Age of Wonders 4

Age of Wonders 4

Merchant Shops
162 Comments
HjAa 19 Jul @ 2:56am 
Hi Visie Maigo! Thanks for this awesome mod. Really loving it. I still think +20 [gold/] Gold is a little much, considering it's as much resources as your average magic material, but otherwise very much enjoying the whole trading faction system and the huge variety of items. <3
Visie Maigo  [author] 7 May @ 8:59pm 
Version 6.0
Added 12 new items! Many items have custom skins like the shadow weapons.

Tier IV
- Edge of the Abyss, sword
- Twilight Fang, two-handed sword
- Void Stalker, sword and kunai
- Crook of the Great Herd, staff
- Ice Titan's Greatbow, greatbow

Tier III
- Thief's Crook, staff
- Staff of the Blazing Branch, staff
- Staff of Winterbark, staff
- Molten Barrier, shield

Tier II
- Chicken Shield, shield
- Blade of the Study, two-handed sword
- Oakwood Longbow, longbow

Full details here: https://docs.google.com/document/d/1g-Ep5eGtTPBLnesx1ROyT55zbPMSkkUCxUxGThluThA

A few minor updates in the Change Notes.
Visie Maigo  [author] 15 Apr @ 4:24pm 
@Zenurik, thanks again for translating my mod to Korean! I have added a link to your mod in my mod description.

@Dragon of the South Wind, thanks for the review! Yes it seems like the new shops added in Giant Kings don't sell items, so this mod is still useful.
Zenurik 15 Apr @ 9:10am 
Thanks for the great mod!

I've made korean translation
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3464457573

Thank you again for the mod :steamthumbsup:
Dragon of the South Wind 1 Apr @ 2:17pm 
https://imgur.com/a/qjg67ce

For anyone wanting to compare this mod to the shop structures added in the Giants update, here's a screenshot of both structures that happened to spawn next to each other. "Merchant shop" from this mod on left, "Shop Structure / Training Camp" on the right.

Comparison image [i.imgur.com]

The merchant shops tend to just have items and things, whilst the new vanilla shops you can buy hero respec, skill points, renown, abilities, and also attack them (their armies are very strong when you find them early game)
Dragon of the South Wind 1 Apr @ 11:05am 
Absolute chad modder that updates on DLC release day.
Furin 1 Apr @ 7:47am 
I went here first to check if your mod still works! Thank you for your quick implementation.
Visie Maigo  [author] 1 Apr @ 6:15am 
Updated for the new patch! No big changes as I have been focusing on my other mods. The shops still work well alongside the new shops introduced in Giant Kings.

Version 5.0, Ogre Update
- Increased the cost of Tier IV items to 550 gold (from 450 gold).
- Added the following mounts to the game's Evil Mount item set, used for event rewards: Infernal Hound Mount, Night Terror
Visie Maigo  [author] 12 Mar @ 8:10pm 
Thanks for the feedback everyone. They are adding shops in the Giant Kings expansion, I will wait for more details before deciding on the next update for this mod.
Visie Maigo  [author] 12 Mar @ 8:10pm 
@Felix Fictus I just loaded a game with only this mod enabled, no issues. The infinite loading is likely from another mod.
Felix Fictus 12 Mar @ 9:45am 
infinite loading screen on start-up. needs an update.
greenminogon 23 Nov, 2024 @ 10:06pm 
Really think some of the items should be more expensive. 400ish g for a tier IV item seems too cheap imo
Infinite Realm 20 Nov, 2024 @ 1:36pm 
This is an awesome Mod. Love the idea of gaining virtuous relation with your market seller to obtain discount options. You've enhanced the empire mode and you also gave it a bit of diplomacy purposes. Something I wish AOW4 implemented the similar city expansion as Endless Legends. I hope you will do more building expansions this gives us way more reason to go out and explore. Bravo!
mourioche 16 Nov, 2024 @ 4:50am 
Hi, I have a few ideas for improving this mod:

- When new items are available in the shop, it might be interesting to add a notification for the player(s) (?)

- When you zoom out the map, the mershant shops have their own symbol and that's cool. But in my last game, I had to look for them while my gold was flying away... The ability to select only merchant shops on the map with a ‘select’ option could be nice. Not necessarily necessary though, but I've put the idea here.

- I like the idea of adding 20 gold for the site in your territory, but the downside of this design is that you can't enter merchant shops in allied or vassal territories (it's a hostile act to go to the square). I think it's a design choice for the mod... to add the gold resource or not. I'm neutral on this, I like the way it's done but there's this counterparty.

