SP Medieval Mercantilism - Version 0.72 (01.11.15 - new download)

Do you prefer troops with faction specific names like Nord Fyrdman or would you prefer Nord Infantri

  • I prefer faction specific names. (Nord Fyrdman/Huskarl)

    Votes: 79 61.2%
  • I prefer descriptive names. (Nord Infantrie/ Nord Elite Infantrie)

    Votes: 41 31.8%
  • I don't care.

    Votes: 9 7.0%

  • Total voters


Best answers
Hello and Welcome to the Mercantilism Mod for Warband

The goal of this mod is to give the players the possibility to build up a trade empire, with buildable manufactures in the city's, buyable land in the villages, your own caravans and many more.
Cause you need consumers, a population system has been implemented, with 3 classes of people (Worker, Merchant and Rich), with different demands. Every city and village produces it's own goods, based on it's location and culture.

The whole Mod is based on Waihtis Diplomacy Mod and Caba'drins Pre-Battle Orders & Deployment, which can be found here.

After reading the following Thread by Konrad von Richtmark "Link" i was fascinated by the industrial things allready implemented into the game, that could also be used more. So i decided to try modding Warband and see what comes out of it. First i started with some great OSP projects from the community, that seemed usefull. Later i wroth my own scripts. Many of the features in this mod are inspired by games like Patrizian 2, the Anno, The Guild and Total War series and Crusader Kings 2.

The political system got some additions and changes to give you more options, like exchaning troops and fiefs, to bribe and harm or even convert yours and other lords and ladys. A new system to simulate a character for the NPCs got written, now some hate or love you and each other from the beginning of the game. Your actions will change how they see and react towards you. Theyr character also influences theyr behavior.

To create more immersion many smaller features have been added, like named npcs, hunting and many other. In the citys you will find a new set of NPCs, the city council, that give you more ways of interacting with a city. Also the taverns are now full of new NPCs, new companions and mercs, new firearm traders and some shady persons, that will allow you to do more infame actions.

The trooptrees got fully redone, new mercenary troops got created and every religion got a special trooptree.

Also a lot of other OSP got added for immersion or gameplay changes, like a new campaign AI, Siege AI, Sea Fights, Faction Rebellions, Camp Entrenchment, many new Items (Firearms), many new Companions (120) and many other more.

For Example the Diplomacy Mod, with many new diplomatic options, also Sea Traders, Pirates, Seafights, Bridgebattles and Firearms,

the Crusaders Way to Expiation - OSP Pack,
or the Tavern Animation Pack by Slawomir of Aaarrghh

04.August.2015 Patch for Version 0.71 on ModDB: community buildings (city hall, city baracks, hospital...) can now be upgraded via dialog with the city council; city guards can now be recruited, Tournament Play Enhancements by Windyplains implemented; many changes to animals and animal products; iron smeltes now need iron ore and coal to produce iron; charcoal kilns now produce coal from wood; sugar beats can now be refined into sugar in a sugar refinerie; changes to the initial seed of goods and prices

24.Juli.2015 Version 0.7 many more companions (120 total); 6 new partyskills; lord try to kill each other and city council members; many bugfixes and changes to internal calculations; first choices and consquences features; new items and scenes; new names for some lords and citys; the ability to buy, sell and build the new facilitys introduced in 0.5; minor changes to the trooptree; new mercenary; minor factions now roam the land; the ability to convert other lord to your religion; the book of law feature, to influence your kingdom; and more

04.April.2015 Version 0.6 uploaded with lots of new ressources and changes to the ai behavior; new trooptypes and changes to the trooptrees; religious npcs now get religious troops sometimes; added kingsguard troops to kings; more diverse civilian npc in towns; named npc partys and npcs in towns; all npcs and player have a character and religion that influences theyr behavior and opinion of player; updated the kontor price setting presentations so automated trading in villages and town is possible again; new interiors for banks and churches; added hunting for deers, wolfes and boars

06.Dezember.2014 Version 0.5 has been uploaded for testing. Nearly every script got rewritten, that plays a role in production, building and consumption. Added new tradegoods (total of 65 (24 in native)), "faction-exclusive goods", new marketscreens and new ressources from other mods ("Floris Basic" and "More new Companions"). First Version of the "city council"-featureset has been implemented, mainly with placeholders. This version has been uploaded to find bugs and problems, not all buildings are buy- and buildable atm, no animal products are getting produced.

