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			<title><![CDATA[[Guide] FAUST Unit guide for M2:TW and Kingdoms]]></title>
			<link>http://www.twcenter.net/forums/showthread.php?600987-Guide-FAUST-Unit-guide-for-M2-TW-and-Kingdoms&amp;goto=newpost</link>
			<pubDate>Fri, 17 May 2013 03:43:49 GMT</pubDate>
			<description>Image: http://img148.imageshack.us/img148/4476/totalwarguideiu1.png  
 
Author:...</description>
			<content:encoded><![CDATA[<div><font color="black"><span style="font-family: Verdana"><span style="font-family: Verdana"><font color="#6d6155"><span style="font-family: Verdana"><font color="#6d6155"><img src="http://img148.imageshack.us/img148/4476/totalwarguideiu1.png" border="0" alt="" /></font></span></font></span><br />
<br />
Author: <a href="http://www.twcenter.net/forums/member.php?u=24156" target="_blank">brandybarrel </a></span></font><font color="black"><span style="font-family: Verdana"> <br />
Original Thread:</span></font> <i><span style="font-family: &amp;amp"><a href="http://www.twcenter.net/forums/showthread.php?t=96737" target="_blank"><font color="blue">FAUST Unit guide for M2:TW and Kingdoms </font></a></span></i><br />
<br />
<fieldset class="fieldset" style="border:1px solid black; padding:5px">
<legend style="margin-left: 5px; margin-right:5px;">FAUST Unit guide for M2:TW and Kingdoms</legend>
<br />
                          <span style="font-family: Trebuchet MS"><font color="black">The FAUST Unit Guides for Medieval 2: Total War download here:</font></span><br />
<font color="#000000"><font color="black"><font color="black"><span style="font-family: Arial">1.</span> <font color="black">Kingdoms expansion (8MB, 40 pages)</font> </font></font></font><font color="#000000"><a href="http://www.mediafire.com/?0fddnjjtzun" target="_blank"><span style="font-family: Trebuchet MS"><font color="blue"><b>MediaFire</b></font></span></a><br />
<span style="font-family: Trebuchet MS"><font color="black"><font color="black">2.</font> M2TW <font color="black">Grand Campaign (5MB, 25 pages)</font> </font></span><a href="http://www.mediafire.com/?bndvjlw2zwy" target="_blank"><span style="font-family: Trebuchet MS"><font color="blue"><b>MediaFire</b></font></span></a><br />
<a href="http://get.adobe.com/reader/" target="_blank"><span style="font-family: Trebuchet MS"><font size="1"><font color="#800000"><i>Adobe Reader</i></font></font></span></a><i><span style="font-family: Trebuchet MS"><font size="1"><font color="#696969"> is required to read and print the PDF file.</font></font></span></i><br />
 <br />
<span style="font-family: Trebuchet MS"><font color="black">All factions are represented on individual faction pages, categorized into polearm, melee, ranged, and cavalry units.</font></span><br />
<span style="font-family: Trebuchet MS"><font color="black"><span style="font-family: Trebuchet MS"><font color="black">All unit pictures are accompanied by at least 12 stats for comparing unit strengths and abilities.</font></span><br />
 <br />
</font></span><span style="font-family: Trebuchet MS"><font color="black">Each page contains:</font></span><br />
<span style="font-family: Trebuchet MS"><font color="black">Important stats for comparing unit strengths and abilities:</font></span><br />
<span style="font-family: Trebuchet MS"><font color="black">1. Recruitment: Class, Size (normal), Cost, Upkeep </font></span><br />
<span style="font-family: Trebuchet MS"><font color="black">2. Attack: Primary and Secondary weapon, Charge, Range, Damage Types</font></span><br />
<span style="font-family: Trebuchet MS"><font color="black">3. Defence: (Total: Armor + Skill + Shield) including Special Formations</font></span><br />
<span style="font-family: Trebuchet MS"><font color="black">4. Unit Morale and Hit Points</font></span><br />
 <br />
<span style="font-family: Trebuchet MS"><font color="black">Unique faction information for choosing a side to play:</font></span><br />
<span style="font-family: Trebuchet MS"><font color="black">1. Campaign objectives (Short and Long)</font></span><br />
<span style="font-family: Trebuchet MS"><font color="black">2. Religion, Culture, or faction specific requirements</font></span><br />
<span style="font-family: Trebuchet MS"><font color="black">3. Faction Strengths (subjectively rated) Kingdoms only</font></span><br />
<span style="font-family: Trebuchet MS"><font color="black">4. Mini map</font></span><br />
 <br />
<span style="font-family: Trebuchet MS"><font color="black">Appendices:</font></span><br />
<span style="font-family: Trebuchet MS"><font color="black">A. Mercenary Units</font></span><br />
<span style="font-family: Trebuchet MS"><font color="black">B. Navy and Artillery</font></span><br />
<span style="font-family: Trebuchet MS"><font color="black">C. Unit Defence mechanics</font></span></font>
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		<fieldset class="fieldset">
			<legend>Attached Files</legend>
			<ul>
			<li>
	<img class="inlineimg" src="http://www.twcenter.net/forums/images/attach/rar.gif" alt="File Type: rar" />
	<a href="http://www.twcenter.net/forums/attachment.php?attachmentid=278499&amp;d=1368762061">FAUST v1-3 Grand Campaign.rar</a> 
(4.06 MB)
</li><li>
	<img class="inlineimg" src="http://www.twcenter.net/forums/images/attach/rar.gif" alt="File Type: rar" />
	<a href="http://www.twcenter.net/forums/attachment.php?attachmentid=278500&amp;d=1368762212">FAUST v1-3 Kingdoms.rar</a> 
(5.77 MB)
</li>
			</ul>
		</fieldset>
	

	</div>
]]></content:encoded>
			<category domain="http://www.twcenter.net/forums/forumdisplay.php?157-Scriptorium">Scriptorium</category>
			<dc:creator>StealthFox</dc:creator>
			<guid isPermaLink="true">http://www.twcenter.net/forums/showthread.php?600987-Guide-FAUST-Unit-guide-for-M2-TW-and-Kingdoms</guid>
		</item>
		<item>
			<title><![CDATA[[Guide] Introducing the Medievalopedia]]></title>
			<link>http://www.twcenter.net/forums/showthread.php?600982-Guide-Introducing-the-Medievalopedia&amp;goto=newpost</link>
			<pubDate>Fri, 17 May 2013 03:27:02 GMT</pubDate>
			<description>Image: http://img148.imageshack.us/img148/4476/totalwarguideiu1.png  
 
Author:...</description>
			<content:encoded><![CDATA[<div><font color="black"><span style="font-family: Verdana"><span style="font-family: Verdana"><font color="#6d6155"><span style="font-family: Verdana"><font color="#6d6155"><img src="http://img148.imageshack.us/img148/4476/totalwarguideiu1.png" border="0" alt="" /></font></span></font></span><br />
<br />
Author: </span></font><a href="http://www.twcenter.net/forums/member.php?u=75790" target="_blank">Plagio Maxim</a><font color="black"><span style="font-family: Verdana"><br />
Original Thread:</span></font> <font color="black"><span style="font-family: Verdana"><i><span style="font-family: &amp;amp"><a href="http://www.twcenter.net/forums/showthread.php?t=358791" target="_blank"><font color="blue">Introducing the Medievalopedia</font></a></span></i><br />
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<br />
</span></font><fieldset class="fieldset" style="border:1px solid black; padding:5px">
<legend style="margin-left: 5px; margin-right:5px;">Introducing the Medievalopedia</legend>
Hi all,<br />
 <br />
Here is the complete file. Sorry for the delay but was not aware I could  attach a 10Mb zip file to my earlier thread. So here it is and I hope  this helps some of you guys.<br />
 <br />
Good gaming!
</fieldset></div>


	<div style="padding:10px">

	

	

	

	
		<fieldset class="fieldset">
			<legend>Attached Files</legend>
			<ul>
			<li>
	<img class="inlineimg" src="http://www.twcenter.net/forums/images/attach/zip.gif" alt="File Type: zip" />
	<a href="http://www.twcenter.net/forums/attachment.php?attachmentid=278498&amp;d=1368761156">Medievalopedia.zip</a> 
(9.35 MB)
</li>
			</ul>
		</fieldset>
	

	</div>
]]></content:encoded>
			<category domain="http://www.twcenter.net/forums/forumdisplay.php?157-Scriptorium">Scriptorium</category>
			<dc:creator>StealthFox</dc:creator>
			<guid isPermaLink="true">http://www.twcenter.net/forums/showthread.php?600982-Guide-Introducing-the-Medievalopedia</guid>
		</item>
		<item>
			<title><![CDATA[[Guide] Deus Lo Vult v6.1 Strategy Guide]]></title>
			<link>http://www.twcenter.net/forums/showthread.php?600981-Guide-Deus-Lo-Vult-v6-1-Strategy-Guide&amp;goto=newpost</link>
			<pubDate>Fri, 17 May 2013 03:25:08 GMT</pubDate>
			<description>Image: http://img148.imageshack.us/img148/4476/totalwarguideiu1.png  
 