Anyway, great mod!
66.444.4.4.33.777 12 Nov, 2024 @ 10:16pm 
Thank you for your help :) The trait went well with my RPing of the Roving Clans from Endless Legend
Visie Maigo  [author] 12 Nov, 2024 @ 7:41pm 
@Togfar you can download version 19 from the Paradox Plaza to get the previous version of the mod with Clever Peddlers. Then you can disable it and use the latest version of the mod once you set Clever Peddlers on your faction. https://mods.paradoxplaza.com/mods/66575/Any

If there is more demand then maybe I can add back the society trait. I just wanted to keep the mod simple.
66.444.4.4.33.777 12 Nov, 2024 @ 6:14pm 
Is there a way I can unhide clever peddlers
Visie Maigo  [author] 12 Nov, 2024 @ 10:07am 
@Nexious The devs confirmed the change is new and intended. I'll try some new tags or something when I get the chance. But I don't see many options. That's too bad :(
Nexious 12 Nov, 2024 @ 6:47am 
I'm pretty sure that Merchant Shops where excluded before as you could not stand on other normal resource nodes within the domain of a vassal. Perhaps it can be tagged with something that allows you to stand on it?

But thank you for reporting it.
Visie Maigo  [author] 11 Nov, 2024 @ 10:17pm 
Visie Maigo  [author] 11 Nov, 2024 @ 6:07pm 
@Nexious, thanks for the report. Seems like the devs changed something behind the scenes.

Looks like there's nothing I can do on my side to fix it. Do you guys remember if you could occupy a vassal's resource node before? I know you could enter a vassal's merchant shop, but I don't remember if you could occupy a vassal's resource node. If it's a new bug then we can report the issue to the devs.
Nexious 11 Nov, 2024 @ 9:58am 
You can no longer stand on merchant shops if it is within the domain of a free city without declaring war on it now. Please fix this as it makes them unusable if it is within a domain of one of your vassals.
Werzui M.S 10 Nov, 2024 @ 1:14pm 
i can confirm, that this mod wroks fine, i have alot of mods enabled too.
Visie Maigo  [author] 10 Nov, 2024 @ 11:16am 
@Championxs, the mod should work and there shouldn't be any mod conflicts. Check that the mod is loaded and enabled. Also start a new game, then use the cheat console (Ctrl+Alt+C) and enter FLYINGDUTCHMAN to reveal the entire map. Then scan the map for shops to confirm the mod is working. You can zoom out and look for the merchant shop icon. Good luck.
Championxs 10 Nov, 2024 @ 8:45am 
Prolly my mod list but I'm still getting issues with the shops not showing up on my maps.Maybe this has some overlap with wildlife expanded or other map generator perhaps?
Visie Maigo  [author] 5 Nov, 2024 @ 6:29pm 
@Max Nguyen, thanks for the report! I just fixed the issue. Unsub and resub to guarantee that you get the update.

Version 4.0
- Compatibility update for the Tiger update.
- Fixed an issue where the custom shields items weren't equippable.
- Hid the society trait Clever Peddlers. I feel like this mod was starting to do too much. Scope is now just shops and items.
MaxSally 5 Nov, 2024 @ 5:48pm 
@Visie Maigo, The new shield cannot be equipped by defender. The error that the game gives is "incompatible hero class". My guess is that bc the shield does not have the tag "defender".
Visie Maigo  [author] 5 Nov, 2024 @ 9:47am 
Tiger Update
The mod should still work fine with the Tiger Update. I have no changes to push, so I won't push until I have content.
Visie Maigo  [author] 2 Oct, 2024 @ 3:25pm 
@eharper256, thanks for checking. I double checked and the Paradox Plaza version is on the same version. I also haven't done an update since July.
eharper256 2 Oct, 2024 @ 2:50pm 
I see the one on Paradox Plaza is 23-08-24, this one is the July 24 version. Will there be an update here?
Werzui M.S 17 Sep, 2024 @ 2:45pm 
@Visie Maigo, nice thank you mate :GhostFlowerHappy:
Visie Maigo  [author] 17 Sep, 2024 @ 2:35pm 
@Werzui M.S, yes please go ahead and reuse some of my mounts. Thanks for your comment :)
Werzui M.S 17 Sep, 2024 @ 1:15pm 
hey, is it ok if i use some of the mounts of your mod, to make them into mount traits in my mount mod (WerMs Extra Mounts)?
Love your mod btw :GhostFlowerHappy:
skaz88 16 Sep, 2024 @ 5:20pm 
Bald Eagle, Inferno Hound, Black Wolf, Armored Boar.
Visie Maigo  [author] 16 Sep, 2024 @ 4:16pm 
@skaz88, it's not something I'm interested in at this time. There seems to be other mods that add mounts, hopefully one of those can help? What mounts were you looking for?
skaz88 16 Sep, 2024 @ 10:04am 
Is it possible that you could create an add on mod that would allow the new mounts you've created to be chosen as mount traits?
Visie Maigo  [author] 17 Jul, 2024 @ 3:17pm 
@EtheriousNatsuD, thanks for the comment. That is very unfortunate. I wish the game handled multi-player and mods better. An alternative is to download the previous versions of the mod from the Paradox Plaza.