31.October.2012 Version 0.42 code updates, changes to ai behavior (traders and city upgrades), bank redone, city improvements first iteration

22.September.2012 Version 0.41 Update to Warband 1.53, just for testing if everything is fine after conversation

03.June.2011: Version 0.4 new prices, reworked merchant ai, first version of plundering and murdering features

07.May.2011: Version 0.3 uploaded for testing of NPC-city-expand, workforce and selling/buying dialogs, reworked tax and rents

27.April.2011: Version 0.2 uploaded for testing of Kontor Features and Population grow

11.April.2011: Version 0.1 uploaded for testing of basic economic functions

Version 0.5 and following are not savegame compatible.

This is an early Version, which was uploaded to make some tests and that's the point where i need your help.
I don't have the time to run the game for multiple in game days (months- years) and test if the economy is stable in the long run. So I'm going to ask if you could help me with that.

"Real" Capitalism and Population:
Every city and village has a number of inhabitants. These are in one of 3 classes.
Every class needs different tradegoods to be happy, for example rich people need velvet and poor are happy with woolcloths.
Every city and village produces goods based on it's industries. Curaw for example produces lots of Tools, when it has enough iron from the mines in the surrounding villages.
Prices are moving according to the present stock in a city/village, if there is enough food for more than 30 cycles (1 cycle atm 8hours), then prices will start to drop, else they will rise.
You are able to purchase more than 1 Enterprise per City.
You are able to buy a Kontor in every City and buy and sell things there automatically.
NPC expand there city's and villages with there own manufactures, but are also closing enterprises that create no profit.
Your are able to send out caravans into far away lands to obtain spices, from Tulga.

Trading NPCs:
Villagers, Caravans and Sea traders exchange items between city's, only if they can make a profit with it.
Cause of that, Fees from Caravans can be altered from Native.

Plundering and Murdering:
You are now able to plunder, burn down or massacre a village. These options won't change the loot gathered from the village, but will influence the economy in the surounding area for different timespans.

You can go on a hunt and kill boars, goats and other animals to collect meat, leather and furs.

City Council:
Every city has a council with the following positions:
Guild Master:
- gives quest and informations regarding the city
Master Builder:
- allows you to construct, buy and sell buildings in the town
- allows you to upgrade the wells, the market, the port and other structures in town
- allows you to convert to his religion (3 differen religions)
- confess your sins and
- recruit special religious troops
- gives quests
Guard Captain:
- allows you to improve the walls and baracks of a city
- you are able to recruit city guard troops
- borrow and lend money, alternativ to the bank
Dungeon Master:
- will buy your prisoners
Spy Master
- will sell you informatons
- maybe more :smile:
City members in your own citys can be elected by the you and you can hire the shady person in the tavern to kill one of them.

Community Buildings:
There are 10 types of community buildings at the moment.

  • church
  • hospital
  • bathhouse
  • theater
  • puplic wells
  • city hall
  • baracks
  • city wall
  • market
  • harbor
The first 6 will make the people in the city more happy. The city wall influences the free building slots in the town, the market and harbor the number of traders that can be active in town.

Real Character System and "Game of Thrones" Featureset:
Now NPCs have characters, they like you or not based on your character, your religion and your actions.
It will also influence theyr behavior. They try to kill, harm or charm each other.

Book of Law - WIP Feature
The book of law can be acessed throug the camp menu and only influences the player kingdom, atm only the "free the slaves" and the "law against profiteering" work, but i couldn't test theyr influence for a longer period, the other laws only influence the relation toward your lords.

Minor Features:
  • 120 companions
  • 7 new party skills, some affecting your troops during battles (more life and damage), sailing and cooking
  • enemy older lords and kings also use the new party skills, so they are more dangerous enemys than others
  • your fiefs influence your party size
  • NPC Partys have names
  • culture specific civilians with children in the citys
  • city and lord names have been changed to reflect theyr culture
  • slave rebellions
  • 3 religious minor factions
  • handgrenades and firearms proficiencie
  • and more that can be found in the Credits

Planned Features
Advanced Trade:
- buying tradeships and caravans
- explore "new lands" behind the see and trade with them
- more complex production lines (coal from wood with a charcoalkiln or an coalmine, jewellery made of gold and pearls)

Population grow and movements, so when people don't like a city they go to another.
People becoming City Guards, so if you are low on troops and a big army stands in front of your city, you can force people into the ranks of the defenders.