Author:...</description>
			<content:encoded><![CDATA[<div><font size="4"><font color="Red"><font size="6"><font color="Black"><font size="5"><font color="black"><span style="font-family: Verdana"><span style="font-family: Verdana"><font color="#6d6155"><span style="font-family: Verdana"><font color="#6d6155"><img src="http://img148.imageshack.us/img148/4476/totalwarguideiu1.png" border="0" alt="" /></font></span></font></span><br />
<br />
<font size="2">Author: <a href="http://www.twcenter.net/forums/member.php?u=25496" target="_blank">Xtiaan72</a><br />
Original Thread: </font></span></font><font size="2"><a href="http://www.twcenter.net/forums/showthread.php?t=224276" target="_blank">Deus lo Vult v6.1: Strategy Guide for New Players</a></font><br />
<br />
</font></font></font></font></font><fieldset class="fieldset" style="border:1px solid black; padding:5px">
<legend style="margin-left: 5px; margin-right:5px;">Deus Lo Vult v6.1 Strategy Guide</legend>
<font size="4"><font color="Red"><font size="6"><font color="Black"><font size="5">DLV: STRATEGY GUIDE FOR NEW PLAYERS! (SGFNP)</font><br />
</font></font></font></font><font size="4"><font color="Red"><font size="6"><font color="Black"><br />
<b><font size="3">The SGFNP is an evolving community resource for  DLV.    It is intended as a supplement to the official DLV manual. To  get the    most out of the guide, We recommend you look through the  Official DLV    Manual first.<br />
<br />
</font></b></font></font></font><a href="http://www.twcenter.net/forums/showthread.php?t=108625" target="_blank"><font color="Blue">DLV OFFICIAL MANUAL</font></a></font><br />
<font size="4"><font color="Red"><font size="6"><font color="Black"><b><font size="3"><br />
</font></b></font></font></font></font><font size="4"><font color="Red"><font color="Black"><font color="Red"><font color="Black">.............................................................................................................<br />
</font></font></font></font></font><table class="tableborder" cellspacing="1" cellpadding="4" width="100%"><tr><td class="maintitle" style="margin:1px;cursor:pointer;background-image:url('http://www.twcenter.net/forums/images/misc/contentbox.png')" onclick="if (this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display == 'none') { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = '' } else { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = 'none' }"><span style="color: black">Table of Content &amp; Credits</span></td></tr><tr style="display:none"><td class="row2 postcolor"><font size="4"><font color="Red"><font color="Black"><font color="Red"><font color="Black"><br />
<font size="5"><font size="4"><font size="6"><u>TABLE OF CONTENTS <br />
</u></font></font></font></font></font></font></font></font><font size="6"><font size="4"><font size="4"><font color="Black"><br />
<font size="4">1. </font>Getting Started, Game Settings and mini-mods.</font></font><br />
</font> <font size="3"><font size="2"><font color="Black"><b>1.1... What difficulty level is recommended</b></font></font></font></font><font size="2"><font color="Black"><b><br />
1.2... Battle Time Limit Option</b></font></font><font size="2"><font color="Black"><b><br />
1.3... Game Options</b></font></font><font size="2"><font color="Black"><br />
</font></font><font size="2">  <font color="Black"><b>1.4... Graphics Settings</b></font><font color="Black"><br />
</font>  <font color="Black"><b>1.5... FRAPS</b></font><font color="Black"><br />
</font>  <font color="Red"><b>1.6 Updated!</b></font><font color="Black"><b> TWEAKS</b></font><font color="Black"><br />
</font> <font color="Black"><span style="font-family: Verdana"><b><font color="Red"><font color="black"><font color="Red">1.7 Updated!</font> Game Preferences</font><br />
1.71</font> <font color="Red">NEW!</font> Save Game Recommendations<br />
</b></span></font><font color="Black"><span style="font-family: Verdana"><b><font color="Red">1.72 NEW! </font></b></span></font><font color="Black"><span style="font-family: Verdana"><b>Restoring Long Speeches to DLV</b></span></font><br />
<font color="Black"><span style="font-family: Verdana"><b><font color="Red">1.75 NEW! <font color="Black">How to get Kingdoms Intro Movies working in DLV</font></font></b></span></font><br />
<font color="Black"><span style="font-family: Verdana"><b>1.8... Campaign Options</b><br />
<b>1.81... </b></span></font><font color="Black"><b>DLV Default Campaign or Historical Campaign</b></font><font color="Black"><span style="font-family: Verdana"><br />
 </span></font><font color="Black"><span style="font-family: Verdana"><b>1.82... AI GARRISON SCRIPT </b></span></font><font color="Black"><span style="font-family: Verdana"><b><br />
1.83... FIELD COST SCRIPT </b></span></font><font color="Black"><br />
</font> <font color="Black"><span style="font-family: Verdana"><b>1.84... SETTLEMENT COST SCRIPT<br />
1.85... POINT SYSTEM SCRIPT<br />
1.86... AI PLAYING STYLE<br />
1.87... <font color="Red">NEW! </font>AI MONEY SCRIPT </b></span></font><font color="Black"><b><span style="font-family: Verdana"><br />
1.88... </span></b></font><font color="Black"><span style="font-family: Verdana"><b><font color="Red">NEW!</font></b></span></font> <font color="Black"><b><span style="font-family: Verdana">Character Based Recruiting System</span></b></font><br />
<font color="Black"><b><span style="font-family: Verdana">1.89... </span></b></font><font color="Black"><span style="font-family: Verdana"><b><font color="Red">NEW!</font></b></span></font> <font color="Black"><b><span style="font-family: Verdana">Recruitment Limitation System</span></b></font><br />
<font color="Black"><b><span style="font-family: Verdana">1.9... <font color="Red">Updated!</font> Taiji Mods for DLV 6.1</span></b><br />
</font><font color="Black"><b><span style="font-family: Verdana">1.91... </span></b></font><font color="Red"><b><span style="font-family: Verdana">Updated!</span></b></font><font color="Black"><b><span style="font-family: Verdana">  Mini-Mods for 6.1</span></b></font><font color="Black">:</font><font color="Black"><b><br />
1.93...<font color="Red">Updated!</font>  More Mini-Mods</b></font></font><font size="3"><font size="6"><font size="5"><br />
<font color="Black"><br />
<font size="4">2.</font></font></font></font></font><font size="4"><font color="Black"> Family Members, Education and Career Paths</font></font><br />
<font size="3"><font color="Black"><font size="6"><font size="2"><b>2.1... Family Members, Education and Career Paths</b></font></font></font></font><font size="2"><font color="Black"><br />
</font></font><font size="2">    <font color="Black"><b>2</b><b>.2.... The General</b></font><font color="Black"><br />
</font> <font color="Black"><b>2.3 ... Heraldic Rank Promotion Progression</b></font><font color="Black"><br />
</font> <font color="Black"><b>2.4... </b></font><font color="Black"> <b>T</b><b>he Retired General</b></font><font color="Black"><b><br />
2.5... </b></font><font color="Black"><b>The Governor</b></font><font color="Black"> <br />
</font> <font color="Black"><b>2.6... The Brute</b></font><font color="Black"><b><br />
2.7... Career paths for Heirs<br />
2.8... <font color="Red">NEW!</font> Heraldic Rank and Cavalry Recruitment</b></font></font><font color="Black"><br />
<br />
</font><font size="4"><font color="Black">3. Government and Military Points</font></font><br />
<font size="3"><font size="3"><b><font size="2"><font color="Black">3.1 ...CITY UPGRADE REQUIREMENTS</font></font></b></font><font size="2"><font color="Black"><br />
</font></font></font><font size="2">  <font color="Black"><b>3.2... CASTLE UPGRADE REQUIREMENTS</b><br />
</font>  <font color="Black"><b>3.3... Settlement Upgrade Chart</b><br />
</font>    <font color="Black"><b>3.4... Maintenance Costs Associated with Large Cities and Castles</b></font><font color="Black"><br />
<b>3.5... THE GOVERNMENT/MILITARY POINT POP-UP SCREENS</b><br />
</font> <font color="Black"><b>3.6... STRATEGY TIPS FOR GOVERNMENT AND MILITARY POINTS<br />
 3.6.1... Why Government Points are way more important than Military Points at the beginning of the game?</b></font><font color="Black"><br />
</font> <font color="Black"><b>3.6.2... </b></font><font color="Black"><b>Accumulating Government Points</b></font><font color="Black"><br />
<b>3.6.3... Developing &quot;Uber-Governators&quot;<br />
</b></font><font color="Black"><b>3.6.4... Accumulating Military Points</b></font><font color="Black"><br />
</font>  <font color="Black"><b>3.6.5... Heraldic Rank and Military Points</b></font><font color="Black"><br />
</font>  <font color="Black"><b>3.6.6... Avoiding the Downward Spiral</b></font></font><font size="6"><font size="3"><b><font size="5"><font size="3"><br />
<br />
</font></font></b></font></font><font size="4"><font color="Black">4... The Dynamic Economy</font></font><font color="Black"><br />
</font>  <font size="3"><font color="Black"><b><font size="4"><font size="3"><font size="2">4.1</font></font><font size="2">... The Field and Settlement Cost Scrolls</font></font></b><font size="2"><br />
<b>4.2... FIELD COSTS</b></font></font></font><font size="2"> <font color="Black"><br />
<b>4.3... SETTLEMENT COSTS</b></font><font color="Black"><br />
</font><font color="Black"><b>4.4... DYNAMIC ECONOMIC EVENTS</b><br />
</font> <font color="Black"><b> 4.5... TRADE INCOME AND UNIQUE DLV TRADE INCOME BUILDINGS</b><br />
</font> <font color="Black"><span style="font-family: Verdana"><b>4.6... TRADE ROUTES</b></span></font><font color="Black"><br />
</font>  <font color="Black"><span style="font-family: Verdana"><b>4.7... AGRICULTURE INCOME</b></span><br />
</font> </font><font size="3"><font color="Black"><font size="4"><font size="3"><span style="font-family: Verdana"><font size="4"><b><font size="3"><font size="4"><font size="2">4.8... MERCHANT INCOME</font><br />
</font></font></b></font></span></font></font></font></font><font size="3"><font size="4"><font size="3"><span style="font-family: Verdana"><font size="4"><font size="3"><font size="4"><font size="3"><font size="5"><br />
<font color="Black"><font size="4">5.</font> <font size="4">Settlement Management </font></font></font></font></font></font></font></span></font></font></font><br />
<font size="2"><font color="Black"><span style="font-family: Verdana"><b>5.1... Upgrading Your Capitol to 'MAX'</b></span></font></font><font size="2"><font color="Black"><span style="font-family: Verdana"><b><br />
5.2... When to Upgrade your Other Cities? </b></span></font></font><font size="2"><font color="Black"><br />
</font></font><font size="2"><font color="Blue"><b><font color="Red">5.21 (NEW!): </font></b></font></font><font size="2"><font color="Red"><b><span style="font-family: Verdana">An Example of a 'Stagnated' Large Town</span></b></font></font><font size="2"><br />
 <span style="font-family: Verdana"><font color="Black"><b>5.3... Upgrading your castle to Citadel</b></font></span><font color="Black"><br />
</font> </font><span style="font-family: Verdana"><font color="Black"><font size="3"><font size="2"><b>5.4... When to upgrade your other castles?<br />
<font color="Red">5.5 (New)<font color="Black">:</font></font> <font color="Red">How to Change your Capitol</font> (<font color="Blue">BamaToon</font></b></font><b><font size="4"><font size="3"><font size="2">)</font><br />
<br />
</font></font></b></font></font></span><span style="font-family: Verdana"><font size="4"><font color="Black">6. <font color="Red">Links! </font>F</font></font></span><span style="font-family: Verdana"><font size="4"><font color="Black">action Overviews/ Difficulty Levels <br />
<br />
<font color="Red"><b>7. NEW CHAPTERS!</b> <font color="Black"><b>Strategos and Magistratus (Devious Strategies by <font color="Blue">Blackleaf-Wille</font> )</b></font></font><br />
</font></font></span><font color="Red"><span style="font-family: Georgia"><font size="3"><b><b><font size="3"><font size="4">7.1...<font color="Black"><font color="Red"><i><u>Strategos</u></i></font>- section to cover battle tactics</font></font> </font></b></b></font></span><br />
</font> <font size="3"><font color="Red"><font size="2"><b><span style="font-family: Georgia"><b>7.1.1... <font color="Black">The Bouncer</font></b></span></b><br />
<b><span style="font-family: Georgia"><b>7.1.2... <font color="Black">Quick siege</font></b></span></b><br />
<b><span style="font-family: Georgia"><b>7.1.3... <font color="Black">Mongol siege</font></b></span></b><br />
<b><span style="font-family: Georgia"><b>7.1.4... <font color="Black">Low projectile-formation</font></b></span></b><br />
<b><span style="font-family: Georgia"><b>7.1.5... <font color="Black">Fishing (for cavalry)</font></b></span></b><br />
<b><span style="font-family: Georgia"><b>7.1.6... <font color="Black">Focus</font></b></span></b><br />
<b><span style="font-family: Georgia"><b>7.1.7... <font color="Black">Treb-wall</font></b></span></b><br />
<b><span style="font-family: Georgia"><b>7.1.8... <font color="Black">Delusion</font></b></span></b><br />
<b><span style="font-family: Georgia"><b>7.1.9... <font color="Black">Hell-fire</font></b></span></b><br />
<b><span style="font-family: Georgia"><b>7.2.1... <font color="Black">Advance Focus</font></b></span></b><br />
<b><span style="font-family: Georgia"><b>7.4... <font color="Black">Strategos tips</font></b></span></b></font><br />
<b><span style="font-family: Georgia"><b><font size="3"><br />
<font size="4">7.5... <i><span style="font-family: Georgia"><u>Magistratus</u></span><span style="font-family: Georgia">-  <font color="Black">s</font></span></i></font><span style="font-family: Georgia"><font color="Black"><font size="4">ection to cover campaign tactics (late era )</font> </font></span></font></b></span></b><br />
<span style="font-family: Georgia"><font size="2"><b><b>7.5.1... <font color="Black">Central Intelligence Agency</font></b></b></font></span><font size="2"><br />
<span style="font-family: Georgia"><b><b>7.5.2... <font color="Black">How to use Papal state</font></b></b></span><br />
<span style="font-family: Georgia"><b><b>7.5.3... <font color="Black">Advantages of Vassals</font></b></b></span><br />
<span style="font-family: Georgia"><b><b>7.5.4... <font color="Black">Raiding in DLV</font></b></b></span><br />
<span style="font-family: Georgia"><b><b>7.5.5... <font color="Black">CAI, aka. Campaign A.I</font></b></b></span><br />
<span style="font-family: Georgia"><b><b>7.7... <font color="Black">Magistraus tips </font></b></b></span></font></font></font><br />
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<font color="Blue"><font size="4"><b><font color="black">Credits:</font></b></font><br />
</font><font size="2"><font color="Blue"><b><font color="Blue">REPMAN</font></b> <font color="Black">and the entire <b><font color="Blue">DLV Team</font></b> for making the best MTW2 mod in the universe!</font></font></font><font size="2"><font color="Blue"><br />
</font></font><font size="2"><font color="Blue"><font color="Black">SGFNP Editor</font>: <b><font color="Blue">Xtiaan72</font></b><br />
<font color="Black">SGFNP Associate Editor/Writer:</font> <b><font color="Blue">Blackleaf-Wille</font></b><br />
</font></font></font></font></font></font></font></font></span></font></font></font><span style="font-family: Verdana"><font size="2"><font color="Black"><font color="Blue"><font color="Black">SGFNP Writer: </font></font></font></font></span><span style="font-family: Verdana"><font size="2"><font color="Black"><font color="Blue"><b><font color="Blue">BamaToon</font></b></font></font></font></span><font size="2"><br />
</font><font size="3"><font size="4"><font size="3"><span style="font-family: Verdana"><font size="4"><font size="3"><font size="4"><font size="3"><font size="5"><font color="Black"><font size="4"><font color="Blue"><font size="2"><font color="Black">SGFNP Major Contributor:</font></font><font size="2"> <font color="Black"><b><font color="Blue">Tokus Maximus</font></b> ( Who's in-game artwork and tutorials make this guide possible)</font><br />
<font color="Black">Special thanks to</font> <font color="Black"><b><font color="Blue">Taiji</font></b> for his input and encouragement!</font><br />
<font color="Black">Special thanks to</font> <font color="Blue">Omar Nelson B</font><font color="Black"> for very good suggestions on how to organize the guide!</font></font><br />
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</font></font></font></font></font></font></font></font></font></span></font></font></font><font size="3"><font size="4"><font size="3"><span style="font-family: Verdana"><font size="4"><font size="3"><font size="4"><font size="3"><font size="5"><font color="Black"><font size="4"><font color="Blue"><font size="5"><b><font color="Black"><font size="4">Additional Contributors:</font><br />
</font></b></font></font></font></font></font></font></font></font></font></span></font></font></font><span style="font-family: Verdana"><font size="2"><font color="Black"><font color="Blue"><font color="Blue">RichiN<br />
ArmouredSergeant</font></font></font></font></span><font size="2"><br />
</font><font size="3"><font size="4"><font size="3"><span style="font-family: Verdana"><font size="4"><font size="3"><font size="4"><font size="3"><font size="5"><font color="Black"><font size="4"><font color="Blue"><font color="Blue"><font size="2">Madigan</font><br />
<br />
</font></font></font></font></font></font></font></font></font></span></font></font></font><font size="3"><font size="4"><font size="3"><span style="font-family: Verdana"><font size="4"><font size="3"><font size="4"><font size="3"><font size="5"><font color="Black"><font size="4"><font color="Blue"><font size="5"> <font size="4"><b><font color="Black">SGFNP Research Contributors:</font></b><br />
</font></font><font size="4"><b><font color="Black">Faction Overview/Difficulty Thread;</font></b></font><br />
</font></font></font></font></font></font></font></font></span></font></font></font><font size="2"><font color="Blue"><b><font color="Blue">LLAMAD<br />
Barendz<br />
Ivanhoax<br />
Hotcobbler<br />
Blackleaf <br />
Ahlerich <br />
Omar Nelson B.<br />
Ghoul1221<br />
RYOFU<br />
2D-RON<br />
SHADRACH</font><br />
</b></font></font><font size="3"><font color="Blue"><font size="4"><font size="3"><span style="font-family: Verdana"><font size="4"><font size="3"><font size="4"><font size="3"><font size="5"><font size="4"><br />
<b><font color="Black">SGFNP Merchants and Resources Thread;</font><br />
</b> </font></font></font></font></font></font></span></font></font></font></font><font color="Blue"><b><font size="2"><font color="Black"><font color="Blue">TWmadman</font><font color="Blue"><br />
Berendz<br />
Ivanhoex<br />
hotcobbler<br />
Joh<br />
dacrazymofo<br />
musicdemon</font></font></font></b></font></td></tr></table><font color="Blue"><b><br />
<br />
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</font></b></font><table class="tableborder" cellspacing="1" cellpadding="4" width="100%"><tr><td class="maintitle" style="margin:1px;cursor:pointer;background-image:url('http://www.twcenter.net/forums/images/misc/contentbox.png')" onclick="if (this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display == 'none') { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = '' } else { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = 'none' }"><span style="color: black">Part 1: Getting Started, Game Settings and mini-mods.</span></td></tr><tr style="display:none"><td class="row2 postcolor"><font size="6">Part 1: Getting Started, Game Settings and mini-mods.<br />
<br />
<font size="3">Here are some tips to get the most out of your DLV     experience. If you have something to add, please comment and I will add     it to the guide....or perhaps ammend one of my opinions:hmmm:<br />
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<b>1.1... What difficulty level is recommended?</b> </font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> Generally you want your settings to be <b>VH/VH</b>.     That is the way the game units are balanced for optimal play. In  DLV,    all factions are not created equal. Some factions are much more     difficult to succeed with than others. And all of them face unique     challenges that make them more challenging than Vanilla. </div> </div> </div><br />
<font size="6"><font size="3"> <b>1.2... Battle Time Limit Option: </b></font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> Always     play with no battle time limit on. The AI performs must better with     this checked especially on defense. For instance, If the odds are  even    or against it, the AI will find a good piece of terrain and wait  for    you. If it's checked off it will always rush you. This leads to  battles    that are very repetitive and not fun. </div> </div> </div><br />
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<b>1.3... Game Options (needs update): </b></font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> If     your computer can handle it, always play on huge...Epic (up to 250  men    per unit) will be available for 5.8 but I haven't had a chance to  test    it or how it affects frame-rate issues and city growth rates.   Personally   I would rather play on huge on medium graphics setting than   medium or   large maxed out. Huge has the added benefit of moderating   city growth   rates a bit ( Which can be handy mid and late game). In   the beginning   huge units can put a dent in your population levels if   you lose a lot of   battles.( Affects amount of money raised with taxes)   I like that   element of realism.<br />
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1.4... Graphics Settings: </b></font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> Optimal  graphic    settings are going to vary from faction to faction. DLV has  had many    contributers and the models and unit skins have come from a  variety of    sources. Before you start a campaign with a new faction I  recommend    booting up the first turn, gathering all your units and  attacking a    random rebel stack. It's a good way to get an idea of the  skins and    models for that faction and how your computer is going to  perform. Rinse    and repeat until it's running to your  satisfaton. </div> </div> </div><br />
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<b>1.5... FRAPS: </b></font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> This is a great  program that    allows you to take in game screenshots easily and store  them very    convieniently. It has the added benefit of giving you a  second by second    FPS display so you have a good idea of how your  computer is   performing.  This program makes it really easy to share  your screenshots   with the  community.<br />
 </div> </div> </div><br />
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<font color="Red">1.6</font> <font color="Red">(Updated!)</font>...</b></font></font><font size="6"><font size="3"><b>TWEAKS: The SGFNPs can no longer recommend changing the family tree files in your</b></font></font><b><font size="6"><font size="3"> descr_campaign_db file... <font color="Red"><u>We've decided it's cheating</u>! <font color="Black">The SGFNP had removed our 'tweaked out' descr_campaign_db file.<br />
