[This message has been edited by Gweilo (edited 01-19-2022 @ 07:55 AM).]