Plundering and Murdering:
More Options when you raid villages or conquer city's, that have an influence on the population and industries there.
- burning down the fields
- killing all cattle/sheep
- decimate populace
- and so on

Possible future features i'm thinking about
These are the things i'm thinking about to implement, but where i'm not sure, mostly cause of balancing problems, time, effort or lack of skill.
- reinforcements for army's are coming from city's and villages of the lords/faction - so you can weaken an enemy faction by killing it's people
- integration into diplomacy, so if all villages are burnt, all cows are dead and the population flees in horror, a king will accept peace
- a new council member that allows you to manage your industries
- more custom battlefield around ruins or other things (like the bridge battles)
- redesign of some city's to integrate the bank and other buildings (harbour, kontor...)
- npc guilds as opponent traders
- random events like diseases or fires that influence people and land
- piracy
- city right, give a city the right to govern itself or other rights
- ways to sink money - city feasts, gambling, prostitutes and so on
- assassins, hireable to kill/weaken npcs, poison wells or doing other nasty things
- the ability to found your own religion

Credits from additional features:
Arch3r OS: Bridge Battles
Prisoner Dialog by Mordachai
Bandit bribery by Geoffrey Ashe
Voice Commandos - incomplete
Fog of War - only in new games
Camp Entrancement by Tempered
Customizable sparring matches by Jinnai
Exchange Troops with Vassals
Custom Player Kingdom Vassal Titles by Caba`drin
Pike & Blade
Sea Battles MK2
OSP Sea Trade
Expanded nobility title system kit
Expanded dialog system kit
export/import npcs
Village Raids & Sieges
Always join a side during fights
Kingdom restoration
manhunter: attack them or sell them prisoners by Glabrezu
"Ethnic Troops" mini-mod and Better startup merchants mini-mod by nemchenk

since Version 0.5:
The World Map to show the exact realm of factions by rubik
More new Companions Mod by Malikfaris
Floris Mod Pack - Basic Items

since Version 0.6
[OSP] Tavern Animation Pack by Daedalus  a.k.a  Slawomir of Aaarrghh
[OSP] Map Icons Pack also by Daedalus
[OSP] Camel Kit! - Makes horses react to camels by Zarthas
[OSP] KAOS Political KIT by lazeras
[OSP] Overhauled Morale and Routing by jacobhinds
FISH&CHIP OSP - Heraldry&Retexturing Unleashed by Lav
More Metal Sound Mod V2.2 by Checkmaty
Mortal Women Sound Pack by mortal

" taking troop level into account when determining morale penalty based on size" by kt0
Improving the auto resolve systemby kt0
Improved Siege Tower mechanics by Somebody
Campaign AI Fixes and Tweaks by Motomataru

since Version 0.7
Ye Olde Tavern Strumpets by Ashmond
Narf's Transitional Armour Pack and Narf's Men-at-Arms Armour Pack
Arena Overhaul mod by Adorno

since Version 0.71
Tournament Play Enhancements by Windyplains

Screenshots can be found here

The Changelog can be found here, with all features for the next update.

Known Bugs
- errors in dialog with guild master/village elder, when building or buying things
- AI-formations don't work
- auto-loot and equip only works for armor
- some dialogs from the city council members are only placeholders
- a few villages get the wrong faction when starting as prince of a faction
- looting of tradegoods isn't possible


http://www.nexusmods.com/mbwarband/mods/3801 no longer supported

http://www.mbrepository.com/file.php?id=2757 no longer supported

The Source Files are also implemented, feel free to use them in your own Mods, Credits would be nice and maybe tell me if you use them, cause im curious to see where they get implemented and how it works there :smile:

All added features are more or less functional and the latest version from the forums and other sources, so this is a fully playable mod. Some of the menu's have some unsorted new options that maybe lock ugly, but are functional too.


Best answers
A short manual for the Mercantilism Mod. I try to explain all new trading features and how tio make money with your trade empire.

I will try to explain how the new trading features are used, for the feature descriptions of the merged mods, please visit theyr threads and maybe say thank you there.

Some basics about the trading system:
The citys and villages all have theyr own prices for tradegoods, based on available stock and consumption. There is a maximum and minimum price for every good, for balancing. Ressources (crops, metals...) are produced in villages and finished products in towns. Also every kingdom produces some goods the others don't produce but want, for example nord and mead or sarranid and dates.

Your new inventory:
All new tradegoods are stored in another inventory, so you have more space for items. To see your new player inventory when traveling, use the camp-menu and choose the option "Inspect your trade goods." It will show how much storage you use, a list of items you own and the average price you paid for them. Some tradegoods are also food for your troops and are also stored there and your troops will consume them.