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1.7</font>... DLV Preferences <font color="Red">(Updated!)</font>: </b></font></font><font size="6"><font size="3">Also check out your <b>medieval2.preference</b> file. <u><b>As of 6.0 your DLV preferences are controlled with your Vanilla file not DLV.ext</b></u>.  There are a lot of options in there to fine tune how your <b>DLV</b> game graphics will display. I like banners off because it ruins the ambiance for me. <b>DLV</b> has many &quot;bannermen&quot; officers that fill this void nicely. I also turn &quot;green arrows&quot; off because they suck. <b><font color="Red"><u>The SGFNP's can no longer recommed that players turn on 'unlimited men on battlefield'</u></font></b><font color="Red"><font color="Black">. These battles <b><u><font color="Red">will</font></u></b> lead to CTDS... And they are the worst crashes we've experienced playing MTW2.</font></font> <br />
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</font></font><font size="6"><font size="3"><b><u>Here is the Drive Path to the file that changes your in game preferences for DLV 6.0 ;</u></b> </font></font> C:\Program Files\SEGA\Medieval II Total War\medieval2.preference<br />
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<b><font color="Red">1.71 NEW</font><font color="Red">! <font color="Black">DLV Save Game Recommendations: </font></font></b><font color="Red"><font color="Black">After tons of play and experimentation <b><font color="Blue">Blackleaf Wille</font></b>     and I have discovered a full proof way to make sure you always have a     recent uncorrupted save for your campaign. This is an issue that   comes   up over and over again on the boards and the problem can be   easily   resolved.... Also <u><b>this is not a DLV specific issue</b></u>, it's a problem present in 'Vanilla' as well. Corrupt saves just occur more often playing <b>DLV</b> because the mod is so huge and there are so many s</font></font></font></font><br />
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1.72 New! </font></b></font></font></font></font><b><font color="black"><font size="3">Restoring Long Speeches to DLV</font></font></b><br />
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<b><font size="3"> Start up the game and u will have long pre-speeches back     </font></b>     <font size="6"><font size="3"><font color="Red"><font color="Black"> <br />
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<font size="6"><font size="3"> <span style="font-family: Verdana"><font size="5"><b><font color="Red">1.75(NEW) How to put Kingdoms Videos into DLV </font></b><br />
</font></span></font></font> <br />
<br />
  <font size="4"><a href="http://www.twcenter.net/forums/showthread.php?t=275990" target="_blank"><b><font color="Blue">Intro Video Thread</font></b></a><br />
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<a href="http://www.twcenter.net/forums/showthread.php?t=275990" target="_blank"><font color="Blue"><b>Here is the link to Blackleaf-Wille's detailed post on how to do it </b></font></a> <br />
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1.8... Campaign Options:</font> </b>You will have some options to sort through when you start a campaign.<br />
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<font size="4"><b>1.81... </b></font></span></font></font><font size="4"><b>DLV Default Campaign or Historical Campaign</b></font>: <div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> The <b><u>DLV Default Campaign</u></b>     is set up to be a slower build, more &quot;Civ&quot; like experience. You can     expect lots of rebel stacks to slow you down in the beginning, &quot;  Hoops&quot;    you need to jump through to build certain important buildings  and a   high  emphasis on &quot;role-playing&quot; game dynamics.<font size="6"><font size="3"><span style="font-family: Verdana"><br />
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 <b><u>The Historical Campaign which is accessable from the Custom Campaign screen,</u></b>     emphasis more historical starting positions for factions and royal     family members. There are fewer rebel territories at the beginning of     the game. Weak factions are weaker, strong factions are stronger and  you    will find yourself in conflict with the AI earlier in the game.<br />
<br />
Once you have picked a faction and started a default or historical     campaign you will be given a series of options for your game before your     first turn. <b><u>Read through these options  carefully as they will greatly affect your DLV experience.</u></b><br />
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<b><font size="5">1.82... AI GARRISON SCRIPT ( YES/NO)?</font></b></span></font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <br />
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<img src="http://img19.picoodle.com/img/img19/3/1/19/xtiaan73/f_AIGarrisonm_c4acf02.jpg" border="0" alt="" /><br />
TRUE DLVers ALWAYS SAY &quot;YES&quot;<br />
<br />
If you select &quot;YES&quot; the AI will spawn a garrison when you attack an     enemy city. The size of the garrison that spawns depends on the size and     quality of the town/castle. The bigger the town, the tougher the     garrison. This is to help the TW AI which is notoriously bad at guarding     it's cities. </div> </div> </div><font size="6"><font size="3"><span style="font-family: Verdana"><b><font size="5">1.83...FIELD COST SCRIPT ( YES/NO)? </font></b></span></font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <font size="6"><font size="3"><span style="font-family: Verdana"><b><font size="5"><br />
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</font></b></span></font></font><font size="6"><font size="3"><span style="font-family: Verdana"><b><img src="http://img26.picoodle.com/img/img26/3/1/19/xtiaan73/f_FieldCostsm_93b035f.jpg" border="0" alt="" /><br />
</b> </span></font></font><font size="6"><font size="3"><span style="font-family: Verdana"><b>TRUE DLVers ALWAYS SAY &quot;YES&quot;<br />
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If you say yes to this option you will receive additional costs for     having armies and agents in enemy territory as well as addition costs     when you siege enemy settlements. This option is to add some realism to     game play decisions. It was expensive to wage war in medieval times!<br />
</b></span></font></font> </div> </div> </div><font size="6"><font size="3"><span style="font-family: Verdana"><b><font size="5">1.84...SETTLEMENT COST SCRIPT<br />
( YES/NO)?</font></b></span></font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <br />
<font size="6"><font size="3"><span style="font-family: Verdana"><b><br />
<img src="http://img02.picoodle.com/img/img02/3/1/19/xtiaan73/f_Settlementcm_0d69a75.jpg" border="0" alt="" /> <br />
</b></span></font></font><font size="6"><font size="3"><span style="font-family: Verdana"><b>TRUE DLVers ALWAYS SAY &quot;YES&quot;<br />
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This is one of the ways DLV slows down growth for the player so that by     mid-game you don't have 17 billion stacks of the highest tier units   and  a  hundred million dollars:tongue: To compensate DLV has a much more robust economy that you actually have to work on to build those armies.</b></span></font></font> </div> </div> </div><font size="6"><font size="3"><span style="font-family: Verdana"><b><br />
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<br />
<font size="5">1.85... Point System Activated? (Yes/No)</font></b></span></font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <img src="http://img01.picoodle.com/img/img01/3/2/27/xtiaan74/f_Pointssystem_b1505be.jpg" border="0" alt="" /><br />
<font size="6"><font size="3"><span style="font-family: Verdana"><b><font size="5"><font size="3">Real DLVers say YES!<br />
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</font></font></b><font size="5"><font size="3"><b>This is one  of the    most popular features in DLV. If you say 'Yes' DLV will  require you to    use your characters intelligently to acquire Military  and Government    Points. Without these points you will be unable to  build certain    buildings and units. The Point System also addes a  whole level of    Role-Playing ability for your characters in the game.</b><br />
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</font> </font></b></span></font></font> </div> </div> </div><font size="6"><font size="3"><span style="font-family: Verdana"><b><font size="5"><br />
1.86... AI PLAYING STYLE?<br />
( TOTAL WAR/ DLV)</font></b></span></font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <br />
<font size="6"><font size="3"><span style="font-family: Verdana"><b><br />
<img src="http://img18.picoodle.com/img/img18/3/2/4/xtiaan74/f_AIm_43e461f.jpg" border="0" alt="" /><br />
IF YOU PLAY TOTAL WAR AI: PREPARE TO DIE!!         </b></span></font></font><font size="6"><font size="3"><b>:hammer:</b>!<br />
<br />
<b><span style="font-family: Verdana">Playing DLV Total War AI is a  true survival    game. DLV Standard is for players that are also  interested in the 'Civ'    aspects of the game that DLV excels at. I  would recommend 'standard'   for  new players especially if you want to  get used to all the cool   features  unique to DLV. Believe me, DLV  standard is no cake walk to   begin with.</span></b></font></font> </div> </div> </div><font size="6"><font size="3"><br />
</font></font><font size="6"><font size="3"><span style="font-family: Verdana"><b><font size="5"><font color="Red"><br />
</font>1.87... </font></b></span></font></font><font size="6"><font size="3"><span style="font-family: Verdana"><b><font size="5"><font color="Red">NEW!</font></font></b></span></font></font><font size="6"><font size="3"><span style="font-family: Verdana"><b><font size="5"> AI Money Support? (Yes/NO)<br />
<br />
<img src="http://img06.picoodle.com/img/img06/3/3/3/xtiaan74/f_AIMoneyScrim_741782a.jpg" border="0" alt="" /><br />
<font size="3">TRUE DLVer's say YES!<br />
<br />
</font></font><font size="5"><font size="3">For a truly 'Iron man' DLV     experience try this option with the BB hardcore mini-mod! If you are     playing DLV for the first time, leave this one off.<br />
<br />
<br />
</font></font></b></span></font></font><font size="6"><font size="3"><span style="font-family: Verdana"><b><font size="5">1.88... </font></b></span></font></font><font size="6"><font size="3"><span style="font-family: Verdana"><b><font size="5"><font color="Red">NEW!</font></font></b></span></font></font><font size="6"><font size="3"><span style="font-family: Verdana"><b><font size="5"> Character Bases Recruitment Script (Yes/NO)</font></b></span></font></font><br />
<font size="6"><font size="3"> <b><font size="5"><span style="font-family: Verdana"><br />
<img src="http://img02.picoodle.com/img/img02/3/3/4/xtiaan74/f_CharacterBam_e557d01.jpg" border="0" alt="" /><br />
<font size="3">This script adds a level of micromanagement to the recruitment system.<br />
<br />
</font></span></font></b><font size="5"><span style="font-family: Verdana"><font size="3">If     you like role-playing, this cavalry recruitment script ties your     ability to recruit cavalry to the heraldic rank of your generals. Your     king can always recruit high tier cav regardless. It doesn't have a   huge   effect on play unless you are controlling a really far-flung   kingdom.<br />
</font></span></font><b><font size="5"><span style="font-family: Verdana"> <br />
</span></font></b></font></font><font size="6"><font size="3"><span style="font-family: Verdana"><b><font size="5">1.89... </font></b></span></font></font><font size="6"><font size="3"><span style="font-family: Verdana"><b><font size="5"><font color="Red">NEW!</font></font></b></span></font></font><font size="6"><font size="3"><span style="font-family: Verdana"><b><font size="5"> Recruitment Limitation System (Yes/NO)</font></b></span></font></font><br />
<font size="6"><font size="3"><b><font size="5"><span style="font-family: Verdana"><br />
<img src="http://img01.picoodle.com/img/img01/3/3/4/xtiaan74/f_Recruitmentm_b2b06b6.jpg" border="0" alt="" /><br />
<font size="3">Real Dlvers say &quot;YES&quot;<br />
<br />
</font></span></font></b><font size="5"><span style="font-family: Verdana"><font size="3">Your     ability to recruit troops will be limited to the size of your     settlements and the quality of the troops you have already recruited. It     makes the campaign considerably more difficult and forces you to  make    tough decisions regarding which settlements to upgrade and what   troops   you should be recruiting to get the job done. Strategies   regarding this   script will be covered in a future chapter. <br />
</font></span></font><b><font size="5"><span style="font-family: Verdana"><br />
1.9...<font color="Red">Updated!</font> BB Hardcore  for 6.1 (Taiji Approved!:thumbsup2)</span></font></b><br />
<br />
Most of Taiji's Battle Balancing Mod is now in DLV 6.1...For the truly     brave, try the Hardcore Update for 6.1..See this thread for details:<br />
</font></font><br />
<a href="http://www.twcenter.net/forums/showthread.php?t=219603" target="_blank">http://www.twcenter.net/forums/showthread.php?t=219603</a><br />
<font size="6"><font size="3"><b><font size="5"><span style="font-family: Verdana"><br />
Other mods compatible with BB Hardcore and 6.1:</span></font></b></font></font><br />
<font size="6"><font size="3"><font size="4"><b><i><font size="3"><br />
( Please check these threads for updates and installation instructions..     Bug reports should go to the mini-mods creator not here in the guide     thread.)</font></i></b></font><br />
</font></font><b><font size="3"><br />
1. Xenophonia</font></b> - Adds Native Languages to factions battlefield commands...A whole new level of immersion.<br />
<br />
<a href="http://www.twcenter.net/forums/showthread.php?t=223414" target="_blank">http://www.twcenter.net/forums/showthread.php?t=223414</a><br />
<b><font size="3"><br />
2. Lusted AI- </font></b><font size="3"><font size="2">Alternative AI for tactical battles...<u><b>A     must for players experiencing &quot;Battle Freezes&quot; when fighting battles     with 'Unlimited Men On Battlefield'....( The notorius 'Reinforcement     bug')</b></u></font></font>... If you save the original DLV AI  when you    change it, you can even switch the AI back and forth during  the same    campaign..(save game compatible)<br />
<b><font size="3"><br />
</font></b><a href="http://www.twcenter.net/forums/showthread.php?t=213008" target="_blank">http://www.twcenter.net/forums/showthread.php?t=213008</a><br />
<b><font size="3"><br />
</font><font size="5"><span style="font-family: Verdana">1.91... Mini-Mods for 6.1</span></font></b><font size="5">:</font><br />
<br />
  <font size="5"><span style="font-family: Verdana">DLV 2D GRAPHICS IMPROVEMENT PROJECT SERIES (Agistournas): </span></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <font size="5"><span style="font-family: Verdana"><font size="3">Various     improvements to many aspects of DLV 2D art! Check this thread for     progress and info on the various mod components. Check the mini-mods     forum for more detailed info on Agistournas' mini-mods.<br />
<br />
</font></span></font><a href="http://www.twcenter.net/forums/showthread.php?t=223895" target="_blank">http://www.twcenter.net/forums/showthread.php?t=223895</a><br />
 </div> </div> </div><br />
<font size="6"><font size="3"><br />
 </font></font><font size="5"><span style="font-family: Verdana"><font color="Red">Updated !</font></span></font><font size="5"><span style="font-family: Verdana"> MORE WAR HORN SOUNDS (34+) for DLV 6.1 </span></font><font size="5"><span style="font-family: Verdana">(BRIPS)</span></font><br />
<br />
<a href="http://www.twcenter.net/forums/showthread.php?p=4561454#post4561454" target="_blank">http://www.twcenter.net/forums/showt...54#post4561454</a><br />
<font size="6"><font size="3"><b><font size="5"><br />
1.93...<font color="Red">Updated!</font>  More Mini-Mods:</font> </b></font></font><font size="6"><font size="3"><b><i>Please check these threads for latest versions ( and compatibility issues)</i></b></font></font><font size="6"><font size="3">     Repman really puts most of the &quot;must haves&quot; in the default game as   the   versions move along. That said everybody has their pet peeves. The   two   that come up the most are the dreaded &quot;Cavalry Spread&quot; and the   &quot;Blood   Clouds&quot; in DLV. I don't mind it too much but many dislike the   &quot;Cav   Spread&quot; to the extreme. I'm also for all the blood I can get in   the game   but some find it unrealistic rather than entertaining. <b><font color="Red">&quot;</font></b><u><b><font color="Red">Cavalry Spread&quot; is no longer present in 6.1, this is no longer an issue!</font><br />
</b></u> <br />
</font></font><br />
<b>Other  picks for mini-mods worth checking out</b><br />
<font size="3"><br />
<b>Furin's DLV total rawr</b>: Keep an eye on this one, it's  not 6.0    compatible yet but it's got many awesome tweaks including  Furin's insane    mongol invasion mini-mod that will bring even the most  hardcore DLVer    to his knees! Keep an eye out for updates<br />
<br />
</font><a href="http://www.twcenter.net/forums/showthread.php?t=184541" target="_blank">http://www.twcenter.net/forums/showthread.php?t=184541</a><br />
<br />
<b><font size="3">Harry's Harem:</font></b> Cool mod that gets rid of the ugly troll-like Eastern Princess'<br />
<br />
<a href="http://www.twcenter.net/forums/showthread.php?t=189261" target="_blank">http://www.twcenter.net/forums/showthread.php?t=189261</a> <br />
<br />
<b>( Attached) Xtiaan72's Ireland bodyguard fix</b> <b>(6.0)</b>: <font color="Red">(Removed for 6.1 Update)</font><br />
<b><br />
Instructions:</b> unzip and copy my export_descr_unit file over  yours in    your DLV data folder. The only change is to Irish Mounted  Bodyguard    unit and Ireland's relationship with the &quot;NE Bodyguard&quot;  unit.<br />
<br />
<b>Description:</b> This one is 6.0 beta compatible.. With  each faction    guide I do I'm going to include a few little mods that  make the  faction   more fun for me. For Ireland it's fixing the Ireland  bodyguard    situation.<br />
<br />
In default DLV Irish family members start with the Irish Mounted     Bodyguard unit. It's an extremely fast light cav unit that uses javalins     but can also hold it's own in a pinch with their swords. It's much    more  historically accurate than the regular &quot;NE bodyguard&quot; units that    spawn  when your young family members come of age. Ireland in this    period did  not field typical mideviel knights in full armor that    charged into  battle. Their tactics and traditions involved hit and run    and even if  they wanted to they couldn't afford to field more than a    handful of  traditional knights.<br />
<br />
With my fix your future generals will spawn as Irish Mounted Bodyguards     just like your starting generals have. I have also tweaked the Irish     Mounted Bodyguards a bit as well. They ride Fast Ponies instead of   Heavy   Horse. Their melee and defense skills have been increased a   touch but   their armor has been lowered to compensate. They cannot   stand up to   fully armored knights one on one. But if you soften your   opponents up   with your javalins and close in numbers you will do very   well. The Fast   Ponies make them more vulnerable to missle fire but   extremely difficult   to come to grips with....They can run circles   around most armored cav.<br />
<br />
I think this is a very needed tweak for the Irish Bodyguard and I hope    it's included in a future version of default DLV. </td></tr></table><br />
<table class="tableborder" cellspacing="1" cellpadding="4" width="100%"><tr><td class="maintitle" style="margin:1px;cursor:pointer;background-image:url('http://www.twcenter.net/forums/images/misc/contentbox.png')" onclick="if (this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display == 'none') { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = '' } else { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = 'none' }"><span style="color: black">Part 2: Family Members, Education and Career Paths</span></td></tr><tr style="display:none"><td class="row2 postcolor"><font size="3"><font size="6">Part 2: </font></font><font size="6">Family Members, Education and Career Paths</font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <br />
<br />
<img src="http://img34.picoodle.com/img/img34/3/12/19/xtiaan73/f_Introm_a0bf8ca.jpg" border="0" alt="" /><br />
<br />
<font size="3">There are quite a few DLV game concepts that new players     need to become familiar with before they can launch a successful     campaign. There are questions and issues that come up on the board time     and time again such as:<br />
<br />
<i>Why can't I build any units?<br />
<br />
Why is my treasury in the negative when I didn't buy anything?<br />
</i></font><i><br />
<font size="3">I put my new family member in the castle but he in not getting his education!</font><br />
<br />
</i><font size="3"><i>Everyone hates me!!!<br />
<br />
and of course.....My general won't move and he says I'm &quot;Not his king!!!&quot;</i><br />
<br />
Below are some DLV game concepts that every good player needs to be familiar with.</font> </div> </div> </div><font size="3"><br />
<font size="6"><br />
<b><font size="3"><font size="5">2.1... Family Members, Education and Career Paths:</font> </font></b></font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <font size="3">When     you start a game, one of the first decisions you are going to have  to    make as a player is choosing the career paths for your starting     characters. If a starting character is in a town at the end of your     first turn, he will chose the <b>Governor</b> career path. If your character is left out in the field outside a town he will choose the <b>General </b>career path. This decision has a huge impact on the traits your character has as well as the kinds of activities he excels at.<br />
<br />
The process for choosing a career is a little different for characters     if they come of age after the first turn. When a character comes of  age    he needs to be <b><u>moved into a castle to choose the General career</u> </b>path before the end of the turn. In addition, to actually get a decent military education in the castle, you must have the <u><b>Drill Square</b></u> building built at the castle before the youngster begins his education.<br />
<br />
<b><u>T</u><u>o make a character that comes of age a Governor, the new character must be moved into a town before his first turn ends.</u></b> To receive his education as a governor properly you need to make sure that you have build a <b><u>Scholarium</u></b> in that town before that character begins his education.<br />
<br />
Whether your character is studying to be a Governor or a General his     education will take about five years of game time. During this time the     character should make sure to be in his castle or town by the end of     each turn or he will &quot;skip at term&quot; at school. This can lead to fewer     good traits when he graduates and sometimes bad traits depending on  how    much school he misses. So if you need him for a battle, make sure  he    gets back before the end of the turn.<br />
<br />
When your character has finished his basic education he can continue his     education if he wishes. If you place the new character in a hex next    to  a very experienced character (5 stars or more) he will continue  to   pick  up good traits or command stars under his mentors instruction  for   an  additional three years. The amount he actually learns is  greatly    influenced by how powerful and skilled his mentor is.  Alternatively,  You   can place the new character out in the field in a  stack with an    experienced general. As a family member in a stack with  a more    experienced general ( A general with more command stars), the  new    character can pick up many personal battle skills unrelated to  command    that will greatly increase his prowess in battle. Just try  not to get    him killed!<br />