Merchant Shops: https://mods.paradoxplaza.com/mods/66575/Any
Item Forge Deluxe: https://mods.paradoxplaza.com/mods/70155/Any
EtheriousNatsuD 17 Jul, 2024 @ 1:56pm 
This mod and the Item Forge Deluxe mod as well doesn't work in multiplayer for me.
EtheriousNatsuD 17 Jul, 2024 @ 1:55pm 
When this mod gotten updated, it now does not work with multiplayer for me as it gives me an "internal error".
JerreyRough 7 Jul, 2024 @ 12:21pm 
Ahhh, I see. That's fair! I modded that out myself (had a landmark whose only valid outpost spot was on a merchant shop region). Didn't plan on making it a city anyway, and even if it did I wouldn't mind the clipping haha.

Thanks for the mod! You've done fine work.
Visie Maigo  [author] 6 Jul, 2024 @ 6:37am 
@TheGreatZomboni, my mod doesn't affect anything with base units nor modifies any base game files. To confirm this you can start a game with only Merchant Shops enabled to see if the issue still happens. Likely the issue is coming from another mod.
Visie Maigo  [author] 6 Jul, 2024 @ 6:35am 
@JerreyRough, yes it's intentional that you can't found an outpost on a merchant shop province. Once it becomes a city the models between the merchant shop and city get overlapped.
CTGamerBear 6 Jul, 2024 @ 5:33am 
I seem to be having an issue with this mod with the most recent DLC released - my Industrious Scouts can no longer prospect when they are on mountainous terrain
JerreyRough 26 Jun, 2024 @ 12:35am 
Seems to be working just fine for me.

Question! Is it intended for shops to prevent outposts from being built on their provinces? I thought it'd be a perfect thing to do, but my leader can't found them on the shop.
Joshypoo 25 Jun, 2024 @ 12:18pm 
Is this mod down right now? Ive had it downloaded and realized ive never seen a single shop lol
Von Schnitzel 20 Jun, 2024 @ 4:46am 
@Visie Maigo Thing is this is going to be a problem for other moders to if they use the method I used to change ability text, names and what not without having to modify the ability or unit directly to avoiding a lot of unnecessary incompatibility in the future.

If the moder that made the translations have abandoned their work just implement it in to the base mod that way u save people the hassle of having to add another mod to ther mod list, This could even be done temperley until the original dev update the translation .po .mo names.
Visie Maigo  [author] 19 Jun, 2024 @ 6:30pm 
@Von Schnitzel, thank you for the explanation. I understand now and I took a look at your mod files to confirm.

I agree that it's a simple change on my end, but I have 3 translation mods maintained by 3 different modders whose mods will immediately break. They also have to rename their translation files so it would be more of a collective effort on our end. Not all of these modders are active it seems. It might be easier to give a new name for your tier IV knight unit and keep the base game knight's name as is. If I had no translation mods I would be more than happy to make the change.

I do agree with you. It is very weird how the name of the translation files in one mod is breaking base game translation overrides in another mod.
Von Schnitzel 19 Jun, 2024 @ 6:01pm 
@Visie Maigo In Late Tier Cultural Units i renamed the feudal knight using CULTURE_CHIVALROUS@UNIT_05@NAME how ever when this mod is active it changes bak to
Knight however when i changed the name of Merchant Shops.po and .mo it no longer broke my name change, slight adjustment to the .po and .mo file name simply fixed it, mod works all text everything. all i ask is that the langues file Merchant Shops.po and .mo
file name is altered slightly one number or letter is enough to fix the isue.

I should clarify i did add the rename po and .mo file to the mod so it could atchley use it the name changed version one.
Visie Maigo  [author] 19 Jun, 2024 @ 5:32pm 
@Von Schnitzel what is the issue exactly and with which mod? I remember Badok had an issue because he was overriding a base game string and renaming the Merchant Shops translation file was the solution. I had to revert the change eventually because it messed up my 3 translation mods.
Von Schnitzel 19 Jun, 2024 @ 5:21pm 
So it have come to my attention a long time ago that this mode causes problems with my mod, However i haven't figured out what caused this until now it appears for some reason that the Merchant Shops.po an .mo files name are somehow interfering, But when i renamed them to Merchant Shops1 and then add the renamed .mo file to your mod in resourcesEd it woked no longer changing things, So could i make a request that u change the name of the Merchant Shops.po .mo to something else literally anything other than the current one no i have no idea why the current name creates so much trouble it just does for some reason.

The other ones Items and Traits are fine they don't seem to have an effect on my mod.