The Guild 3

The Guild 3

Economy Rework & Fixes
46 Comments
Perfidas 16 Jun @ 2:48am 
Hello, is it normal that “the best markets” for selling or buying an item displayed are not actually the best offers available?
OSculton 15 Mar @ 7:56am 
Hi!
Just a question about frontstore, if you dont sell under 100% prices, it reduces the reputation?

Cause im selling at 105% and my reputation is just shit, Im just donating daily each time the cooldown ends, at the start I though there was another family diminishing me, but I was wrong, I just ensure it 200%, so the only possible cause was searching another sources and I found a little comment in your mod related to hiking prices diminish reputation.

How it works? cause if I just cant hold a bare minimum reputation, just selling at 105% donating and spending every available political resource to me to increase rep, and barely hanging at -30/-40, what is the purpose of the front store together with the nerf? dont get me wrong, nerf was good, but reputation is killing me.

I will test prices under 100%, cause im at 20hour save and Im trying to save it, the rest of the mod is working very good really, and maybe Im wrong and this mod is not causing the reputation loop hell.
Freischuetz 27 Oct, 2024 @ 3:46am 
One thing i just noticed when playing the Barber, Barber's Soap is still sold for 65g when used for servicing. that is the same as before. Not sure if its an oversight or intended since the value of the soap was halved for front store and market sales
Freischuetz 27 Oct, 2024 @ 3:03am 
Is this mod compatible with existing save games or do i have to start a new game?
MosquitoHunter 17 Oct, 2024 @ 5:44am 
thanks for the mod. When I randomly discovered that front store was so unbalanced I lost interest in the game, as I would like to use the game features but in a balanced way and I hate exploits. Hope this mod will make the game interesting
PureSeverance  [author] 15 Jun, 2024 @ 2:35am 
Unfortunately the developer never finished implementing mods properly, so all mods will conflict regardless of which files are changed. You'll have to merge both mods manually into a single mod if you want to combine them.
PsychoBrick 10 Jun, 2024 @ 2:16am 
figured it out, had a hidden mod in my folder, an egg mod for some reason. doesw this mod not work with other mods at all then?
GoldenHammer 14 Apr, 2024 @ 4:31am 
What a shame it can't be done in Spanish :(
Bjarkan 6 Apr, 2024 @ 11:19am 
these changes sound very thought through. Thanks, I will try it out in my next run. :steamthumbsup:
Fred 20 Mar, 2024 @ 8:02am 
would be great if you could start the games with no business and even better without a field unlocked either but instead start with the extra money and influence for it. So you could look what the other dynasties are doing before being the 4th barber in the same vilage.
🅔G | NEXEON 11 Mar, 2024 @ 6:33am 
Sorry, off topic, but is there a mod that adds time scrolling in the game? It can take a long time to wait...
Eleidhûr 6 Jan, 2024 @ 11:28am 
I get "Error copying/conflicting mod" when I start the game. The only other mods I have are maps and LaunchVidSkip.
Th3Gr33nSoldi3r 21 Nov, 2023 @ 9:22am 
nice mod thx for your work! i play with a friend and it works fine
PureSeverance  [author] 21 Nov, 2023 @ 8:58am 
@timelad
Too many things are still hardcoded, making adding new features impossible. Even adding something as simple as a new building variant is currently not possible. This mod is being released as-is, unless we see another patch come out to improve modding.
timelad 20 Nov, 2023 @ 1:40pm 
Are you planning to keep updating the mod or add further features to it? Any new professions perhaps?
Great job in everything
BO⚡NETE® 16 Oct, 2023 @ 11:16pm 
Does modding the game disables achievements?
Cosmodelix 10 Oct, 2023 @ 11:37pm 
Does this work with the hard mode mod?
Kundy 29 Aug, 2023 @ 6:19am 
Can anyone *please* make a version of this that includes "Luxury Mod" by Quimby, which makes the Event-Items (Like Warhorse, Pepper, Signet of Merchant Guild etc.) buyable at the Market?
Painite 27 Aug, 2023 @ 6:36pm 
@Pruvan Hi Pruvan, I have subscribed, I just wasn't sure to look - thanks for the directions :)
PureSeverance  [author] 27 Aug, 2023 @ 7:27am 
You activate it in G3ItemsDefault.oc, the name can be set in the localisation files, and the display categories will have to be changed for the relevant items.