<br />
There is a little known and often maligned third kind of character you can make in DLV.....<b>THE BRUTE!</b>     When a character comes of age if you just leave him out in the     countryside instead of putting him in a castle or town eventually he     will become a brute. A despicable, loathsome character with high dread     that basically scares the hell out of people. This may seem like a     stupid thing to do but having a brute on your side can have it's     advantages. <br />
<br />
Let's explore the three character classes and their advantages and     disadvantages in a little more detail. Within each career type, their     are specialized roles that characters can excell in depending on how  you    chose to use them. Also let's take a look at what character class  is    best for characters that are likely to become an heir or a king.<br />
</font> </div> </div> </div><font size="3"><font size="6"><font size="3"><br />
<font size="4"><font size="5">2.2.... <u>The General:</u></font> </font></font></font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> After     their education, a decent general will start out with two or three     dread and anywhere from 2 to 4 command stars. Their traits and skill     sets make them excellent commanders but very poor town governors.  Their    high dread makes enemies fear them but does not give a morale  bonus to    their own troops. Below are different roles you can put your  General    characters in to steer their traits and abilities in  specialized    directions.<br />
<br />
<font size="3"><b>A) The Military Governor</b>:</font> You  will notice    that the income and happiness of a town where a general  is left alone  is   significantly lower than it is if the town is left  without a  governor   at all. Generals tend to be awful town governors.  They also  tend to get   bored and unhappy when they are put in this  role. This  leads to  corrupt  traits, lower loyalty and even  insubordination. You  should only  use a  general in this role in a  pinch when you need to  build some  buildings or  recruit troops and no  one else is available (<u><b>NOTE: Remember real DLVers don't build buildings or recruit troops in towns without a character present! That is cheating</b></u>)   <br />
<br />
<b>B) The Garrison Commander</b>: General's are happiest out  in the    field but they are content as governors of territories with  castles.    They can develop some very useful traits by frequently  building and    recruiting units in castles. Some of these traits can  reduce the costs    of raising expensive troops and buildings. If you  have a spare general    you don't need in the field, it can be very  useful to park him in a    Castle that is churning out troops and  buildings. He can become a    specialist in this field. A sort of  &quot;Master at Arms&quot; for your kingdom.    This is a great role for a  secondary character that is not likely to    become an Heir or King. It  will make him happy and he will feel    &quot;appreciated&quot;.<br />
<br />
If you place a general in a backwater castle that is not expanding,     recruiting or fighting attackers, He will become bored, despondant and     &quot;Unappreciated&quot;. Bad traits and loyalty penalties will follow... Keep     those generals busy!<br />
<br />
<font size="3"><font size="6"><font size="3"><font size="4"><font size="3"> <b>C) The Field Commander</b>:     The primary role for most of your general characters will be as the     field commanders for the armies of your kingdom. Most of the traits   they   develop will be command and combat related.<br />
<br />
By leaving generals out in the field instead of in a castle or a town they will gain valuable <b>Campaign Experience </b>,     this experience will be reflected on their character sheet.   Characters   gain experience faster by campaigning in enemy territories   but they   still gain some patrolling the home provinces. Eventually   this field   experience leads to promotions in DLV's unique Heraldic   Ranking system.   Your character will be rewarded with unique banners   and progressive   moral bonuses for your troops according to your rank.   Leading troops in   lots of battles and winning heroic victories speeds   up your promotions.<br />
</font></font></font></font></font> </div> </div> </div><font size="3"><font size="6"><font size="3"><font size="4"><font size="3"><br />
</font></font></font></font><b>2.3 ... Heraldic Rank Promotion Progression</b></font><br />
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<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <i><b><font size="3">Squire &gt; Knight &gt; Knight Banneret &gt; Knight Commander &gt; Knight Grand Cross<br />
<br />
<img src="http://img26.picoodle.com/img/img26/3/2/8/xtiaan74/f_heraldicranm_2939a3f.jpg" border="0" alt="" /><br />
<br />
</font></b></i><font size="3">Until you achieve the rank of Knight     Banneret, you will have negative moral penalties. I find moral to be  the    most important factor for winning battles. A Knight Banneret is  often  a   better choice to command an army than another general with  more   command  stars. However, the general with the most command stars  will be   the one  in charge. Sometimes you are going to want to take  the  general  with the  higher command rating out of the stack to get  the  better  moral bonus.  Remember that commanders use up supplies  while   campaigning. You can keep  an eye on your supply levels on your    character sheet. Characters in the  field also have an increased risk  of   becoming ill when they are on  campaign for long periods of time.    Replenish your supplies and rest your  general periodically in one of    your towns or castles to avoid negative  effects on your character and    army.<br />
<br />
In 6.0, developing characters with high heraldic rank is one of the best ways to acquire <b>Military Points. </b>Once     you have reached the rank of Banneret you will receive at least one     military point every turn just for having that character. The higher   the   rank, the more points they are worth per turn.<b><u>  Characters  with   high heraldic rank are essential for maintaining  large military    settlements ( Fortresses and Citadels) that cost  Military Points every    turn to maintain.. </u></b>Without them you may find that these settlements are a constant drain on your Military Point totals.</font> </div> </div> </div><font size="3"><br />
<br />
<b>2.4... 'THE RETIRED GENERAL': </b></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <font size="3">This     is a character type unique to DLV. When your Career general is over    60,  you will have the option of retiring him from the battlefield and     making him a &quot;Career Governor&quot;. This is a handy option since at that   age   he will be suffering movement penalties because of his age. When   he   changes career he will no longer suffer from the penalties that   Career   Generals have when they manage settlements ( Increased   unhappiness and   squalor). He will also not become &quot;bored' or &quot;unhappy&quot;   managing   settlements unlike &quot;Career Generals'. Depending on their   &quot;Chivalry&quot;   rating they can make pretty good governors for large towns.   They are   however the perfect characters to manage Castle economies  or  smaller   settlements.<br />
<br />
Here are the steps ( Provided by Blackleaf) that you need to take to retire one of your generals: <br />
<br />
</font><font size="3">So basically <b><u>to retire a general, you  need a    general who is over 60 years of age. You need to bring that  character    to your capitol. Your King must be in the capitol. No other   characters   should be in the capitol that turn. If those requirements   are met, you   should get a pop-up on the following turn asking if you   want to retire   the general.</u></b></font> <font size="3"><br />
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<b><i>Blackleaf comments on the awesomeness of Retired Generals: </i></b></font> </div> </div> </div><font size="3"><br />
 </font><font size="3"><font size="5">2.5... </font></font><font size="3"><font size="5"><u>The Governor</u>:</font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <font size="3"><font size="5"><font size="3">Career     governors are the most important character type in DLV. Without good     governors boosting income in your towns, the costs associated with     maintaining field commanders and large armies in the field are     impossible to sustain. Upon finishing their educations, Career governors     in DLV start with with at the very most one command star. They     compensate with a very high Chivalry and decent starting piety scores.<br />
<br />
Experienced Governors receive ancillaries that provide extra <b>government points </b>for     your kingdom. The ancillaries have names like &quot;Key to the City&quot;.  Your    most skilled governors will accumulate several of these items  over a    lifetime. <u><b>These extra points help offset the government point penalties</b></u>     that are associated with maintaining cities larger than a &quot;Large    Town&quot;.  It hurts when you lose these skilled characters as extremely    competent  governors are very rare.<br />
<br />
<b>( Note: In DLV, if multiple characters are in a town, the character with the highest piety is the defacto governor.)<br />
<br />
A) The Career Bureaucrat</b></font></font></font><font size="3"><font size="5"><font size="3"><b>: </b>Upon     finishing his education if you immediately put a governor to work in  a    town, he will develop many traits and skills that benefit your    kingdom.  This is especially true if the city is a prosperous town that    is a trade  center, constantly building things and recruiting militia.    These traits  can provide bonuses to trade and tax income, reduce    building costs and  increase population happiness just to name a few.    They should avoid  combat at all costs.... They are too valuable to lose    and their limited  combat experience means they die in combat with    regularity.<br />
<br />
<b>B) The &quot;Fighting&quot; Governor: </b>If a governor character is  not needed    immediately to govern an important city that is vacant, it  can be  very   beneficial to put him in the field to get combat  experience and  at  least  the rank of &quot;Knight&quot;. There are advantages to  developing his   military  skills even further if possible. It is a  little harder but   very possible  to develop governor characters into  competent generals.   For some  factions, with no access to a castle at  the beginning of the   game, this  is a necessity.<br />
<br />
 A competent &quot;Fighting&quot; governor has several benefits over traditional     &quot;Generals&quot;. First of all, their high chivalry gives their troops a   moral   bonus that career generals don't get. This makes a competent    &quot;fighting&quot;  governor a very good choice for commanding low morale    militia armies.  They also tend to get more access to &quot;classy&quot;    ancillaries like Doctors (  which reduce casualties in battle). Their    governor skills make them the  ideal candidates for occupying newly    conquered cities with happiness  problems. Developing a governor along    this path takes time and effort  but in the end it's the most versatile    character build in the game<br />
<br />
<u><b>STRATEGY TIP: A &quot;Fighting Governor&quot; with maxed out Chivalry  and a    high &quot;Heraldic Rank&quot; will give your troops the best moral boost  in   DLV!.</b></u><br />
<br />
<b>C) The Kings Right Hand: </b>If your king has a &quot;General&quot;  career    path, it can be handy to have a high piety, competent governor  in the    capitol with the king. Your capitol is usually your most  important trade    and income center. Your best governor will usually  boost your income    higher than your king will. <u><b>The &quot;Right Hand&quot; will not be designated governor unless his piety is higher than your king. </b></u><b><u>With     a &quot;Right Hand&quot; in place you will gain the +1 Authority bonus for  your    King being At the Seat of Power as well as all the income and  trade    bonuses that having your best governor on hand will provide</u></b>.     Also your capitol will be in good hands if the king is needed for  battle    or dies unexpectedly. This gives your Heir time to get to the  capitol    with minimal negative side effects.<br />
</font></font></font> </div> </div> </div><font size="3"><font size="5"><font size="3"><br />
<u><font size="5">2.6... The Brute</font></u><b>: </b></font></font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> This     character type is often overlooked but they are a blast to  role-play.    They start out with a whooping 5 dread but no command  stars, as well  as  a  couple negative traits that slow down their  command star   progression.  Sometimes they also have a positive combat  trait like   &quot;Night Fighter&quot;<br />
<br />
Immediately after the character becomes a brute put him in a stack with     your most active general. His low command rating will insure that all    he  does for a while is develop formidable combat skills, keeping him    busy  will keep him from developing more bad traits. When your  &quot;Brute&quot;   is  sufficiently tough. Put him to work on his own fighting  rebels and   minor  enemy stacks. Make sure he always &quot;Executes&quot;  prisoners. You want   to get  his dread maxed out.<br />
<br />
Every Royal Family needs a guy to do their dirty work. Executing     prisoners, sacking and exterminating towns gives characters unsavory     traits. So leave the dirty work to your &quot;Brute&quot;. Right before you sack a     city, put your Brute in charge. His high dread will maximize your     booty... The more bad things he does, the higher his dread will get.  And    your more important characters can keep their hands clean.<br />
<br />
<u><b>If you start with a faction that does not have a Castle or  the    ability to generate &quot;Military Points&quot; to build a Drill Square (  No Drill    Square, No Educated Generals), developing a terrifying brute  is your    best option in the meantime</b></u>. Contrary to what  you would  assume,   if you keep them busy doing what they like to do,  brutes can  be very   loyal and useful characters. If you don't keep  them busy they  can be   quite bothersome and you may need to throw them  in the dungeon.  Never   let them govern towns and certainly don't let  them anywhere  near the   crown of your kingdom.<br />
 </div> </div> </div><br />
<font size="3"><font size="5"><font size="3"> <font size="5">2.7... Career paths for Heirs: </font></font></font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <font size="3">Most     players like their heirs to be Career Generals but &quot;Fighting    Governors&quot;  can be a good choice as well. As king, you will spend most    of your time  in your capitol, strong civil traits can be a big    advantage for your  kingdoms trade and income. In general, high chivalry    &quot;fighting  Governors&quot; are best for peaceful eras when your coffers  are   full. High &quot;<b>Authority</b>&quot;,  experienced &quot;Career  Generals&quot; are best   for troubled or war times.  &quot;Bureaucrat&quot; type  governors make bad kings   during any time. </font> </div> </div> </div><br />
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<font size="3"><font size="5"><font size="3"><font size="5">2.8...<font color="Red">NEW!</font> Cavalry Recruitment and Heraldic Rank:<br />
<br />
<font size="3">As of DLV Version 6.1, Recruiting cavalry is tied into your general's Heraldic Rank... <u><b>If     your faction doesn't start with a Drill Square this script increases     the importance of acquiring the Military Points to build one as soon   as   possible.</b></u> The Drill Square is required to educate  Career    Generals, the characters that gain Heraldic Rank quickly by  campaigning    in the field.<br />
<br />
 The chart below outlines the rank your character will have to achieve     to be able to 'train' higher tier cavalry units in Castles. <b><u>These units will only be available to build when a general of appropriate rank is present in the castle</u></b>. In 6.1, character development and Heraldic Rank is more important than ever!<br />
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<b><u>Your king can always recruit any type of cavalry unit</u>.... </b>Unfortunately, he can't be everywhere at once! <br />
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</font></font></font></font></font><font size="4"><b><font size="5">Cavalry Recruitment Requirements:</font></b><br />
</font><b><font size="4">------------------------------------------------------<br />
</font></b> <b><font size="4">Knight--&gt; knights_stables troops<br />
Banneret --&gt; barons_stables troops<br />
Commander --&gt; earls_stables troops<br />
GrandCross --&gt; kings_stables troops<br />
Faction Leader + Crown --&gt; kings_stables troops<br />
--------------------------------------------------------</font></b></td></tr></table><br />
<table class="tableborder" cellspacing="1" cellpadding="4" width="100%"><tr><td class="maintitle" style="margin:1px;cursor:pointer;background-image:url('http://www.twcenter.net/forums/images/misc/contentbox.png')" onclick="if (this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display == 'none') { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = '' } else { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = 'none' }"><span style="color: black">Part 3: Government and Military Points</span></td></tr><tr style="display:none"><td class="row2 postcolor"><font size="3"><font size="6">Part 3: </font></font><font size="3"><font size="6"><font size="3"><font size="5"><font size="6">Government and Military Points</font></font></font></font></font><font size="3"><font size="6"> <br />
<br />
</font></font><font size="3"><font size="6"><b><font size="3"><font size="5">3. Government and Military Points:</font></font></b></font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> Government     and Military Points are a recent addition to the DLV modification.     Depending on your in-game actions, you will be rewarded with     Government/Military points or they will be taken away from you. <u><b>You must reach certain point thresholds in order to upgrade your towns and castles. </b></u>These thresholds must be achieved in addition to the regular population levels needed to upgrade a town or castle. <b><u>When     you accumulate the required amount of points, the game will generate  a    pop-up window to let you know that a new building type is  available.   You  must build that building before you can upgrade your  Town or   Castle.</u></b> </div> </div> </div><font size="3"><font size="6"><font size="3"><font size="5"><font size="3"><br />
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<font size="4"><b>--------------------------------------------------------<br />
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3.1 ...CITY UPGRADE REQUIREMENTS:</b></font><br />
</font></font></font></font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <b>Corn Exchange</b> &gt; Requires 10 Government Points &gt; Allows Large Town<br />
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<b>Market* </b>&gt; Requires 30 Government Points &gt; Allows Minor City<br />
<b><br />
Fairground</b> &gt; Requires 60 Government Points &gt; Allows Major City<br />
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<b>Great Market</b> &gt; Requires 100 Government Points &gt; Allows Metropolis** </div> </div> </div><font size="3"><font size="6"><font size="3"><font size="5"><font size="3"><br />
<b><font size="4"><br />
3.2... CASTLE UPGRADE REQUIREMENTS:</font></b></font></font></font></font></font><br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <font size="3"><i><b>Garrison Quarters </b>&gt; Requires 10 Military Points &gt; </i><i>Allows first Castle upgrade</i></font><i><br />
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<font size="3"><b>Drill Square*** </b>&gt; Requires 30 Military Points &gt; </font><font size="3">Allow</font><font size="3">s Stone Castle</font></i><br />
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<b><i><font size="3">Barracks</font></i></b> <i><font size="3">&gt; Requires 60 Military Points &gt; Allows Fortress</font></i><br />
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<b><i><font size="3">Armoury</font></i></b> <i><font size="3">&gt; Requires 100 Military Points &gt; Allows Citadel****</font></i><br />
<br />
<font size="4"><b>------------------------------------------------------------</b></font><br />
 <b>KEY- <br />
</b>* Required to build a Port<br />
** The largest city type is only available in each faction's capitol<br />
               *** The Drill Square is required for characters to receive a military      education in that castle.<br />
**** Only some Castles can develop into Citadels. Usually it's the     Castle that your faction starts with. If your faction doesn't start with     a Castle, it's usually a Castle that is near by.<br />
<font size="3"><font size="6"><font size="3"><font size="5"><font size="3"><b><font size="4">------------------------------------------------------------<br />
</font></b></font></font></font></font></font> </div> </div> </div><font size="3"><font size="6"><font size="3"><font size="5"><font size="3"><b><font size="4"><br />
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3.3... Settlement Upgrade Chart: </font></b></font></font></font></font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <b><font size="4"><br />
<img src="http://img33.picoodle.com/img/img33/3/12/23/xtiaan73/f_pointsystemm_dd27ce8.jpg" border="0" alt="" /><br />
</font></b> <br />
 </div> </div> </div><font size="3"><font size="6"><font size="3"><font size="5"><font size="3"><br />
</font></font></font></font></font><font size="3"><font size="6"><font size="3"><font size="5"> <b><font size="4">3.4... Maintenance Costs Associated with Large Cities and Castles: </font></b></font></font></font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <font size="3"><font size="6"><font size="3"><font size="5"><font size="4"><font size="3">When     your Cities and Castles reach a certain size, they will have certain     Government or Military Point costs ( As well as financial costs)     associated with them every turn. These costs are to reflect the expenses     of running a large city or castle's day to day administration. <br />
<br />
<b>Government Point costs every turn for cities:<br />
 </b></font></font></font></font></font><br />
<i>Every large_stone_wall, -1 Government points per turn </i><br />
<br />
<i>Every huge_stone_wall: -2 Government points per turn</i></font><font size="3"><i><font size="6"><font size="3"><font size="5"><font size="4"><font size="3"><br />
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</font></font></font></font></font></i><font size="6"><font size="3"><font size="5"><font size="4"><font size="3"><b>Military Point costs every turn for Castles:<br />
<br />
</b></font></font></font></font></font></font><i><font size="3">Every Fortress: -1 Military Points per turn<br />
<br />
Every Citadel: -2  Military Points per turn<br />
</font></i> </div> </div> </div><br />
<b><font size="4"><br />
