Unqid refusing to sell Sanala?

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Hi guys!

Does anybody know why Unqid is very uncooperative when it comes to selling Sanala?
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He's ready to sell Quyaz for 1.1m, but Sanala is just 0 on progress bar...
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This is honestly a ridiculous thread.

Why would Unqid sell Sanala for any amount? It’s his seat of power. Of all the complaints I’ve seen about the game, this has to be close to the top of most petty
 
This is honestly a ridiculous thread.

Why would Unqid sell Sanala for any amount? It’s his seat of power. Of all the complaints I’ve seen about the game, this has to be close to the top of most petty
how is asking for a reason a complaint?

it's not about human sense, it's about what mechanic is boosting that price so high. summing up the the posts so far, it's just wild guessings. the last time i traded all the settlements on the 1.6.x version, none was above 10mil. so there is either way a special coincidence, an unknown factor, a change, a bug, or whatsoever.

that being said, this thread is far away from being ridiculous.
 
The AI should clearly tell the player that trade X won´t ever happen like not beeing able to even make an offer so it won´t confuse players.
 
This is honestly a ridiculous thread.

Why would Unqid sell Sanala for any amount? It’s his seat of power. Of all the complaints I’ve seen about the game, this has to be close to the top of most petty
First of all, Quyaz and not Sanala is his seat of power, his home town, so you're just wrong there. And he's selling it for 1.2m, second of all it's a reward for your grind to level 300 trade, it enables you to play the game different ways, not just conquer. It's good that TW enabled that option and I don't know why you're so confused
 
it's a reward for your grind to level 300 trade
And here's also your punishment for doing this. He wants more. More more more. Also it's a failed plan anyways, your towns will start to fail without policies in place and once you create a kingdom (to make policies) you'll have fight everyone anyways. It's was all just a waste.
 
And here's also your punishment for doing this. He wants more. More more more. Also it's a failed plan anyways, your towns will start to fail without policies in place and once you create a kingdom (to make policies) you'll have fight everyone anyways. It's was all just a waste.
He wants 2.7 billion gold for it. If you think it's not a bug and that's how it's indeed is meant to be you're crazy
 
public override float CalculateSettlementValueForFaction(Settlement settlement, IFaction faction)
{
float num = (settlement.MapFaction == ((faction != null) ? faction.MapFaction : null)) ? 1.2f : 1f;
float value = settlement.GetValue(null, true);
float num2 = (settlement.Culture == ((faction != null) ? faction.Culture : null)) ? 1.1f : 0.9f;
float num3 = this.GeographicalAdvantageForFaction(settlement, faction);

return value * num * num2 * num3 * 0.33f;
}

=> This value should be the main reason for your price, the other thing is your charme and reputation with the owner clan.
Below you will see some code pieces for the methods in the "CalculateSettlementValueForFaction" method.

So 4 things:
- owner = Mapfaction?(1,2)
- Prosperity of town * 1000 + 750000 = value?(variable)
- culture of town = faction culture who owns it?(1,1)
- How many cities and villages of the same faction are arround this town? <= This seems to be the highest factor, and in terms of Sanala reasonable

value for Town (In the method)
if (this.IsTown)
{
num = 750000f + this.Prosperity * 1000f;
}





Border Towns are cheaper and thats the reason:
private float GeographicalAdvantageForFaction(Settlement settlement, IFaction faction)
{
float num = this._settlementDistances.GetSixNearestSettlementDistanceWithSameFaction(settlement, faction) / 5f;
float num2 = (faction != null) ? Campaign.Current.Models.MapDistanceModel.GetDistance(settlement, faction.FactionMidSettlement) : 0f;
float num3 = MathF.Pow(1f - num2 / Campaign.MapDiagonal, 0.1f);
float num4 = Campaign.AverageDistanceBetweenTwoTowns * 1.5f;
float num5 = (Campaign.AverageDistanceBetweenTwoTowns < num4) ? 1f : MathF.Max(0.5f, MathF.Min(1f, MathF.Pow(num4 / num, 0.25f)));
return num3 * num5;
}


So sky is the limit :grin:
 
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And here's also your punishment for doing this. He wants more. More more more. Also it's a failed plan anyways, your towns will start to fail without policies in place and once you create a kingdom (to make policies) you'll have fight everyone anyways. It's was all just a waste.
Not with a good governor or/and a good garrison, because loyalty is not important for rebellions, only the strength of the garrison is important, because towns only rebel, if the militia would win the battle against the garrison.

And towns don't rebel, if the player is in the town.
 
Not with a good governor or/and a good garrison, because loyalty is not important for rebellions, only the strength of the garrison is important, because towns only rebel, if the militia would win the battle against the garrison.

And towns don't rebel, if the player is in the town.
Nonsense. You can't get enough governors or feed enough garrison everywhere for very long. You can't stay in more then town either. Obviously getting 300 trade and getting 1 town is a huge waste. You can't take the map this way, so it's a useless joke for meme playthroughs.
 
Nonsense. You can't get enough governors or feed enough garrison everywhere for very long. You can't stay in more then town either. Obviously getting 300 trade and getting 1 town is a huge waste. You can't take the map this way, so it's a useless joke for meme playthroughs.
What's wrong with you dude? The way you reply to people is super cringe. You seem to be really unhappy with people playing the game not the way you think they should. Just relax a little bit
 
Maybe its a way for him to say "Im not willing to sell this town even for all the money in the world". Like, if it decided it has some sort of strategic value more important than money

Or... its just a bug
I'm guessing it's a bug, because 2.7 billion is coincidentally the maximum value of a signed 32-bit integer.

The code posted by Medivhtratos uses single precision floats which go way higher, but there may be an implicit conversion in an operation there somewhere or the variable which holds the value that is actually displayed to the player isn't a float so it's being maxed out. Or, by coincidence it actually is 2.7b and the way to find out is to throw in your known values & see what the function would return.
 
最后编辑:
What's wrong with you dude? The way you reply to people is super cringe.
That word is enough to trigger me.

Anyways, the trade only playthroughs are mostly for masochists that have billion days a month to play the game.
It would make sense to make some things non-negotiable, and not for sale, be it through marking them in red font color, and not making bargaining available for it, or just not showing it in the trade screen at all.
For example, in Amazing Cultivation Simulator, there's items in trade screen that are marked in red, and when hovered show the reason why you can't trade for this in a tooltip.
Also could make some things tradeable if you've got X relationship with them, are in their faction, or aren't in enemy kkngdom etc.

I'm guessing it's a bug, because 2.7 billion is coincidentally the maximum value of a signed 32-bit integer.

The code posted by Medivhtratos uses single precision floats which go way higher, but there may be an implicit conversion in an operation there somewhere or the variable which holds the value that is actually displayed to the player isn't a float so it's being maxed out. Or, by coincidence it actually is 2.7b and the way to find out is to throw in your known values & see what the function would return.
Unlikely, as the size of a signed short 32-bit int is 2.14 billion, and the OP mentioned 2.7 billion. Unless the amount that the side you're trading with is barred by the size of the signed short int, which would make no sense, since you can't ask for something to be sold for -12000. I did not check the code for that, so I couldn't know what is the problem, if there is any, that is.
 
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