Crusader Kings III

Crusader Kings III

Borrow Money from Merchants
26 Comments
dez 25 Jul, 2024 @ 4:43am 
rename to borrow money from the jews and its 10/10
Excuse me Sir? 12 Feb, 2022 @ 3:51am 
works on 1.5 :steamthumbsup:
Paul 23 Jan, 2022 @ 6:39am 
I want bigger loans, my army costs -21 gold standing
Dallan 3 Oct, 2020 @ 11:02am 
Glad to see this back in the new game! Just so you and anyone else know, there's a bug when using this with Improved Genetics, because the trait you add uses the same index (300) as one of the ones added by that mod.
DC 14 Sep, 2020 @ 10:01pm 
I was thinking only a few points, instead of it giving you less stress make it give you a discount on a feast or hunt lol. Makes ya wana go and party hehe
shaosc3  [author] 14 Sep, 2020 @ 9:40pm 
That's a great suggestion DC. I agree that paying back the loan should reduce stress, but I need to make it so it's not an exploit for players to reduce their existing stress level by taking the loan and paying it back immediately. However I intend to incorporate reduce stress mechanic in the next update. Will also try to experiment with incremental stress levels per year like what you suggested.

It might take a while though. Real life has caught up with me this week so I don't have enough time to play/mod as much I would like to.
DC 14 Sep, 2020 @ 12:53am 
If taking the loan causes stress then when you repay it you should loose a bit more stress then you gained? Ever taken out loans you know what I mean lol.

Would it be possible to have differing amounts cause, differing cost, maybe get stress points incrementally each year as you get closer to that payment date but you loos it all when you pay it off?. Traveling merchant event that allows purchase of exotic items like the "Wolf Cloak" tie the item types to the differing world regions you have them come from?

Sorry for all my questions/ideas.
shaosc3  [author] 13 Sep, 2020 @ 8:35pm 
Hi CrouchingLemur, thanks a lot for the help! This is also very useful to know. I have just updated my mod to what you suggested. I tested it and our mods now work fine together.
shaosc3  [author] 13 Sep, 2020 @ 8:14pm 
@ Marcvsiulius, thank you for the feedback. I will to implement what you mentioned, probably right after I fix the compatibility issue with CrouchingLemur's mod. For now, 30% stress purely comes from the fact one is stressed out because he's carrying overdue debt. Will refine this further in accordance to religion/trait like what you mentioned in the future.
Lemur 13 Sep, 2020 @ 2:39pm 
@shaosc replacing your quartely pulse with this:
quarterly_playable_pulse = {
effect = {
if = {
limit = {
NOT = {
has_character_flag = loanperiod
}
has_character_flag = borrowedmoney
}
trigger_event = {
id = pb.1
}
}
}
}

fixes the problem. I guess your trigger condition affected whether the pulse would fire or not, and not just if your event would fire
Marcvsiulius 13 Sep, 2020 @ 12:57am 
The stress penalty should apply depending on one's faith and personal traits. Abrahamic religions were really against this kind of practices, and other alternative versions were used. In fact, abrahamic merchants didn't lend money to people of their own faith, they "bought" rights to part of somebody else's income.
DC 12 Sep, 2020 @ 6:11pm 
thanks for the info I have all the Ck and have lightly played and to a degree liked them all, but OH so much dlc to get if ya want/need to have it lol.

Also Paradox games can take a lot to master before they get fun. So this is my first Ck form out the gate.
shaosc3  [author] 12 Sep, 2020 @ 5:56pm 
@ DC, I believe the mechanic originated all the way back since CK1. I've always interpret it as "the minimum amount of gold of significance to the recipient", and that significance increases as the recipient gets more powerful.

It kinds of make sense in real life: One $1000 gift is much greater than one hundred $10 gifts.