3.5... THE GOVERNMENT/MILITARY POINT POP-UP SCREENS: </font></b><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <font size="4"><font size="3">You     can check your current Government and Military Point at any time by     accessing the Government/Military Point Pop-up Screens located in  your    Faction Ranking Scroll.<br />
<br />
<img src="http://img34.picoodle.com/img/img34/3/12/21/xtiaan73/f_FactionRankm_c57d80c.jpg" border="0" alt="" /><br />
<br />
<img src="http://img03.picoodle.com/img/img03/3/12/21/xtiaan73/f_GovernmentPm_5a788d6.jpg" border="0" alt="" /><br />
<br />
<img src="http://img37.picoodle.com/img/img37/3/12/21/xtiaan73/f_MiitaryPoinm_b4a59d0.jpg" border="0" alt="" /><br />
</font></font> <font size="3"><br />
These scrolls show in detail what actions in the game lead to gaining or losing Government and Military Points.</font> </div> </div> </div><font size="3"><br />
</font> <font size="3"><font size="6"><font size="4"><b><br />
<font size="5">3.6...STRATEGY TIPS FOR GOVERNMENT AND MILITARY POINTS:<br />
</font> <br />
<font size="4">3.6.1... Why Government Points are way more important than Military Points at the beginning of the game:</font></b></font></font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> At     the beginning of your game accumulating Government points is much   more   important than having lots of Military Points. The cost (both   point  wise  and financial) associated with large castles are too large   for a   Kingdom to maintain without a well developed economy. The   economic model   in DLV is much more robust than Vanilla ( or any other   TW mod for that   matter) and if you ignore economics at the beginning   of the game you  are  setting yourself up for certain failure.<br />
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<u><b>As a general rule for every Castle you have upgraded you want Two Towns upgraded to an equal level to support the Castle.<br />
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</b></u>If your chosen faction does not start with a Grain Exchange or a Market, <b><u>one of your first goals should be to accumulate the 30 Government Points you need to build these buildings</u></b>.     Without these building, not only will you not be able to upgrade  your    towns, you will be unable to build the Sea Ports that make trade   income   profitable and worthwhile. <b><u>Buildings and improvements that boost trade are not good investments until you have a Market and a Port.</u></b><br />
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We will discuss DLV Economics in more detail in a future chapter, <b>THE DYNAMIC ECONOMY.</b> </div> </div> </div><font size="3"><font size="6"><font size="4"><font size="3"><b><br />
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<font size="4">3.6.2... </font></b></font></font></font></font><b><font size="4">Accumulating Government Points:</font> </b><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> Although     you can get a government point here or there using your agents    (Getting  trade rights with other factions, a successful alliance..ect    ), <u><b>Running around the map with your agents is not the most efficient way to accumulate permanent Government Points</b></u>. There are many in game events that you can't avoid that are going to cost you Government Points.<br />
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<b><u>The best and easiest way to accumulate the Government points you need is to get your treasury above 50,000 Florins.</u></b> For every turn you are above 50,000 Florins you will receive a Government Point.<font size="3"><font size="6"><font size="4"><font size="3"><br />
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<font size="4"><b>DLV TIP: YOU ARE MORE LIKELY TO RECEIVE GIFTS FROM NOBLES IF YOUR TREASURY IS LARGE AND GROWING.</b></font><br />
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A good strategy is to think of 50,000 Florins as &quot;Zero&quot; as far as your     treasury is concerned during the early portion of the game. If you are     below 50,000 Florins then you are basically in the red.</font></font></font></font> </div> </div> </div><font size="3"><font size="6"><font size="4"><font size="3"><br />
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<b><font size="4">3.6.3... Developing &quot;Uber-Governators</font>&quot;: </b></font></font></font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <font size="3"><font size="6"><font size="4"><font size="3">In     addition to the + 1 or 2 Gov points a turn generated from your    treasury  (that you are going to need to build up your basic economy), <b><u>You     are going to want an additional couple of Gov Points every turn to    deal  with the Government Point Penalties you are going to have    eventually.  These penalties are associated with the large stone walls    and huge stone  walls you need for big cities.<br />
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</u></b>The easiest way to get these additional points every turn  is to    develop kick ass governors that have ancillaries that provide    Government  Point bonuses.</font></font></font></font><br />
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<i><font size="3"><b>Governor Ancillaries that Generate Government Points Every Turn :<br />
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</b></font></i><font size="3"><i>Governor's Ring + 1 Gov per turn<br />
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Governor's Coin + 1 Gov per turn<br />
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Governor's Key + 1 Gov per turn</i><br />
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Acquiring these ancillaries takes some effort. Generally you are going     to need an Educated Career Governor in a town other than your capitol.     Unless you have a really good Governor with higher Piety that your   king,   he will not be assigned Governor of your Capitol. <u><b>Kings and Heirs ( Even if they are Career Governors) do not acquire these ancillaries</b></u>. <br />
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If you keep an educated Career Governor really busy...Building lots of     building and improvements, recruiting militia ect... He will  eventually    acquire these ancillaries. <u><b>If you can't afford improvements then have the Governor &quot;Spam&quot; Militia and then disband them the next turn</b></u>. The important thing is to keep him constantly active.<br />
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<u><b>Remember that you need a Scholarium to educate Career  Governers.    It should generally be the first or second building you  build. Build    them in all your cities as it increases the quality and  frequency of    your Ancillaries.</b></u></font></font></font></font> </div> </div> </div><font size="3"><font size="6"><font size="4"><font size="3"><br />
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<font size="4"><b>3.6.4... Accumulating Military Points:</b></font></font></font></font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <font size="4"><font size="3">Accumulating Military Points is a lot more straight forward but of secondary</font></font>     importance at the beginning of the game. By winning battles and   taking   cities you will build up most of the points you need to build a   <b>Drill Square</b> if you don't start with one already. Acquiring the <b>Military Points</b> you need to maintain the fortresses and citadel you need for mid-game success is another story. <b><u>You     will want a well developed economy and at least one Career General  of    High Heraldic Rank before you take the step of building your first     Fortress</u>.<br />
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<font size="4">3.6.5... Heraldic Rank and Military Points:</font> </b></font></font></font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <font size="3"><font size="6"><font size="4"><font size="3"><b><u>A     Career General with a Heraldic Rank of Knight Banneret or Above will     generate one or more Military Points a turn depending on his rank</u></b>. Kings and Heirs do not participate in the Heraldic Rank System so </font></font></font><u><b>You will need a Career General outside the Line of Royal Succession to fill this role</b></u></font><font size="3"><font size="6"><font size="4"><font size="3">. <u><b>The     Military Points a General like this generates every turn are really     handy to offset the Military Point Penalties you will recieve every   turn   for each fortress and citadel you control.</b></u></font></font></font></font> </div> </div> </div><font size="3"><font size="6"><font size="4"><font size="3"><br />
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<font size="4"><b>3.6.6... Avoiding the Downward Spiral: </b></font></font></font></font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <font size="3">If you own or upgrade more Castles that you can afford you will find yourself in a terrible position. <u><b>This     problem is made worse if you control multiple fortresses and/or     Citadels because of the Military Point penalties associated with them     every turn. I call this situation &quot;The Downward Spiral&quot;</b></u>. Your treasury will go down every turn no matter what you do. Your <b>Military Points </b>will fall to zero and stay there even if you are winning lots of battles. When your treasury falls to zero, your <b>Government Points</b> will fall to zero and stay there.<br />
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As if this wasn't bad enough, it's only the beginning of your problems. <u><b>After     your treasury falls below zero, your King will get the &quot;Offends the     Nobility&quot; trait and some of your characters will become rebellious</b></u>! It's hard enough to avoid these kinds of troubles when the &quot;<b>Dark Ages</b>&quot; hit anyway. We'll get into the <b>Dark Ages</b> event in a later chapter. But for now lets just say you better be running a tight ship when that event hits.<br />
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It's almost impossible to recover from a <b>Downward Spiral </b>once  it    hits. If Castles rebelled when you vacated them like cities it  might  be   possible but Castles don't rebel just because they are  empty. Your   only  option is to try to &quot;gift&quot; one or more of your  upgraded Castles  to  a  rival faction... A very poor option indeed. <b><u>Basically when this happens, you need to revert to a saved game before you made your mistake or start a new campaign.</u></b><br />
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<i>The &quot;<b>Downward Spiral</b>&quot; won't happen to you if you remember to:<br />
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</i><b>1. For every upgraded Castle have two upgraded towns to support it.<br />
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2. Leave most of your Castles at Level One or Two unless you really need them upgraded.<br />
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3. Don't conquer upgraded Castles that belong to other factions unless     you have a booming economy and the multiple characters of High  Heraldic    Rank to afford them.<br />
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4. Most importantly always remember that this is not Vanilla MTW. There     are checks and balances in place in DLV that ensure that conquering   the   whole world is nigh-impossible. If that's the goal of your game   then I   want to see the 5.8 screenshots to prove it. I will be truly   impressed   and will &quot;Rep&quot; you big time!<br />
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<table class="tableborder" cellspacing="1" cellpadding="4" width="100%"><tr><td class="maintitle" style="margin:1px;cursor:pointer;background-image:url('http://www.twcenter.net/forums/images/misc/contentbox.png')" onclick="if (this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display == 'none') { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = '' } else { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = 'none' }"><span style="color: black">Parts 4: The Dynamic Economy</span></td></tr><tr style="display:none"><td class="row2 postcolor"><font size="3"><font size="6"><br />
Parts 4: </font></font><font size="6">The Dynamic Economy</font><br />
 <font size="5"><b><br />
4... The Dynamic Economy: </b></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <font size="5"><font size="3">The Economic System in DLV is much more robust than Vanilla MTW.</font></font> <font size="3">Developing     your economy is key to maintaining and expanding a successful   Kingdom.   There are some core DLV Economic Concepts that new players   need to   become familiar with to manage and grow their empire properly.</font> </div> </div> </div><font size="3"><br />
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<b><font size="4">4.1... The Field and Settlement Cost Scrolls: </font></b></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> When     you click your Treasury Scroll Icon you will notice that two DLV    pop-up  screens appear. These are Field and Settlement Cost Scrolls that    are  unique to DLV.<u><b><br />
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<img src="http://img33.picoodle.com/img/img33/3/12/22/xtiaan73/f_FieldCostsm_2612d8d.jpg" border="0" alt="" /><br />
</b></u><b>The Field Cost Scroll<br />
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<img src="http://img26.picoodle.com/img/img26/3/12/22/xtiaan73/f_Settlementcm_950bed9.jpg" border="0" alt="" /><br />
The Settlement Cost Scroll<br />
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</b><i><font size="3"><font size="4"><font size="3"><u><font size="4"><b><u>D</u>LV TIP</b></font></u><b><u>:</u> </b><u><b>The     Field and Settlement Scrolls detail additional costs associated with     maintaining your empire that are not reflected on your Treasury  Scroll</b></u></font></font></font>.</i> </div> </div> </div><br />
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<b><font size="4">4.2... FIELD COSTS: </font></b><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <font size="4"><font size="3">Field Costs are associated with your Agents and </font></font><font size="3">Armies out in the field. Remember that your Characters are considered an &quot;Army&quot;. The Field Costs for <b>Armies</b> more than double when you are operating in Enemy Territory. So be aware of this before you start an aggressive campaign.  <b><u>T</u><u>he     'Actual Field Costs' figures on your Field Cost Scroll are rounded  up    to the closest '500' so this number is an estimated, ball-park  figure  </u><u>not an exact one.<br />
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</u></b>Always be aware of how many Agents you have in the field  and    where they are as the costs of your Agents can add up quickly  when they    are in Enemy Territory. <b><u>Always bring your Agents  back home when    you don't need them so you don't forget about them  and incur    unneccessary expenses every turn.</u></b><br />
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Sieges during Medieval Times were an extremely expensive endeavor.....     This is fully reflected in DLV. Siege Costs (more than any other Field     Cost) can catch a new player by surprise and cripple your economy. <u><b>When     you attack enemy settlements or forts use Siege Weapons like   Ballistas   and Catapults whenever possible so you can attack on the   first turn  and  avoid these costs.</b></u><br />
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Basically, The DLV System rewards you for fighting out your Siege Battles and penalizes you for &quot; Waiting&quot; out the defenders.<br />
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<font size="4"><b>4.3... SETTLEMENT COSTS</b>: </font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <font size="4"><font size="3">Upgrading     Cities and Castles in DLV before you have properly developed your     economy will absolutely cripple your chances of success in DLV. We     covered some of the reasons why in the <b>Government and Military Points</b> <b>Chapter</b>. <u><b>U</b><b>pgrading your Cities above &quot;Stone Walls&quot; or your Castles above &quot;Castle&quot; is a huge decision you should not take lightly</b></u>. As you can see in the scroll, Your costs for maintaining these settlements is going to double immediately.<br />
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If you haven't prepared properly before you make these upgrades you are going to find that <b><u>the     income that used to be sufficient to pay for your Units and Agents  in    now getting eaten up by your Underdeveloped Upgraded Settlements </u></b> ..... and that your treasury is going down every turn ( Deficit Spending) <br />
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Having Upgraded Settlements you can't afford is a bad situation to be     in. These Upgraded Cities tend to be your best cities and trade centers     so abandoning them or &quot;Gifting&quot; them away only makes the problem   worse.   You can disband units but this isn't a good option if a war or &quot;<b>The Dark Ages</b>&quot; event is happening. <b>( Note: The Dark Ages are huge DLV Events that will be covered in detail in a later chapter)<br />
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</b>Thankfully, the DLV Economic and Trade System is robust and  there    are alot of thing you can do to make sure your Kingdom is ready  to    support these Large settlements </div> </div> </div><font size="3"><br />
<font size="4"><b>4.4... DYNAMIC ECONOMIC EVENTS:  </b></font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> From     time to time you will be notified of an Economic Event with a pop-up    at  the beginning of your turn. These Events simulate the ups and  downs   of a  real world economy... These events can be Positive or  Negative  and  they  will remain in effect until you get another pop-up  during  another  turn  that informs you things have &quot;Returned to  Normal&quot;. They  can  affect many  different aspects of your economy (  Your Roads, Ports,  Tax  Income, Ect).  This is one of the coolest  features in DLV.<br />
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<img src="http://img33.picoodle.com/img/img33/3/12/22/xtiaan73/f_EconomicEvem_2fbdb74.jpg" border="0" alt="" /><br />
<b>Dynamic Economic Event Pop-Up: uh-oh looks like a recession.....Can someone get Secretary Paulson on the phone?<br />
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<img src="http://img32.picoodle.com/img/img32/3/2/4/xtiaan74/f_Neweconomysm_317e886.jpg" border="0" alt="" /><br />
The new 'Economy Overview Pop-up' is viewed when clicking the Treasury     screen. This Pop-up keeps track of your Economic Events ( Which can be     cumulative). These events are random and will affect your economy     differently from campaign to campaign.<br />
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<font size="3"><font size="4"><font size="3"><b> <font size="4">4.5...TRADE INCOME AND UNIQUE DLV TRADE INCOME BUILDINGS:</font></b></font></font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <font size="4"><font size="3">Trade income is much more important in DLV than it is in Vanilla M2TW</font></font>. <u><b>In Vanilla, Economics take a back seat but in DLV it is of equal or even more importance than the Military Aspects of the game. </b></u>Develop     your trade income as much as possible before taking on those City     Upgrades. It is by far the best way to make money in DLV. <b><u>Developed     Agriculture and High Tax Revenue will support the upgrade costs of    your  cities but Trade Income is the key to supporting all the  expensive    Mercenaries and High Tier Castle Units you are going to  need to  expand   aggresively and take on rival factions</u></b>.<br />
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<img src="http://img19.picoodle.com/img/img19/3/12/22/xtiaan73/f_TradeBuildim_492a5ff.jpg" border="0" alt="" /><br />
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<img src="http://img26.picoodle.com/img/img26/3/12/22/xtiaan73/f_Tradebuildim_27f3ed0.jpg" border="0" alt="" /><br />
<b>Unique DLV Trade Income Buildings<br />
</b> <br />
Depending on which resources are available in a particular province,     Unique DLV Trade Income Buildings will be available to boost your     income. The culture of your Faction will further influence which Trade     Income Building are available. These buildings are expensive to build     but will pay for themselves many times over during the game.<br />
 </div> </div> </div><font size="3"><font size="4"><font size="3"><br />
<span style="font-family: Verdana"><font size="4"><b><font size="4">4.6... TRADE ROUTES</font>:</b></font></span></font></font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <font size="3"><font size="4"><font size="3"><span style="font-family: Verdana"><font size="4"> <font size="3">War and events like '<u><b>The Dark Ages</b></u>'     will have a huge effect on the amount of money your kingdom is    bringing  in through trade. Try to develop income that doesn't depend on    trade  with your immediate neighbors ( Merchants, Agriculture, Trade    with non  adjacent Kingdoms).<br />
<br />
<img src="http://img18.picoodle.com/img/img18/3/2/4/xtiaan74/f_Portm_4e07015.jpg" border="0" alt="" /><br />
 <u><b>Remember that 30 Government points are required to build a  Market    and a Market is a required building to build a Port. A city or  castle    will not be open to Foreign Trade until it has built a Port. </b></u></font> <br />
<br />
<b><font size="3"><u>STRATEGY TIP FOR TRADE ROUTES:</u> War is inevitable <i>with your</i></font></b></font></span></font></font></font><font size="3"><font size="4"><font size="3"><span style="font-family: Verdana"><font size="4"><b><font size="3"><i>     neighbors in DLV thanks to the 'Dark Ages Event'. So Foreign Trade    with  these factions has less benefit then setting up Foreign Trade    Routes  with close but not adjacent factions.<br />
<br />
Example; If you are playing England set up trade with Flanders, Norway     and Denmark first rather than Scotland and France. Trade routes from     ports tend to default to your closest trade partner......This is not     always in your best interest if war is inevitable.<br />
<br />
Kingdoms that are close enough for foreign trade but not adjacent are     also your kingdom's ideal allies against aggressive neighbors. Set up     trade and military agreements with these kingdoms early in your game. (     Before first Dark Ages Event)<br />
</i></font></b></font></span></font></font></font> </div> </div> </div><font size="3"><font size="4"><font size="3"><span style="font-family: Verdana"><font size="4"><b><font size="3"><font size="4">4.7... AGRICULTURE INCOME: </font></font></b></font></span></font></font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <font size="3"><font size="4"><font size="3">Agriculture     is an excellent supplement to trade income in DLV... In other words,    It  can keep food on the table but it's not going to keep the lights   on!:tongue:     In DLV, you only receive Agriculture income in the Summer season. (   It   generates no income during Winter Turns). Your total Agriculture    income  every summer is also affected by DLV Economic events such as    'Bad  Harvests').<br />
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<img src="http://img19.picoodle.com/img/img19/3/2/8/xtiaan74/f_Farmingm_f62e5cd.jpg" border="0" alt="" /><br />
<b>Upgrade Agriculture carefully, You cannot undo the Improvements.     Third and Fourth Tier Agriculture creates growth that is hard to  control    mid to late game.<br />
<br />