Visiting the Market:
When you visit the market you have 3 new options, that open the new trade screen.
The new trade screen shows the name of the good, how much you transport (989 units of grain), the average price (20) you bought it and the price (16) and available amount in the city (142.281). With the buttons at the bottom you can choose how much you want to buy or sell with one click (1-500).

Building up your trade empire:
To buy new Enterprises you have to talk to the Village Elder or the Master Builder and buy a barn (5k gold) in a village or a Kontor (20k gold) in a city. Visit them again to start building new enterprises like in the original game. You can also buy and sell existing enterprises from the same person.

After you bought a new Kontor/barn, you get a new menu entry in the Town/Village screens called "Visit the Barn/Kontor".
There you have many options:

"Exchange goods with Kontor"
Here you can exchange goods between your players inventory and your storage in town. It's equal to the new rtade screen.

"Trade goods between Kontor and city."
Here you can buy/sell goods between your Kontors storage and the town. The money is given/taken from your personal purse.

"Set prices for Kontortrade."
Here you will see a list of tradeitems. You can set a maximum buyprice for them on the left, then a minimal sellprice on the right and a minimum storage on the far right that should stay in the Kontor. Your Kontor will sell all items until he reaches this limit for the best price possible and buy as much for the best price until this limit.

You need to set a limit if you have enterprises using one of these goods, else it will autosell everything and your business will run out of ressources.

"Check the books."
Here you will find how much money the Kontor owns, how much he is allowed to have until he sends it to you, how much he spent this week on buying goods and how much he earned with selling goods.

With the 2 buttons you can give the kontor 10k gold or take it from his purse.

In the lower field you can change the maximum gold the Kontor is allowed to have.

If you want a Kontor to buy goods, maybe for your enterprises, you need to give him some money and set a maximum gold level. Else he will send it back to you and have no money to buy new goods automatically.

"Setup a trade caravan"
In this screen you can setup a trade caravan, that automaticly travels to up to 5 of your barns and kontors and delivers or takes goods from them. You have to set the amount of goods that have to be in the caravan when he leaves the barn or Kontor.

For example you order him to have 500 grain at station 1, 250 at staion 2 and 0 at station three. If he gets to station one, he will try to fill up his cargo from your barn up to the limit of 500. When he enters station two, he will put everything in your barn above the limit of 250 and will bring the rest to the barn at station three. Then he will head to station one again.

Sayd Ûthman

Grandmaster Knight
Best answers
Evgeniy said:
Good idea.
I have even better.
How about to merge it with Custom Settlements?
Custom settlements isn't for warband.

Awesome idea, maybe when it's finished ,you could be release it a osp (like diplomacy) so that other mods can use it.


Best answers
Sayd Ûthman said:
Awesome idea, maybe when it's finished ,you could be release it a osp (like diplomacy) so that other mods can use it.
When everything runs, i plan to, yes.

Atm it would be easy to integrate it into someones mod, only had to modify one script, some menu entrys, the rest is done by triggers.
Best answers
Well not a bad compilation but there is already a mod which features MOST of features in this mod "Rigale".


Best answers
This sounds really promising, I was hoping someone would develop the economics of the game into something that made it possible to play a game as a merchant and have an interesting game.

I think the idea of cities having a population is really interesting, it could be connected to recruitment, so that the army recruitment is dependant on the population. Giving kingdoms a reason to keep up their prosperity and happiness.


Best answers
Belendor said:
Well not a bad compilation but there is already a mod which features MOST of features in this mod "Rigale".
Well the other Mod's and OSP's got added for two reasons.
First, i wanted to learn how the scripting for warband works, so i had taken some functional code, added it and learned how some things work.
Second, i like to play with these mods, so i integrated them into my own. (And so my Savegames can be ported without any problems.)

I added a small Screenshot of the new "Local Goods Merchant" -screen in the first post. So atm i can not buy food for the normal inventory and so the next thing i'm working on will be the food consumption of my party and a trigger that converts food in the inventory into food in the new system. So looted food will also be converted from time to time.
I hope :mrgreen:

P.S. Anybody tried running it for a longer time, watching if everything works?


Best answers
Suspicous Pilgrim said:
If this succeeds I am sure it will be incorporated into almost every major mod out there in some form.
Agreed. And for that reason, I humbly implore you to comment your code thoroughly. At the very least, mark every line you add/wrap bits in comments. If you've time, short notes as to what complicated parts do, or what they relate to, would be good too.

