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With a low interval, it is possible to sustain ore consumption with the trader.
It is used like this:
<action type="SetTraderPeriod" value="0.7y"/>
The value here can be whatever you want, integer or fraction: 0.1, 0.5, 1, 1.5, 2, 10.
____________________
"Increase/Decrease start" and "Increase/Decrease halfing population" variables in the "SetMigrationParameters" and "SetBirthParameters" means the number of villagers in which migration and birth rates begin to decline. This serves to limit the total population (and avoid lag).
It is used like this:
<action type="SetMigrationParameters" min="2" max="4" period="0.8y" decrease_start_population="500" decrease_halfing_population="150"/>
This line means that every 0.8 year, between two and four migrants will arrive (if there is home, food and clothing and the prestige is high), until the population reaches 500 villagers, when the migration will start to decrease.
<action type="SetBirthParameters" decrease_start_population="500" decrease_halfing_population="150"/>
The birth rate cannot be fixed in the script because it depends on the number of adult women (and on houses, clothes, food and prestige).
1. see gordos answer.
2. <action type="SetBirthParameters" decrease_start_population="10" decrease_halfing_population="5"/>
would mean:
after 10 people population you get less births like before.
after 15 people (10+5) you would get even less births.
after 20 or 25 people birth should almost be 0. of course it never gets to 0 because it only works with multipliers in a mathematical sense.
3. Devs added deep mines and even deeper mines. are you sure you need even more capacity?
you can edit a existing savegame. [unzip savegame with winrar or something. open with text editor]
look for <entity_type value="iron_mine"/>
scroll down to
<resources_left value="80"/>
<total_resources value="115"/>
values might be others in your save ;-) alter them and save.
you can even use the modified save as start for a new scenario. read pinned discussion.
I have this:
<action type="SetTraderPeriod" value="2.25y"/>
and it is in the same code-brackets of actions/events that everything else is in, and all of those other things work as coded.
However, I get a trader approximately just over a year apart...one in spring, and the next one in summer of the next year. Not about 2.25 years later.
Anybody have a solution or explanation? Thanks :)
You could check if it happens in the Flatlands scenario, the trader period is set to 2.3y in there.
If you've subscribed to it in the Workshop it should be saved to your hd inside that main folder 858810, Flatlands_v2 is folder 1693186543.
One year is 4800 gametime (seconds at 1x), default trader eta starts when you put down a hearth or tent(?) so 8640 = 1.8y which is quite off from 2.25y.
I couldn't think of anything reasonable that would change the trader eta, unless there's a variable added when the number exceeeds 2.0y but it wouldn't make sense. It's weird.
Edit: also, the time period is between spawning at the edge of the map, not when they arrive at your hearth. So, it might depend on how close your settlement is to the spawn point. One trade might arrive sooner than expected because of the shorter walking distance?
Edit: the same trader will usually approach from the same direction every time. You can also take note on that.
How would I be able to see what year a game is in, or something like if it's the 5th or 8th summer? (i looked at things like 'properties' etc in my save file, but don't see anything like what you speak of for a gametime units number)
4800 units of GameTime is the equivalent of what 'normal' time is 1.0y no matter what speed. If you play at 1x speed, a full year of 4800 is the same amount in seconds, so 80 minutes of playing time or 10 mins at 8x speed.
GameTime is also one of the timer units in the condition TimeElapsed, so instead of period="0.25y", period="1200" works as an alternative time unit size.
It also takes decimals so you can pinpoint events to the exact moment you want them to happen.