<font size="4">Agriculture tips:</font><br />
<br />
</b><i>1. Fully upgraded Agriculture is always a good idea in  Castle    Provinces ( it will offset some of your castles expenses) and  in    Metropolis type cities...</i><br />
<br />
<i>2. Upgrading Agriculture above Second Tier in most cities will cause     explosive growth that leads to massive squalor mid to late game. So     avoid high level agriculture in cities that aren't pumping out units.<br />
</i><br />
<i>3. Agriculture helps provinces &quot;Devastated&quot; by Rebel or Enemy activity heal the damage faster.</i><br />
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</font><font size="4">4.8... MERCHANT INCOME: </font></font></b></font></span></font></font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <font size="3"><font size="4"><font size="3"><span style="font-family: Verdana"><font size="4"><font size="3"><font size="4"><font size="3">Merchant income is much more important in DLV than in Vanilla. <u><b>When     War or 'The Dark Ages' event are devastating your Trade Income, A     strong merchant economy can see you though the hard times. <br />
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<img src="http://img33.picoodle.com/img/img33/3/2/4/xtiaan74/f_Jewishbuildm_136075e.jpg" border="0" alt="" /><br />
</b></u><b>To build Merchants in a city you must first build a  Jewish    Synagogue. The Size of your Market and the % of your Jewish  population    in a city will determine how many merchants you can  recruit. You may    need to enlarge your synagogue to reach the % Jewish  population you need    for more merchants. Conversely, you may need to  build bigger Native    Religious Buildings if the % gets too large. <u>Whatever  you do, try to    avoid a situation where you need to demolish a  Catholic Church to fix    things...You will piss off the Pope.</u><br />
<br />
</b></font></font></font></font></span></font></font><i><b><span style="font-family: Verdana">R</span></b></i></font><font size="3"><i><b><span style="font-family: Verdana">ecruiting Merchants requires a market and</span> the correct % of Judaism in settlement.</b></i><br />
<b>------------------------------------------------------------------------</b><br />
<b><span style="font-family: Verdana"><font size="4">Market Level.............Judaism%...........         Available Merchants</font></span></b><br />
</font> <font size="2"><b><i>Tier One Market............................ 3.............................................. 1<br />
 Tier Two Market............................ 5.............................................. 2<br />
Tier Three Market......................... 10............................................. 3<br />
Tier Four Market........................... 15............................................. 4<br />
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</i></b> <br />
</font><b>-----------------------------------------------------------------------</b>------------<br />
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<font size="3"><font size="4"><font size="3"><span style="font-family: Verdana"><font size="4"><font size="3"><font size="4"><font size="3">Try     to look at this philosophically, even if your faction didn't     traditionally have a Jewish Merchant population. Cities with a thriving     Foreign Trade require a 'Merchant Quarter' that is tolerant to     foreigners and ideas from far away places and the Jewish Synagogue     mechanic simulates this very well in DLV.<br />
<br />
A high 'Jewish Population'( Large Merchant Quarter) can cause loyalty     problems in some cities depending on the skill of your governor. <br />
<br />
<b><u>This disadvantage is more than made up for by the fact that  Jewish    Buildings provide a health bonus for your cities and Merchant  Income   is  not greatly affected by war, trade agreements or the  current   economic  conditions in your Kingdom.<br />
<br />
</u></b></font></font></font></font></span></font></font></font><br />
<font size="3"><font size="4"><font size="3"><span style="font-family: Verdana"><font size="4"><font size="3"><font size="4"><font size="3"><b><i>Tips on Merchant and Trade income:<br />
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1. Cities that you don't plan to upgrade to the highest levels are the     best cities to churn out merchants and trade income. ( Just because a     city is bigger doesn't mean it's more profitable).<br />
<br />
2. Keep taxes high in your &quot;economic&quot; cities so they grow slowly...You     want your growth rate to be as low as possible to avoid squalor mid  and    late game. Remember upgrading cities will often mean less income  not    more. Avoid upgrading agriculture in cities with high growth rate     problems...<br />
<br />
3. Multiple cities with smaller </i></b></font></font></font></font></span></font></font></font><font size="3"><font size="4"><font size="3"><span style="font-family: Verdana"><font size="4"><font size="3"><font size="4"><font size="3"><b>Synagogues</b></font></font></font></font></span></font></font></font><font size="3"><font size="4"><font size="3"><span style="font-family: Verdana"><font size="4"><font size="3"><font size="4"><font size="3"><b><i> are easier to manage than a few with huge Synagogues.<br />
<br />
4. Your kingdom will need 6 to 10 active merchants to make a difference     in your economy during 'Dark Ages' or times of war. Without them you    may  find it hard to stay in the black during these difficult in game     events.<br />
<br />
5. Although, it may seem more profitable to send your merchants really     far away on the map, They are also much more difficult to manage and     easier to loose to competition. If you factor in the travel time to  get    to that distant, lucrative spot it becomes clear that keeping  your    merchants closer to home where they can be easily replaced and  are    consistently making income is the way to go. </i></b><br />
</font></font></font></font></span></font></font></font> </div> </div> </div><font size="3"><font size="4"><font size="3"><span style="font-family: Verdana"><font size="4"><font size="3"><font size="4"><font size="3"><br />
<br />
</font></font></font></font></span></font></font></font><font size="3"><font size="4"><font size="3"><span style="font-family: Verdana"><font size="4"><b><font size="3"><font size="4">4.9... BANK INVESTMENT SYSTEM: (Under Construction <font color="Blue">[Libr<font size="4">arian Note- </font>never completed]</font>)</font></font></b></font></span></font></font></font><br />
</td></tr></table><font size="3"><font size="4"><font size="3"><span style="font-family: Verdana"><font size="4"><font size="3"><font size="4"><font size="3"><br />
</font></font></font></font></span></font></font></font><table class="tableborder" cellspacing="1" cellpadding="4" width="100%"><tr><td class="maintitle" style="margin:1px;cursor:pointer;background-image:url('http://www.twcenter.net/forums/images/misc/contentbox.png')" onclick="if (this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display == 'none') { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = '' } else { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = 'none' }"><span style="color: black">Part 5: Settlement Management</span></td></tr><tr style="display:none"><td class="row2 postcolor"><font size="3"><font size="4"><font size="3"><span style="font-family: Verdana"><font size="4"><font size="3"><font size="4"><font size="3"><font size="3"><font size="4"><font size="3"><span style="font-family: Verdana"><font size="4"><font size="3"><font size="4"><font size="3"><font size="5"><font size="6">Part 5: Settlement Management</font></font></font></font></font></font></span></font></font></font></font></font></font></font></span></font></font></font> <br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> City  management is the key to economic success in DLV. Game    dynamics that  can be ignored in Vanilla can kill you playing this mod.    Below are some  tips for city management that will be helpful no  matter   what faction you  are playing. The idea behind them is to  maximize   income and minimize  expenses. </div> </div> </div><br />
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<b><font size="4">5.1... Upgrading Your Capitol to 'MAX':</font></b></font></font></font></font></font></font></span></font></font></font><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <font size="3"><font size="4"><font size="3"><span style="font-family: Verdana"><font size="4"><font size="3"><font size="4"><font size="3"><font size="4"><font size="3">This     is the one city that you want to grow as quickly as possible early  in    the game regardless of the economic penalties. To reach the  highest    level of development( Metropolis) requires early-game  planning. A huge    population means growth rates will stagnate  eventually because of    squalor. ( even if you have maxed out your  buildings that help growth    rate)</font></font></font></font></font></font></span></font></font></font><font size="3"><font size="4"><font size="3"><span style="font-family: Verdana"><font size="4"> <u><font size="3"><b>The factor that will get you over the hump is a Governor or King with extremely high Chivalry.<br />
<br />
 High Chivalry is the best way to reduce squalor in large cities.<br />
<br />
</b></font></u><font size="3">Plan early for these mid-game  conditions.    Develop at least one 'Fighting Governor' type character (  preferably    more) that 'Spares Prisoners' and 'Occupies Cities'. This  will boost  his   Chiv. Also give him as many titles and ancillaries as  possible  that   boost his Chiv or help his 'Squalor management'<br />
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<font size="3"><b>Check list to maximize your chances for a 'Metropolis&quot; type city...:<br />
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1. Educated Career Governor with maxed out Chiv.<br />
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2. Maxed out Agriculture and Health Buildings.<br />
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3. Build the biggest Synagogue that your city will tolerate ( Additional health bonus)<br />
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4. Make sure your treasury is over 50,000<font color="Red">*</font> or you have ancillaries that provide Government Points ( key <u>to city, ect) to offset permanent Government Point costs.</u><br />
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<font color="Red">*</font> <i><font color="Red">If your playing the 6.2     Beta, you will experience inflation when you go over 50,000 Florins.     This means that settlement and siege costs get out of control!<br />
What it means is that in peace time you can use this method but not in war time when you are moving a lot of troops around</font><br />
</i> <br />
</b><i><b>Additional Capitol Tips originally posted by BlackLeaf:</b><br />
<br />
</i></font></font></font></span></font></font></font><font size="3"><font size="4"><font size="3"><span style="font-family: Verdana"><font size="4"><font size="3"><font size="3"><b>More tips for your capitol</b><i>:<br />
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1. The conditions necessary to max out your capitol make it  the ideal city for the 'Merchant's Guild'.<br />
<br />
2. Avoid the 'Brothel' line of buildings in your capitol as their     presence results in undesirable traits for your governors. These traits     can cripple your ability to upgrade your capitol to 'MAX'.<br />
<br />
3. To get over the Metropolis hump, you may have to ( but not always)     destroy your Synagogue to get your native religion up to the 95% range.     Just build it again after you have your 'M' city if this is  necessary.<br />
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4. Yes, It's hard to get 'M' cities and it's meant to be.</i></font></font></font></span></font></font></font> </div> </div> </div><br />
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<font size="3"><font size="4"><font size="3"><span style="font-family: Verdana"><font size="4"><font size="3"><font size="3"><b><font size="4"><font color="Red">5.2(UPDATED!)</font>... When to Upgrade your Other Cities? </font></b></font></font></font></span></font></font></font><font size="3"><font size="4"><font size="3"><span style="font-family: Verdana"><font size="4"><font size="3"><font size="3"><font size="4"><font size="3">Generally,     you want to avoid upgrading your other cities above Large Town.  Stone    Walls considerably increases your settlement's costs per turn (  Large    Stone Walls doubles them!) and requires 1 Government point to   maintain   as well. <b><u>You are going to need this money and Gov Point when you conquer an enemy capitol</u></b></font></font><i>. <br />
<br />
</i>A good strategy is to 'stagnate' your city growth before a city     reaches 'Stone Walls'. The idea here is to minimize squalor/happiness     penalties associated with a population too large for 'Large Town' and  to    maximize the income of the city.<br />
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<img src="http://img26.picoodle.com/img/img26/3/2/7/xtiaan74/f_Growthm_4f7b429.jpg" border="0" alt="" /><br />
<b>Ideally, When your 'Large Towns' are set to 'Very High Taxes'  you    want your 'Growth Rate' to be 0% or -.5%. This allows you to  control    your cities population with your tax rate!<br />
<br />
</b></font></font></font></span></font></font></font><u><img src="http://img01.picoodle.com/img/img01/3/2/27/xtiaan74/f_Squalorm_c05e2a6.jpg" border="0" alt="" /></u><br />
<font size="3"><font size="4"><font size="3"><span style="font-family: Verdana"><font size="4"><font size="3"><font size="3"><b> Using this strategy will alleviate mid to late game 'Squalor' blues!!!<br />
<br />
</b>It takes a little micro-management but I find this aspect of  the    game fun. Avoid fueling your 'Economic cities' growth with     Agriculture... You can't destroy Agriculture Improvements once you make     them ( Unlike Health or Synagogue buildings).<u><b> So building up Agriculture beyond second tier tends to make cities harder to 'Stagnate'.  </b></u>Every     city is different so the types of buildings you are going to need to     build to control your population with your tax rate will vary in  each    city. When you are ready to 'Stagnate' find the right  combination so    that your growth rate is 0% or negative when your  taxes are on 'Very    High'. ( even if it means destroying some  buildings)<br />
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<b><font color="Red">(NEW!)5.21: <font color="Black">Example of a 'Stagnated' Large Town<br />
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</font></font></b><u><b> <img src="http://img36.picoodle.com/img/img36/2/6/13/xtiaan74/f_StagnatedTom_a14f7d6.jpg" border="0" alt="" /><br />
</b></u><b>Above is an example of a stagnated 'Large Town',  The    settlements that produce the most income in DLV.  It's growth  rate can    be controlled with it's tax rate. It's agriculture level is  Second Tier  (   Communal Farmland), that should never be upgraded.  These cities  should   not advance to 'Stone Walls' because the  additional  'Settlement' costs   will actually reduce it's 'net income'  (even if it  says that the city   says it is making more money than it  did as a  'Large Town' on the   Campaign Screen).<font color="Red">*</font><br />
<br />
<font color="Red">(UPDATE)*</font> There are exceptions. It's worthwhile to upgrade certain towns to 'Stone Walls'. Cities </b></font></font></font></span></font></font></font><font size="3"><font size="4"><font size="3"><span style="font-family: Verdana"><font size="4"><font size="3"><font size="3"><b>with a port</b></font></font></font></span></font></font></font><font size="3"><font size="4"><font size="3"><span style="font-family: Verdana"><font size="4"><font size="3"><font size="3"><b>     surrounded by four or more other provinces will pay off better than a     'Large Town'. The trade boost from the upgraded port and trade    buildings  will more than offset then $500 per turn settlement costs.    York is an  example of a lucrative trade city like this. Good 'Trade    Cities' like  this are rare and prized conquests. Guard them well.<br />
</b><u><b><br />
<br />
More tips for your other cities:<br />
<br />
</b></u><i>1) Avoid Third Tier Synagogues in these smaller cities.  They    will make it more difficult to have a High Tax Rate/Low Growth    Rate/High  Happiness Ratio.<br />
<br />
2) Competent Career Governors maximize 'Economic' cities efficiency</i></font></font></font></span></font></font></font><i>. <font size="3"><span style="font-family: Verdana">'</span><span style="font-family: Verdana">Stagnated' Cities require a governor to manage them properly. ( You need a Governor present to micro-manage tax rate)</span></font><br />
</i>  <i><span style="font-family: Verdana"><font size="3"><br />
3) Avoid building unnecessary military buildings in these cities. Maintenance</font></span></i><i><span style="font-family: Verdana"><font size="3"> costs will add up and cut into your profits quickly.<br />
<br />
4) Three or Four Cities stagnated at 'Stone Walls' can be money machines     for conquest. They have very low over-head for the amount of income     they produce.<br />
<br />
5) Be vary careful when you upgrade Agriculture beyond Second Tier in these cities. You may regret it later.<br />
</font></span></i>[/spoiler]<i><span style="font-family: Verdana"><font size="3"><br />
</font></span></i><span style="font-family: Verdana"><font size="3"><font size="4"><b><br />
5.3... Upgrading your castle to Citadel: </b></font></font></span><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <span style="font-family: Verdana"><font size="3"><font size="4"><font size="3">There     are only a few castles on the map that can upgrade to a Citadel.  This    is usually the castle that your faction starts with. If your  faction    doesn't start with a castle it is usually the rebel castle  adjacent to    your starting city. <br />
<br />
The same principles apply to getting a Citadel as we discussed above     regarding &quot;M&quot; class cities with a few caveats; You can't build     Synagogues in Castle provinces and it usually takes longer to get a     Citadel than a &quot;Huge City&quot;. One of the reasons it takes longer is     because you cannot lower taxes in Castles to create additional growth.<br />
<br />
Max out your agriculture and health buildings. Squalor because of too     much population will not be much of an issue with Citadels as you will     be constantly recruiting troops here. In fact, raising large numbers  of    troops is one of your biggest impediments to attaining a Citadel. (     Especially on the &quot;Huge&quot; setting.) Raising troops and replacing  losses    can put huge dents in your castle's population. Your going to  need a    long period of peaceful growth to snag that Citadel.<br />
<br />
<img src="http://img19.picoodle.com/img/img19/3/2/8/xtiaan74/f_Castlem_64db0af.jpg" border="0" alt="" /><br />
</font></font></font></span><span style="font-family: Verdana"><font size="3"> <b>Upgrading Stone Castles to Fortresses in DLV is usually more trouble than it's worth.</b></font></span> </div> </div> </div><i><span style="font-family: Verdana"><font size="3"><br />
</font></span></i><span style="font-family: Verdana"><font size="3"><b><font size="4">5.4... When to upgrade your other castles?: </font></b></font></span><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <span style="font-family: Verdana"><font size="3">It     is usually not a good idea to upgrade any Castles other than the one     you are trying to turn into a Citadel above Stone Castle. Multiple     Fortresses will cripple your economy. We discussed the reasons why in     earlier chapters in detail. (Fortresses have crippling expenses     associated with them every turn that you can never get rid of as well     permanent Military Point Penalties.)<br />
<br />
<b><font size="4">More Castle Tips</font></b>:<br />
<br />
<i>1. All Castles are a drain on your economy even the small ones. To     keep these costs in check try to have Two Upgraded Towns for every     Castle of a lower tier ( Two Tier Two Cities for every Tier One Castle     ect)</i><br />
<br />
<i>2. Specialize your Low Tier Castles to churn out specific troop     types. Unnecessary Military buildings will quickly burden your kingdom     with maintenance costs.</i><i><br />
<br />
3. Stone Castles are still pretty expensive so only build them if you     really need the addition higher tier troops or are in desperate need of     more room for your RECRUITMENT CAP. There is no 'unbuilding' a Stone     Castle, Make sure you can afford it.</i><br />
<br />
<i>4. If you need a second fortress to build quality troops far from     home, make sure you have a couple of characters with High Heraldic Rank     to offset the Military Point penalties you will get every turn</i><br />
<br />
<i>5. Generally, the only other fortress settlements you are going to     need (other than your main one) are the ones you take from other     factions. Make sure you have one general of at least Knight Barronett     rank to offset the Military Point costs for each of these fortresses.</i><br />
<br />
<i>6. As a rough guideline. you are going to need two fully upgraded     large towns for every fortress to offset the economic costs every     turn...<br />
<br />
7. Don't be afraid to leave most castles at Tier Two or not upgraded at     all. You will still get quality points toward your recruitment cap    while  minimizing expenses.<br />
</i></font></span><i><span style="font-family: Verdana"><font size="3"> <br />
</font></span></i><span style="font-family: Verdana"><font size="3"><i>8. These economic factors are why Mercenaries rule the DLV universe!!!:tongue:</i></font></span> </div> </div> </div><br />
<font size="3"><font size="4"><font size="3"><span style="font-family: Verdana"><font size="4"><font size="3"><font size="3"><b><font size="4"><font color="Red"><font color="Blue"><br />
</font></font></font></b></font></font></font></span></font></font></font><font size="3"><font size="4"><font size="3"><span style="font-family: Verdana"><font size="4"><font size="3"><font size="3"><b><font size="4"><font color="Red">5.51(UPDATED and Revised!) How to Change your Faction's Capitol (Tutorial) <font color="Blue">By BamaToon</font></font></font></b></font></font></font></span></font></font></font></td></tr></table><br />
<table class="tableborder" cellspacing="1" cellpadding="4" width="100%"><tr><td class="maintitle" style="margin:1px;cursor:pointer;background-image:url('http://www.twcenter.net/forums/images/misc/contentbox.png')" onclick="if (this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display == 'none') { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = '' } else { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = 'none' }"><span style="color: black">PART 6: Faction Overviews/Difficulty Levels</span></td></tr><tr style="display:none"><td class="row2 postcolor"><font size="6"><font color="Red">LINKS! </font>PART 6: Faction Overviews/Difficulty Levels<br />
<br />
<font size="3">We are currently compiling info for this section in the     link below. Many players are contributing. Join the conversation!     There's already lots of good faction specific info in this thread.<br />
<br />
</font></font><a href="http://www.twcenter.net/forums/showthread.php?t=224392" target="_blank">SGFNP: Faction Overviews/Difficulty Levels thread</a></td></tr></table><br />