Happy coding!


Best answers
Caba`drin said:
And for that reason, I humbly implore you to comment your code thoroughly. At the very least, mark every line you add/wrap bits in comments. If you've time, short notes as to what complicated parts do, or what they relate to, would be good too.
I try to....

Just a small code example of one of the buttons, shown in the screenshot, with some comments.

	(store_troop_gold, reg5, "trp_player"),
	(party_get_slot, reg4, "$current_town", slot_city_storage_grain), # how much is in the city
	(party_get_slot, reg3, "trp_player", slot_city_storage_grain), # how much do i have
	(party_get_slot, reg2, "$current_town", 278), # whats the price
	(party_get_slot, reg1, "trp_player", 278), # whats did i pay for it
	(store_mul,"$player_value_worth", reg1, reg3), # total value of my goods
	(assign, "$volume_to_trade", reg9),
	(val_min, "$volume_to_trade", reg4), # you can only buy as much as is there
	(val_min, "$volume_to_trade", reg9), # buy only as muhc as i told you
	(assign, reg6, 3000), # maximum storage
	(val_sub, reg6, reg3), # what is still free?
	(val_min, "$volume_to_trade", reg6), # don't buy more than space is available
	(val_div, reg5, reg2), #how many could i buy with my money
	(val_min, "$volume_to_trade", reg5), # only buy as much as i can afford
	(assign, "$player_total_volume", 1),
	(store_add,"$player_total_volume", "$volume_to_trade", reg3),
	(val_sub, reg4, "$volume_to_trade"), 
	(party_set_slot,"$current_town", slot_city_storage_grain, reg4),
	(val_add, reg3, "$volume_to_trade"), 
	(party_set_slot,"trp_player", slot_city_storage_grain, reg3),
	(val_mul, "$volume_to_trade", reg2), # how much does it cost
	(troop_remove_gold,"trp_player", "$volume_to_trade"),
	(val_add,"$player_value_worth","$volume_to_trade"), # now total value of all the things i now own
	(party_set_slot,"trp_player", 278, "$player_value_worth"), # get new player price

I try to give everything unique names like keinPlan_city_trade_presentation or so and changes in function gets extra markers, so i can find them too.


Best answers
Small Update:
-Food Consumption and conversion are done, also the food moral thing in the Moral Report.
-Kontor Features are nearly done, you can set buy- and sellprices and a value that has to be/stay in storage.
-You can exchange goods and money with Kontor, and trade directly between Kontor and city.
-Autotrade feature of the kontor is implemented and seams to run well.

Next things on the list are a Dialog to buy a Kontor in a city (atm they are activated in every city for testing), removing items from new inventory after player gots defeated and of course buying land and building stuff in your city's with kontor and some smaller thinks like accounting and some polishing of presentations. Then comes the weekly budged screen, that will be fun.

Just a smaller question, is it important for you to see where your Kontor-manager is spending his money (did he buy 5 grain for 20, 5 potter for x and so on) or is a simple thing like he spent 500 gold on goods enough?

Atm I'm using the second variant, but the first is possible with some extra work, the numbers are there, just have to be saved and shown. But if nobody is interrested in the exact numbers, why show them?

Btw, did anybody know where i can find the Inventory Screen in the Source Files, i want to add a new button, but can not find it. (haven't searched for a long time)

P.S. more than 100 Downloads, maybe some of you have some time over the weekend for some long-run-tests. Still wanna know how everything runs after a longer time. :grin:

P.P.S. When the Kontor-Features are finished i will be going to upload a new test version. Maybe around this time, next week.


Belendor said:
Well not a bad compilation but there is already a mod which features MOST of features in this mod "Rigale".
Come on, Rigale has almost none of these features.

Keinplan86m, this mod looks great, you already did a great job. As mister caba'drin says, happy coding  :grin:


Best answers
Another small update:
- dialogs to buy a Kontor in a city or a barn in a village are done
- building farms and manufacturis is implemented for villages and city's
- farms and manufacturies are "functional" (they produce and consume goods from the kontor storage)
-> no buyable cattle or sheep atm
- budget screen fully functional with wages for workers and so on
-> wages have to be balanced with some testing
- player gets looted when defeated

There will not be a new version now, like promised.
First i will finish a basic population system (starter population and population grow with some factors (crime)), so this could take some more days. 


Best answers
Glad to see you're making nice progress. (Note that I updated the Custom Vassal Titles code as there was a bug/complication I didn't notice before I originally released it.)