You can check the files of this mod to see how it was done. They're in the ..\steamapps\workshop\content folder if you subscribed to this mod.
Painite 27 Aug, 2023 @ 7:00am 
@Pruvan Whereabouts can I find it? I wouldn't mind renaming it for a different use if possible.
PureSeverance  [author] 27 Aug, 2023 @ 2:13am 
@Painite
The category already existed as leftover code, it just wasn't used in the base game. So I brushed it off a bit and repurposed it as the Covert category.
Painite 27 Aug, 2023 @ 12:03am 
HI Pruvan,

How did you create the "Covert" market category? That's really handy.
shagy.sagitarious 22 Aug, 2023 @ 3:03am 
please add more powers and authorities
to the offices
Kane 16 Aug, 2023 @ 11:36am 
Nice, we also noticed after 5 days of playing this useless balancing, for example just crafting Daggers (Dolche) is much better than chainmail armor (Kettenpanzer) or something. I also calculated everything and we stopped playing today because this is not really funny at all. Now i found your mod, and i will test it later ;)
PureSeverance  [author] 31 Jul, 2023 @ 3:39am 
Mod has been updated, new Mod ID: F588415A

Changes are in the Change Notes.
onkel__tuca 19 Jul, 2023 @ 2:35pm 
Nice work, thanks :)
PureSeverance  [author] 16 Jul, 2023 @ 10:13am 
Mod has been updated, new Mod ID: 5E694F90

Important hotfix for an issue that was preventing NPC's from buying intermediates and livestock.
PureSeverance  [author] 15 Jul, 2023 @ 10:10am 
It's definitely not out of scope if it can be used. It looked promising, but I don't see any way of interacting with businesses. Seems like the only events are for manipulating the far trade markets, creating random quests or sending random messages with little rewards. Looks like half the functionalities are hard-coded again too, very obnoxious.

Sadly, unless you can find some hidden functions, I don't think we'll be able to do anything meaningful.
Niko 15 Jul, 2023 @ 8:44am 
> Sadly there's no way to use the time of day as a condition for triggers.

I looked around a bit and I think I found a way to make this work. There is the "G3RandomEventsManagerDefault.oc" file for random game events. You can add events that run on a fixed schedule by setting max and min variables to the same values. Something like this worked for me: https://gist.github.com/shrugal/92aafb6f102fe2342af0e4e31b570da4

But no pressure, just a suggestion. I totally understand if this is out of scope for this mod!
PureSeverance  [author] 13 Jul, 2023 @ 1:46pm 
Mod has been updated, new Mod ID: 27286507

Changes are in the Change Notes.
PureSeverance  [author] 12 Jul, 2023 @ 4:58am 
@Niko
I'd rather link those wares to the actual services provided by service buildings than the front store. Differentiating between services and trade is already a part of the vanilla game, and could hopefully be expanded upon at some point.

Sadly there's no way to use the time of day as a condition for triggers, as far as I can tell. The only condition I was able to find was "IsNight", hidden away in the Dialogue files, so it's possibly not even functional for service buildings. On top of that, there's no way to override the global workday setting on an individual basis either. So services that only operate at night also aren't possible.
Niko 11 Jul, 2023 @ 5:04pm 
Really nice mod, improves the game pacing a lot!

One thing about the storefront though. I feel like some wares should still be sellable for good money in the storefront, such as beer in the tavern or cakes in the bakery. It would also help differentiate the professions. Coupling it with the time of day would be awesome, like cakes and bread sells well in the morning, and beer and meat in the evening.
Zero Games 11 Jul, 2023 @ 10:06am 
hi hoping you continue developing this as we badly need a good rebalance and reworks mods for this game fixing bad parts like this been economy
PureSeverance  [author] 10 Jul, 2023 @ 4:33pm 
Mod has been updated, new Mod ID: 5BFAE309
PureSeverance  [author] 9 Jul, 2023 @ 4:18am 
@Shin
Less, actually, thanks to the nerfs to the front store.
Gilian Torhammer 9 Jul, 2023 @ 1:29am 
Thank god for your work
Shin 8 Jul, 2023 @ 3:18pm 
Its looks like you get more money with this mod?
Bifakovic 8 Jul, 2023 @ 2:35pm 
Ola Senior :tropicanstar:
Jinadath 8 Jul, 2023 @ 10:59am 
Superb Mod. I'm glad to see a fresh, excellent mod on the workshop.
PureSeverance  [author] 8 Jul, 2023 @ 5:37am 
@BlackLuck
Cheers mate, thank you for the kind words.

@bladesof war @MoonD Garcina
Looks like the mod launcher forbids mods from overriding each other at the moment, which definitely sucks. You'll have to manually merge mods into a single mod, for the time being.
LegendFusion 8 Jul, 2023 @ 1:42am 
Ask developers what they were smoking and where to buy it
^ I giggled.

Nice mod. Imma give it a try later. This is actually the big flaw imo in this game. There was basically no need to buy higher tiers cause the profit in the end was pretty much the same.
BlackLuck 8 Jul, 2023 @ 12:31am 
wow. the written word is a lost art in this modern world, yet you are a literate person with an internal logic and intent to actually communicate: #thankyou. I'm a huge fan of modding, and really like this game, having come back to it over and over again during the last few years; I appreciate very much what you have done here, on the mentioned levels, and more.
bladesof war 8 Jul, 2023 @ 12:28am 
the mod dos not work with the egg mod
Jasang 7 Jul, 2023 @ 9:55pm 
looks good but it's not compatible with no limit mod.. :( so sad
TJX 7 Jul, 2023 @ 8:47pm 
wow!! That's great!