</fieldset></div>

]]></content:encoded>
			<category domain="http://www.twcenter.net/forums/forumdisplay.php?157-Scriptorium">Scriptorium</category>
			<dc:creator>StealthFox</dc:creator>
			<guid isPermaLink="true">http://www.twcenter.net/forums/showthread.php?600981-Guide-Deus-Lo-Vult-v6-1-Strategy-Guide</guid>
		</item>
		<item>
			<title><![CDATA[[Modding] Unique Names (and avoiding labels)]]></title>
			<link>http://www.twcenter.net/forums/showthread.php?600805-Modding-Unique-Names-(and-avoiding-labels)&amp;goto=newpost</link>
			<pubDate>Wed, 15 May 2013 20:41:51 GMT</pubDate>
			<description>Image: http://img101.imageshack.us/img101/2206/moddw3.jpg  
 
Original: Unique...</description>
			<content:encoded><![CDATA[<div><div style="text-align: center;"><img src="http://img101.imageshack.us/img101/2206/moddw3.jpg" border="0" alt="" /></div><br />
Original: <a href="http://www.twcenter.net/forums/showthread.php?485535-Unique-Names-(and-avoiding-labels)-14-Apr-2013-update" target="_blank">Unique Names (and avoiding labels)</a> <br />
Poster: <a href="http://www.twcenter.net/forums/member.php?45403-Withwnar" target="_blank">Withwnar </a><br />
<br />
<br />
<fieldset class="fieldset" style="border:1px solid black; padding:5px">
<legend style="margin-left: 5px; margin-right:5px;">Article</legend>
This explains how to spawn characters with guaranteed-to-be-unique names using a hidden faction. That is, the hidden faction is just an intermediate step: the characters are then transferred to the faction of your choosing.<br />
<br />
Why?<br />
<ul><li style="">Names are randomly reused by the game. You might want a special name for a special character (e.g. &quot;The Fool of Venice&quot;) but there is no way to stop the game from giving that name to any number of other characters in the faction.</li><li style="">Limitations of labels:<br />
<ul><li style="">It is not possible to spawn a Named Character with the same label twice, including using random_name. Even if the first spawned character no longer exists. This seriously restricts label reuse.</li><li style="">Agents can not have labels. This renders controlling spawned agents with script useless; you could control them with their name instead but how can you be sure that the script will not be controlling another character with the same name instead? You can't.</li></ul></li></ul><br />
To do this <b>you will need a free faction slot</b>. If you already have 31 factions then either sacrifice one or stop reading. <br />
<br />
The trick is to create a faction which contains unique character names: names that do not belong to any other faction. Characters are spawned into this faction and then the entire faction is given to the target faction; transferring the character(s) in the process. <br />
<ul><li style="">This happens so fast that you never see the characters on the map under the hidden faction's banner; they appear to be spawning directly into the target faction.</li><li style="">They keep the name that you spawned them with, even though that name does not belong to the target faction. :thumbsup2</li><li style="">You can now use this name to control the character with script; no need for labels! The name is <b>guaranteed to be unique</b> because 1) only this hidden faction has them, and 2) the hidden faction is not on the map so the game will not be spawning characters for it. Of course, if you use this method to spawn two characters with the same name then the uniqueness is lost.</li><li style="">The method can be used as many times as you like, even within the same turn. But see &quot;Limitations&quot; regarding using it in quick succession.</li><li style="">No &quot;faction emerges/destroyed&quot; messages as a result of this hidden faction (briefly) coming into being.</li></ul><br />
All character types are possible <b>except princesses</b>.<br />
<br />
Initially there is some effort required to set up the hidden faction. But it only needs to be done once; after that the actual spawning steps are very simple. <br />
<br />
<fieldset class="fieldset" style="border:1px solid black; padding:5px">
<legend><b><font size="2">Creating the hidden faction</font></b></legend><table class="tableborder" cellspacing="1" cellpadding="4" width="100%"><tr><td class="maintitle" style="margin:1px;cursor:pointer;background-image:url('http://www.twcenter.net/forums/images/misc/contentbox.png')" onclick="if (this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display == 'none') { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = '' } else { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = 'none' }"><span style="color: black">Steps</span></td></tr><tr style="display:none"><td class="row2 postcolor"><br />
<fieldset class="fieldset" style="border:1px solid black; padding:5px">
<legend style="margin-left: 5px; margin-right:5px;">Download</legend>
Attached to this post is a zip of the modified files as described in this section, taken from - and therefore only compatible with - <b>Kingdoms Grand Campaign</b>. <br />
<br />
The &quot;spA&quot;, &quot;spB&quot;, etc. names have been included instead of the &quot;spawnpool_male/female&quot; ones. Its religion is set to &quot;heretic&quot; instead of &quot;catholic&quot; to avoid being visible in the Pope scroll: see &quot;Priests &amp; Imams&quot; regarding spawning religious characters.<br />
<br />
e.g. You could add these files to a fresh Bare_Geomod Kingdoms mod, replacing the ones there.
</fieldset><br />
This faction never appears on the map so we can skip a few steps that would usually be needed for adding a faction from scratch. If your mod already has an unused faction then even better; slightly adjusting that instead of making a new one will save some effort.<br />
<br />
These are the steps needed for making a new one from scratch. <br />
<br />
I am naming this faction &quot;Spawn Pool&quot; (spawnpool). The name is not important; it does not appear in the game.<br />
<br />
<fieldset class="fieldset" style="border:1px solid black; padding:5px">
<legend style="margin-left: 5px; margin-right:5px;">descr_strat.txt</legend>
<br />
Insert this just before the &quot;faction slave&quot; entry:<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">faction&nbsp; &nbsp; spawnpool, balanced smith<br />
ai_label&nbsp; &nbsp; &nbsp; &nbsp; default<br />
dead_until_resurrected<br />
denari&nbsp; &nbsp; 0<br />
denari_kings_purse&nbsp; &nbsp; 0</code><hr />
</div>Add it to the nonplayable list at the top of the file:<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">nonplayable<br />
&nbsp; &nbsp; papal_states<br />
&nbsp; &nbsp; aztecs<br />
&nbsp; &nbsp; mongols<br />
&nbsp; &nbsp; timurids<br />
&nbsp; &nbsp; <b>spawnpool</b><br />
&nbsp; &nbsp; slave<br />
end</code><hr />
</div>
</fieldset><br />
<br />
<fieldset class="fieldset" style="border:1px solid black; padding:5px">
<legend style="margin-left: 5px; margin-right:5px;">descr_sm_factions.txt</legend>
<br />
Add this to the file:<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">faction&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <font color="red">spawnpool</font><br />
culture&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <font color="Red">northern_european</font><br />
religion&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <font color="Red">catholic</font><br />
symbol&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; models_strat/symbol_saxons.cas<br />
rebel_symbol&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; models_strat/symbol_rebels.CAS<br />
primary_colour&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <font color="red">red 0, green 0, blue 0</font><br />
secondary_colour&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; red 255, green 210, blue 0<br />
loading_logo&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; loading_screen/symbols/symbol128_hre.tga<br />
standard_index&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 21<br />
logo_index&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; FACTION_LOGO_SAXONS<br />
small_logo_index&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <font color="red">SMALL_FACTION_LOGO_SPAWNPOOL</font><br />
triumph_value&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 5<br />
custom_battle_availability&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; no<br />
can_sap&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; no<br />
prefers_naval_invasions&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; no<br />
can_have_princess&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; yes<br />
has_family_tree&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <font color="Red">yes</font></code><hr />
</div>Here I just copy-pasted the Saxons entry and changed a few things.<br />
<br />
<b>culture</b>: this will affect the portraits. See Limitations below.<br />
<br />
<b>religion</b>: this will affect whether you can spawn priests/imams. See Priests &amp; Imams below.<br />
<br />
<b>primary_colour</b> and <b>small_logo_index</b>: see Faction Rankings below.<br />
<br />
<b>has_family_tree</b>: if &quot;no&quot; then this faction will appear - and remain - in the factions lists of the Diplomacy scroll. (Thanks Gigantus.)<br />

</fieldset><br />
<br />
<fieldset class="fieldset" style="border:1px solid black; padding:5px">
<legend style="margin-left: 5px; margin-right:5px;">expanded.txt</legend>
<br />
Add this entry:<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">{SPAWNPOOL}Spawn Pool</code><hr />
</div>
</fieldset><br />
<br />
<fieldset class="fieldset" style="border:1px solid black; padding:5px">
<legend style="margin-left: 5px; margin-right:5px;">descr_win_conditions.txt</legend>
<br />
Add this entry:<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">spawnpool<br />
hold_regions<br />
take_regions 100<br />
short_campaign hold_regions<br />
take_regions 80</code><hr />
</div>
</fieldset><br />
<br />
<fieldset class="fieldset" style="border:1px solid black; padding:5px">
<legend style="margin-left: 5px; margin-right:5px;">shared.sd.xml</legend>
<br />
Add this entry to the end of the sprites list:<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">&lt;sprite index=&quot;<font color="Red">???</font>&quot; name=&quot;SMALL_FACTION_LOGO_SPAWNPOOL&quot; page=&quot;0&quot; left=&quot;234&quot; right=&quot;234&quot; top=&quot;207&quot; bottom=&quot;207&quot; x_offset=&quot;0&quot; y_offset=&quot;0&quot; alpha=&quot;1&quot; cursor=&quot;0&quot;/&gt;</code><hr />
</div>...where <font color="red">???</font> = the next index in the sequence.<br />
<br />
Also add one to the sprite count:<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">&lt;sprites count=&quot;339&quot;&gt; <br />
(This number is an example only. Just add one to whatever is there now.)</code><hr />
</div>
</fieldset><br />
<br />
<fieldset class="fieldset" style="border:1px solid black; padding:5px">
<legend style="margin-left: 5px; margin-right:5px;">descr_character.txt</legend>
<br />
The models themselves are not important because they'll never be seen on the map. But they need to be defined for this faction otherwise the spawn fails.<br />
<br />
So add an entry for each character type. You can just copy-paste another faction's. Here is a sample...<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">type&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; named character<br />
<br />
...<br />
<br />
faction&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; timurids<br />
dictionary&nbsp; &nbsp; &nbsp; &nbsp; 2<br />
strat_model&nbsp; &nbsp; &nbsp; &nbsp; islamic_general<br />
battle_model&nbsp; &nbsp; Eastern_General<br />
battle_equip&nbsp; &nbsp; gladius, chainmail shirt helmet and rectangular shield<br />
<br />
<b>faction&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <font color="Red">spawnpool</font><br />
dictionary&nbsp; &nbsp; &nbsp; &nbsp; 2<br />
strat_model&nbsp; &nbsp; &nbsp; &nbsp; islamic_general<br />
battle_model&nbsp; &nbsp; Eastern_General<br />
battle_equip&nbsp; &nbsp; gladius, chainmail shirt helmet and rectangular shield<br />
</b><br />
<br />
...<br />
<br />
type&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; priest<br />
<br />
...<br />
<br />
faction&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; timurids<br />
dictionary&nbsp; &nbsp; &nbsp; &nbsp; 2<br />
strat_model&nbsp; &nbsp; &nbsp; &nbsp; muslim_iman&nbsp; &nbsp; &nbsp; &nbsp; ; default model<br />
strat_model&nbsp; &nbsp; &nbsp; &nbsp; muslim_iman&nbsp; &nbsp; &nbsp; &nbsp; ; medium level priest<br />
strat_model&nbsp; &nbsp; &nbsp; &nbsp; muslim_iman&nbsp; &nbsp; &nbsp; &nbsp; ; advanced priest<br />
<br />
<b>faction&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <font color="red">spawnpool</font><br />
dictionary&nbsp; &nbsp; &nbsp; &nbsp; 2<br />
strat_model&nbsp; &nbsp; &nbsp; &nbsp; muslim_iman&nbsp; &nbsp; &nbsp; &nbsp; ; default model<br />
;(no need for higher levels)<br />
</b><br />
<br />
...</code><hr />
</div>
</fieldset><br />
<br />
<fieldset class="fieldset" style="border:1px solid black; padding:5px">
<legend style="margin-left: 5px; margin-right:5px;">descr_names.txt and names.txt</legend>
<br />
The names themselves we'll be adding as needed. For now just create a place to put them in descr_names.txt. Add this:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">faction: spawnpool<br />
<br />
&nbsp; &nbsp; characters<br />
&nbsp; &nbsp; &nbsp; &nbsp; spawnpool_male<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
<br />
&nbsp; &nbsp; women<br />
&nbsp; &nbsp; &nbsp; &nbsp; spawnpool_female</code><hr />
</div>And add those names to names.txt:<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">{spawnpool_male}spawnpool_male<br />
{spawnpool_female}spawnpool_female</code><hr />
</div>These two names are just placeholders. You can remove them later once you start putting in real names to use.<br />