Of course, developers also don't need to come up with a complex formula to determine how much favor is gained from various amounts of gift, which could be challenging.
shaosc3  [author] 12 Sep, 2020 @ 5:46pm 
Hi guys, I've investigated this incompatibility issue from "Lifestyle XP from Skills" mod and managed to trace down the root cause. I also figured out a feasible workaround but it's not good enough. I'm going to look into this further and will publish a compatible version once it's finished. Thanks for letting me know the issue!
Ex Ossibus Fumus 12 Sep, 2020 @ 12:23pm 
I noticed that as well
Cryyc 12 Sep, 2020 @ 12:19pm 
Incompatible with "Lifestyle XP from Skills" mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2221727431
DC 12 Sep, 2020 @ 9:43am 
Got a question for you maybe, a bit off topic of your mod but here it is. Why when you give a gift why is it that you don't decide how much to give and then the favor be based off a sliding scale of amounts vs return of favor? Just has always seemed like an odd system where the gift giver doesn't decide the amount.
shaosc3  [author] 12 Sep, 2020 @ 8:46am 
Thanks, I just changed the phrase to "Borrow Money" in the Decision menu.
Rhazak 12 Sep, 2020 @ 7:39am 
I think the phrase "Borrow Loan" is incorrect. "Take (a) Loan" or "Borrow Money" is better.
shaosc3  [author] 12 Sep, 2020 @ 6:53am 
Thanks Shaxx, I just put in the code to set ai_check_interval to 0. The mod would still work fine without this, but I think this makes it more robust.

Interesting read about medieval banking and interest rate! I was thinking about expanding the mod's scope to do more with the concept of compounded interest/investing, but not too sure whether it would change the game's balance or lead to exploits. I'll need to brainstorm about this a bit more.
Shaxx 12 Sep, 2020 @ 4:11am 
Found this source of medieval interest rates if you are interested:

http://centaur.reading.ac.uk/16784/1/16784.pdf

Excerpt:

"Epstein uses Kaeuper’s discussion to calculate an annual compounded interest rate of 15.5%.18 This figure is reasonably close to the interest rate of 14.1% implied in the repayment of a loan made to the king by Bonasius Bonante of Florence, to be examined in detail later in this article, and another of 14.4% paid to four Florentine merchant societies for a loan of £2,200 advanced in 1279 and repaid in 1280. This compares favourably with the rate of 20% charged to the
Italian city-state of Siena in 1290 and is only slightly higher that the risk-free rate of
capital, assessed at 10-12% by Clark and Brunt and Cannon."
Shaxx 12 Sep, 2020 @ 4:03am 
Nice thanks!

Putting these out now, they don't seem to be too serious:
[07:01:44][decisiontype.cpp:86]: borrow_money_decision has ai_check_interval that's negative or unset. Setting to 0 instead
[07:01:44][decisiontype.cpp:86]: pay_money_decision has ai_check_interval that's negative or unset. Setting to 0 instead
shaosc3  [author] 12 Sep, 2020 @ 3:50am 
Hi Shaxx, thanks a lot for pointing it out. I just updated the codes, so these errors shouldn't appear anymore in the log. Please let me know if you still see any problem. Thanks!
Shaxx 12 Sep, 2020 @ 12:50am 
Puts out these errors in the log:
[03:48:22][pdx_parser_helpers.h:34]: Error: "Unexpected token: scope:root, near line: 6
" in file: "events/pb_loan.txt" near line: 6
[03:48:22][pdx_parser_helpers.h:34]: Error: "Unexpected token: =, near line: 6
" in file: "events/pb_loan.txt" near line: 6
[03:48:23][pdx_parser_helpers.h:34]: Error: "Unexpected token: ai_check_frequency, near line: 5
" in file: "common/decisions/borrowmoney_decisions.txt" near line: 5
[03:48:23][pdx_parser_helpers.h:34]: Error: "Unexpected token: ai_check_frequency, near line: 43
" in file: "common/decisions/borrowmoney_decisions.txt" near line: 43
DC 11 Sep, 2020 @ 10:08pm 
I like this looks like a good balance.
JOЯDΛИ 11 Sep, 2020 @ 5:44am 
Simple, and perfect. I like it, good stuff friend. I will miss expelling the Jewry though lol was always one of the funnier a**hole king decisions.