</fieldset><br />
<br />
<font size="3"><b>Faction Rankings</b></font><br />
<br />
A few of these steps are purely to avoid this hidden faction appearing on the Faction Rankings scroll after a spawn. It is still there but virtually hidden.<br />
<br />
<ul><li style="">SMALL_FACTION_LOGO_SPAWNPOOL is the faction icon to use. But shared.sd.xml is setting its width and height to 0 (left=right, top=bottom) to hide it.</li><li style="">Putting the faction just before &quot;slave&quot; in descr_strat.txt forces the icon to be last in this scroll. If you don't do this then there will be a gap where this (hidden) icon should be.</li><li style="">Setting the primary_colour to 0,0,0 (black) in descr_strat makes the graph line black for this faction. This faction will always have zero regions, money, population etc. so all of its graph lines will be along the zero axis. Making it black helps it blend into the axis, making it far less noticeable.</li></ul><br />
</td></tr></table>
</fieldset><br />
<br />
<fieldset class="fieldset" style="border:1px solid black; padding:5px">
<legend><b><font size="2">Spawning</font></b></legend><br />
Okay, now that we have our spawning faction, let's spawn...<br />
<br />
First, some things to note and watch out for:<br />
<ol class="decimal"><li style="">When I say &quot;general&quot; I mean in terms of how spawn_army uses it. i.e. Just a 'regular' general; a captain. As opposed to a &quot;named character&quot;.</li><li style="">See the &quot;Bodyguards&quot; section below regarding the bodyguard that is received by Named Characters.</li><li style="">Named Character label, direction and hero ability remain after the transfer. battle_model too but see Limitations below.</li><li style="">When spawning units (in armies, fleets and as general bodyguards) you <i>might</i> need to add that unit to the hidden faction's roster in export_descr_unit.txt. In the past I found this to be a critical step (spawn/transfer fails without it) but while experimenting for this tutorial I found that I didn't need to. Strange. If you find that units/generals/admirals are not appearing then try adding spawnpool to the list of ownerships for the units.</li><li style="">give_everything_to_faction must immediately follow the spawns. Putting it in a different monitor - or even putting a wait before it in the same monitor - doesn't work; the Named Character turns rebel and the other characters disappear.</li><li style="">Sometimes traits go missing during the transfer. Give them to the character after the transfer instead.</li><li style="">Spawning just agents fails; they remain in the spawning faction. An extra step is need to make this work: see &quot;Spawn just agents&quot; below.</li></ol><br />
<br />
In these examples spawnpool is my hidden faction and I am transferring to england.<br />
<br />
Also, I have added some names:<br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">faction: spawnpool<br />
<br />
&nbsp; &nbsp; characters<br />
&nbsp; &nbsp; &nbsp; &nbsp; spA<br />
&nbsp; &nbsp; &nbsp; &nbsp; spB<br />
&nbsp; &nbsp; &nbsp; &nbsp; spC<br />
&nbsp; &nbsp; &nbsp; &nbsp; spD<br />
&nbsp; &nbsp; &nbsp; &nbsp; spE<br />
&nbsp; &nbsp; &nbsp; &nbsp; spF<br />
&nbsp; &nbsp; &nbsp; &nbsp; spG<br />
&nbsp; &nbsp; &nbsp; &nbsp; spH<br />
&nbsp; &nbsp; &nbsp; &nbsp; spI<br />
&nbsp; &nbsp; &nbsp; &nbsp; spJ<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
<br />
&nbsp; &nbsp; women<br />
&nbsp; &nbsp; &nbsp; &nbsp; spW<br />
&nbsp; &nbsp; &nbsp; &nbsp; spZ</code><hr />
</div><div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">{spA}spA<br />
{spB}spB<br />
{spC}spC<br />
{spD}spD<br />
{spE}spE<br />
{spF}spF<br />
{spG}spG<br />
{spH}spH<br />
{spI}spI<br />
{spJ}spJ<br />
{spW}spW<br />
{spZ}spZ</code><hr />
</div> </div> </div> </div>Name them whatever you like, so long as they are unique to this faction. For demonstration purposes the in-game names are the same as the internal ones in these examples (e.g. {spA}spA). Use whatever real in-game names you need. And never use numbers in the internal names (e.g. {sp1}) as this causes problems (always, not just with this method).<br />
<br />
<fieldset class="fieldset" style="border:1px solid black; padding:5px">
<table class="tableborder" cellspacing="1" cellpadding="4" width="100%"><tr><td class="maintitle" style="margin:1px;cursor:pointer;background-image:url('http://www.twcenter.net/forums/images/misc/contentbox.png')" onclick="if (this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display == 'none') { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = '' } else { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = 'none' }"><span style="color: black">Spawn a Named Character</span></td></tr><tr style="display:none"><td class="row2 postcolor"><div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">&nbsp; spawn_army<br />
&nbsp; &nbsp; faction spawnpool<br />
&nbsp; &nbsp; character&nbsp; spA, named character, age 18, x 96, y 145, direction S<br />
&nbsp; &nbsp; unit Peasants&nbsp; &nbsp; exp 0 armour 0 weapon_lvl 0&nbsp; &nbsp; <br />
&nbsp; &nbsp; unit Sherwood Archers&nbsp; &nbsp; exp 0 armour 0 weapon_lvl 0&nbsp; &nbsp; <br />
&nbsp; end&nbsp; &nbsp; &nbsp; <br />
<br />
&nbsp; <font color="blue">give_everything_to_faction</font> spawnpool england false<br />
<br />
&nbsp; ;give him his traits<br />
&nbsp; console_command give_trait spA GoodCommander 1<br />
&nbsp; console_command give_trait spA Sobriety 2</code><hr />
</div>That's all there is to it! It's just a regular spawn_army followed immediately by a give_everything_to_faction. And give him his traits after the transfer instead of within the spawn_army.<br />
<br />
In this example I have given him a unit in his army (Sherwood Archers). This is not required.<br />
<br />
If you find that units are not being transferred (as mentioned above) and you don't wish to add them to spawnpool's roster then you can do this instead:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">&nbsp; spawn_army<br />
&nbsp; &nbsp; faction spawnpool<br />
&nbsp; &nbsp; character&nbsp; spA, named character, age 18, x 96, y 145, direction S<br />
&nbsp; &nbsp; unit Peasants&nbsp; &nbsp; exp 0 armour 0 weapon_lvl 0&nbsp; &nbsp; <br />
&nbsp; &nbsp; <del>unit Sherwood Archers&nbsp; &nbsp; exp 0 armour 0 weapon_lvl 0&nbsp; &nbsp; </del><br />
&nbsp; end&nbsp; &nbsp; &nbsp; <br />
&nbsp; give_everything_to_faction spawnpool england false<br />
<br />
&nbsp; <font color="red">create_unit spA, Sherwood Archers, num 1, exp 0, arm 0, wep 0</font></code><hr />
</div></td></tr></table>
</fieldset><br />
<fieldset class="fieldset" style="border:1px solid black; padding:5px">
<table class="tableborder" cellspacing="1" cellpadding="4" width="100%"><tr><td class="maintitle" style="margin:1px;cursor:pointer;background-image:url('http://www.twcenter.net/forums/images/misc/contentbox.png')" onclick="if (this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display == 'none') { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = '' } else { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = 'none' }"><span style="color: black">Spawn other things</span></td></tr><tr style="display:none"><td class="row2 postcolor"><br />
In this example I am spawning all character types:<br />
<ul><li style="">Named Character (without an army)</li><li style="">General (with army)</li><li style="">Admiral (with fleet)</li><li style="">Spy</li><li style="">Assassin</li><li style="">Diplomat</li><li style="">Merchant</li><li style="">Priest</li><li style="">Heretic</li><li style="">Inquisitor</li><li style="">Princess (fails)</li><li style="">Witch</li></ul><br />
Strat map models must exist for both the spawn faction and the target faction (descr_character.txt). <br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">&nbsp; ;Named Character<br />
&nbsp; spawn_army<br />
&nbsp; &nbsp; faction spawnpool<br />
&nbsp; &nbsp; character&nbsp; spA, named character, age 18, x 96, y 145, direction S<br />
&nbsp; &nbsp; unit Peasants&nbsp; exp 0 armour 0 weapon_lvl 0&nbsp; &nbsp; <br />
&nbsp; end&nbsp; &nbsp; &nbsp; <br />
&nbsp; <br />
&nbsp; ;General<br />
&nbsp; spawn_army<br />
&nbsp; &nbsp; faction spawnpool<br />
&nbsp; &nbsp; character&nbsp; spB, general, age 18, x 97, y 145, direction S<br />
&nbsp; &nbsp; unit Sherwood Archers&nbsp; &nbsp; exp 0 armour 0 weapon_lvl 0&nbsp; &nbsp; <br />
&nbsp; &nbsp; unit Peasants&nbsp; &nbsp; exp 0 armour 0 weapon_lvl 0&nbsp; &nbsp; <br />
&nbsp; &nbsp; unit Peasants&nbsp; &nbsp; exp 0 armour 0 weapon_lvl 0&nbsp; &nbsp; <br />
&nbsp; &nbsp; unit Peasants&nbsp; &nbsp; exp 0 armour 0 weapon_lvl 0&nbsp; &nbsp; <br />
&nbsp; &nbsp; unit Peasants&nbsp; &nbsp; exp 0 armour 0 weapon_lvl 0&nbsp; &nbsp; <br />
&nbsp; end&nbsp; &nbsp;  <br />
<br />
&nbsp; ;Admiral<br />
&nbsp; spawn_army<br />
&nbsp; &nbsp; faction spawnpool<br />
&nbsp; &nbsp; character&nbsp; spC, admiral, age 18, x 102 y 141, direction S<br />
&nbsp; &nbsp; unit cog&nbsp; &nbsp; exp 0 armour 0 weapon_lvl 0&nbsp; &nbsp; <br />
&nbsp; &nbsp; unit cog&nbsp; &nbsp; exp 0 armour 0 weapon_lvl 0&nbsp; &nbsp; <br />
&nbsp; end&nbsp; &nbsp;  <br />
<br />
&nbsp; ;Agents&nbsp; &nbsp; <br />
&nbsp; spawn_character spawnpool, spD, spy, age 18, x 98, y 145<br />
&nbsp; spawn_character spawnpool, spE, assassin, age 18, x 99, y 145<br />
&nbsp; spawn_character spawnpool, spF, diplomat, age 18, x 100, y 145<br />
&nbsp; spawn_character spawnpool, spG, merchant, age 18, x 101, y 145<br />
&nbsp; spawn_character spawnpool, spH, priest, age 18, x 102, y 145<br />
&nbsp; spawn_character spawnpool, spI, heretic, age 18, x 103, y 143<br />
&nbsp; spawn_character spawnpool, spJ, inquisitor, age 18, x 104, y 143<br />
&nbsp; spawn_character spawnpool, spW, princess, age 18, x 105, y 143<br />
&nbsp; spawn_character spawnpool, spZ, witch, age 18, x 106, y 143<br />
<br />
&nbsp; give_everything_to_faction spawnpool england false</code><hr />
</div>Here's the result:<br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <img src="http://www.fifthwheel.iinet.net.au/tatw/SpawnPool-TheGang.jpg" border="0" alt="" /> </div> </div> </div>Note the gap where the princess should have been. Alas.</td></tr></table>
</fieldset><br />
<fieldset class="fieldset" style="border:1px solid black; padding:5px">
<table class="tableborder" cellspacing="1" cellpadding="4" width="100%"><tr><td class="maintitle" style="margin:1px;cursor:pointer;background-image:url('http://www.twcenter.net/forums/images/misc/contentbox.png')" onclick="if (this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display == 'none') { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = '' } else { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = 'none' }"><span style="color: black">Spawn just agents</span></td></tr><tr style="display:none"><td class="row2 postcolor"><br />
If you try this without including a named character, general or admiral in the transfer then the spawned agents are not transferred. They remain in the spawning faction. (NOTE: not always. Sometimes it works but probably best to follow these steps just in case.)<br />
<br />
If you need to spawn just agent(s) without any named character, general or admiral then simply include a named character and kill him after the transfer.<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">&nbsp; ;Named Character (temporary)<br />
&nbsp; spawn_army<br />
&nbsp; &nbsp; faction spawnpool<br />
&nbsp; &nbsp; character&nbsp; spA, named character, age 18, x 96, y 145<br />
&nbsp; &nbsp; unit Peasants&nbsp; exp 0 armour 0 weapon_lvl 0&nbsp; &nbsp; <br />
&nbsp; end&nbsp; &nbsp; &nbsp; <br />
&nbsp; <br />
&nbsp; ;Agents&nbsp; &nbsp; <br />
&nbsp; spawn_character spawnpool, spD, spy, age 18, x 98, y 145<br />
&nbsp; spawn_character spawnpool, spE, assassin, age 18, x 99, y 145<br />
&nbsp; spawn_character spawnpool, spF, diplomat, age 18, x 100, y 145<br />
&nbsp; spawn_character spawnpool, spG, merchant, age 18, x 101, y 145<br />
&nbsp; spawn_character spawnpool, spH, priest, age 18, x 102, y 145<br />
&nbsp; spawn_character spawnpool, spI, heretic, age 18, x 103, y 143<br />
&nbsp; spawn_character spawnpool, spJ, inquisitor, age 18, x 104, y 143<br />
&nbsp; spawn_character spawnpool, spW, princess, age 18, x 105, y 143<br />
&nbsp; spawn_character spawnpool, spZ, witch, age 18, x 106, y 143<br />
<br />
&nbsp; give_everything_to_faction spawnpool england false<br />
&nbsp; &nbsp; <br />
&nbsp; ;kill the named character now that the agents have been transferred<br />
&nbsp; kill_character spA</code><hr />
</div>The named character will be visible for the time between spawn_army and give_everything_to_faction; a fraction of a second. To prevent this, set his x,y coordinates to be somewhere out of view. e.g. A corner of the map.</td></tr></table>
</fieldset>
</fieldset><br />
<br />
<fieldset class="fieldset" style="border:1px solid black; padding:5px">
<legend><b><font size="2">Bodyguards</font></b></legend><br />
The bodyguard received by a Named Character depends on whether any units in the spawn_army have the general_unit attribute.<br />
<br />
<b>No general_unit : replaced by default bodyguard</b><div style="margin-left:40px">If no unit in the spawn_army has the general_unit attribute then, after the transfer, the first unit is replaced by the faction's default bodyguard unit. That is, the first unit in export_descr_units.txt with the general_unit attribute for that faction.<br />
<br />
For example, none of these units have the general_unit attribute... <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">spawn_army<br />
&nbsp; faction spawnpool<br />
&nbsp; character&nbsp; spA, named character, age 18, x 95, y 145<br />
&nbsp; unit Peasants&nbsp; &nbsp; exp 0 armour 0 weapon_lvl 0&nbsp; &nbsp; <br />
&nbsp; unit Sherwood Archers&nbsp; &nbsp; exp 0 armour 0 weapon_lvl 0&nbsp; &nbsp; <br />
&nbsp; unit English Knights&nbsp; &nbsp; exp 0 armour 0 weapon_lvl 0&nbsp; &nbsp; <br />
end</code><hr />
</div>Normally the Peasants unit would become the bodyguard (in fact they will be while still in the spawnpool faction). But after the transfer to England they will be replaced with England's default bodyguard: &quot;General's Bodyguard&quot; (&quot;NE Bodyguard&quot;, cavalry).</div><br />
<b>A general_unit : becomes unique bodyguard</b><div style="margin-left:40px">If a unit in the spawn_army has the general_unit attribute then, after the transfer, that unit will become the bodyguard. It does NOT need to be the first unit in the spawn_army.<br />
<br />
For example, if Sherwood Archers were given the general_unit attribute... <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">spawn_army<br />
&nbsp; faction spawnpool<br />
&nbsp; character&nbsp; spA, named character, age 18, x 95, y 145<br />
&nbsp; unit Peasants&nbsp; &nbsp; exp 0 armour 0 weapon_lvl 0&nbsp; &nbsp; <br />
&nbsp; unit Sherwood Archers&nbsp; &nbsp; exp 0 armour 0 weapon_lvl 0&nbsp; &nbsp; ; &lt;-- general_unit<br />
&nbsp; unit English Knights&nbsp; &nbsp; exp 0 armour 0 weapon_lvl 0&nbsp; &nbsp; <br />
end</code><hr />
</div>...then after the transfer the Named Character will have Sherwood Archers as his bodyguard, plus Peasants and English Knights in his army. Even if Sherwood Archers are NOT the default bodyguard for this faction. i.e. Even though &quot;General's Bodyguard&quot; is still higher in the EDU with the general_unit attribute, this unit is NOT replaced-in as the bodyguard in this case.<br />
<br />
If more than one unit in the spawn_army has the attribute then the first of them becomes the bodyguard. <br />
<br />
(This behaviour is not exclusive to this transfer method. If I spawn that army directly into the England faction then I get the same result.)</div><br />
<b>Custom Unique Bodyguards</b><div style="margin-left:40px">If the above situations can't give you the unique bodyguard you need then there's another way: send_character_off_map.<br />
<br />
After the transfer, send the Named Character off map and bring him back again with a different unit in the spawn_army. The unit does NOT need to be a general_unit.<br />
<br />
For example, Heavy Bill Militia is not a general_unit...<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">spawn_army<br />
&nbsp; faction spawnpool<br />
&nbsp; character&nbsp; spA, named character, age 18, x 95, y 145<br />
&nbsp; unit NE Bodyguard&nbsp; &nbsp; exp 0 armour 0 weapon_lvl 0 ;&lt;-- temporary; use any unit<br />
end<br />
give_everything_to_faction spawnpool england false<br />
<br />
<font color="Red">send_character_off_map spA<br />
spawn_army<br />
&nbsp; faction <b>england</b><br />
&nbsp; character&nbsp; spA, named character, x 95, y 145<br />
&nbsp; unit <b>Heavy Bill Militia</b>&nbsp; &nbsp; exp 0 armour 0 weapon_lvl 0&nbsp; &nbsp; <br />
end</font></code><hr />
</div>...but it will now be the bodyguard for this character. No transferring is going on here (note the &quot;england&quot; faction); this is pure off-map-and-back-again stuff that could be used for any character, any time.<br />
<br />
However, a side effect of send_character_off_map is that he can end up with a &quot;dead&quot; portrait when he is brought back. This doesn't happen if he is in a settlement (or fort?) when the send_character_off_map is done. Also, I just realised, it doesn't seem to happen if he has other units in his army. So three ways to avoid the dead portrait are:<br />
<ol class="decimal"><li style="">Before the send_character_off_map move him into a settlement. Not necessarily an easy thing to script as it will need to be a settlement owned by his faction and have room to receive him; two things that can probably be assumed to be true only at the start of the campaign.</li><li style="">Include one or more other units in the first spawn (from the spawn pool faction). But these units will remain behind when he is sent off map.</li><li style="">Give him a custom portrait and replace the &quot;dead&quot; image with a living one.</li></ol><br />
WARNING:<div style="margin-left:40px">This &quot;dead&quot; side effect prevents send_character_off_map from working more than once per Unique Name character. If he is sent off map and brought back a second time then he ends up with a blank name. Or rather, he is sent off map and a <i>new</i> character is spawned in his place, with a blank name because the unique name does not belong to this faction (england in the above example). Apparently because send_character_off_map can't be used with what the game thinks is a dead character, so subsequent send_character_off_map's fail. Even if he is killed and recreated in between! For example:<br />
1) Spawn into spawnpool<br />
2) Transfer to england<br />
3) Send off map and back again --&gt; fine<br />
4) Kill<br />
5) Spawn into spawnpool<br />
6) Transfer to england<br />
7) Send off map and back again --&gt; fail<br />
<br />
A solution is to ensure that he has at least one other unit in his army before sending him off map. Use a unit that his faction cannot possibly own normally, then create-and-destroy it around the send_off_map:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">create_unit spA, dummy_unit, num 1, exp 0, arm 0, wep 0&nbsp;  <br />
send_character_off_map spA<br />
destroy_units sicily dummy_unit</code><hr />
</div>Alternatively, it seems that if the first spawn (into spawnpool) is done on water (sea) then any extra units in his army simply disappear when he is sent off map. So instead of the previous solution, simply add one unit (of any type) to his army during the first spawn and use a sea tile as the spawn location. Then use the proper location during the second spawn (back from off-map). Just make sure there isn't a ship of his faction on that water tile otherwise the extra unit will spawn into and remain in the ship.</div></div>
</fieldset><br />
<br />
<fieldset class="fieldset" style="border:1px solid black; padding:5px">
<legend><b><font size="2">Priests &amp; Imams</font></b></legend><br />
If you need to spawn a priest then the spawn faction's religion must be catholic. For an imam it must be islam. Otherwise he dies after the transfer.<br />
<br />
This <i>would</i> mean that you can't use the same spawn faction for spawning priests for catholic factions and imams for muslim ones; you would need two spawning factions in this case. BUT, by temporarily changing the spawnpool's religion it is possible.<br />
<br />
For example, here spawnpool's religion is catholic and I need to spawn an Imam for The Turks and a Priest for England...<br />
<br />
(The usual rules apply: to spawn just an agent we need to also spawn a named character, who is killed off after the transfer.)<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">&nbsp; <b>;Imam for The Turks...</b><br />
&nbsp; &nbsp; <br />
&nbsp; ;Named Character (temporary)<br />
&nbsp; spawn_army<br />
&nbsp; &nbsp; faction spawnpool<br />
&nbsp; &nbsp; character&nbsp; spA, named character, age 18, x 96, y 145<br />
&nbsp; &nbsp; unit Peasants&nbsp; exp 0 armour 0 weapon_lvl 0&nbsp; &nbsp; <br />
&nbsp; end&nbsp; &nbsp; <br />
<br />
&nbsp; ;change the religion<br />
&nbsp; <font color="Red">set_religion spawnpool islam </font> <br />
&nbsp; <br />
&nbsp; ;Imam&nbsp; &nbsp; <br />
&nbsp; spawn_character spawnpool, spB, priest, age 18, x 102, y 145<br />
<br />
&nbsp; give_everything_to_faction spawnpool turks false<br />
&nbsp; &nbsp; <br />
&nbsp; kill_character spA<br />
&nbsp; &nbsp; <br />
&nbsp; ;change the religion back <br />
&nbsp; <font color="red">set_religion spawnpool catholic</font><br />
&nbsp; <br />
&nbsp; &nbsp; <br />
&nbsp; <b>;Priest for England...</b><br />
&nbsp; &nbsp; <br />
&nbsp; ;Named Character (temporary)<br />
&nbsp; spawn_army<br />
&nbsp; &nbsp; faction spawnpool<br />
&nbsp; &nbsp; character&nbsp; spC, named character, age 18, x 96, y 145<br />
&nbsp; &nbsp; unit Peasants&nbsp; exp 0 armour 0 weapon_lvl 0&nbsp; &nbsp; <br />
&nbsp; end&nbsp; &nbsp; <br />
<br />
&nbsp; ;(religion is already catholic)<br />
&nbsp; <br />
&nbsp; ;Priest&nbsp; &nbsp; <br />
&nbsp; spawn_character spawnpool, spD, priest, age 18, x 103, y 145<br />
<br />
&nbsp; give_everything_to_faction spawnpool england false<br />
&nbsp; &nbsp; <br />
&nbsp; kill_character spC</code><hr />
</div>Note that I am using different names for the two named characters (spA &amp; spC). See &quot;Limitations&quot; regarding successive spawns.<br />
<br />
WARNING: having this faction defined as &quot;catholic&quot; will make it visible on the Pope scroll. To avoid this set it to something else in descr_sm_factions.txt; if you need to spawn catholic priests then use the temporary religion switch described above.
</fieldset><br />
<br />
<fieldset class="fieldset" style="border:1px solid black; padding:5px">
<legend><b><font size="2">Limitations</font></b></legend><br />
There are some limitations...<br />
<br />
<b>Portraits</b><div style="margin-left:40px">The portraits of characters will be according to the culture of the spawn faction (descr_sm_factions.txt). i.e. The portraits will be taken from the spawning faction's culture, not the target faction's culture. Even after a save-reload these portraits will remain.<br />
<br />
The religion-portrait-subfolder trick* works with the spawn faction. So by making the spawn faction a different religion to any other faction that shares the same culture you can at least have different portraits for agents spawned via this unique name method.<div style="margin-left:40px">* <i>See &quot;Religion&quot; in Gigantus' <a href="http://www.twcenter.net/forums/showthread.php?t=346170" target="_blank">tutorial</a>. I thought it only worked for priests but no: all character types.</i></div><br />
I was hoping to use this to create various portraits, providing a small number of custom portraits for agents. e.g. Set it up such that the spawn faction's culture has different portraits under different religions and set that faction's religion to the one that matches the desired portrait prior to the spawn+give_everything (see &quot;Priests &amp; Imams&quot; above). However, as soon as the spawn faction is switched to another religion the character will get that new religion's portrait when you save-reload. It seems that the game remembers which faction this character originally came from (spawnpool) and updates his portrait when that faction changes religion (after a reload). So in reality this isn't going to work long term; at least, not if the character is still alive when the next religion switch happens.<br />
<br />
Of course, named characters can be given a custom portrait in the spawn_army..character line which remains after the transfer. :thumbsup2 Apparently priests can be given custom portraits in descr_strat.txt but it doesn't work in campaign_script.txt so no help here.</div><br />
<b>battle_model</b><div style="margin-left:40px">Giving a battle_model to a named character in the spawn_army..character line works. But only if it matches the mounted/unmounted nature of the bodyguard. i.e. If the bodyguard is cavalry then only a mounted model will work. If it is infantry then only an unmounted model will work.</div><br />
<b>Princesses</b><div style="margin-left:40px">I don't know why princesses don't work. Perhaps princesses need to be in the family tree so they can't just be given to another faction.</div><br />
<b>General/Admirals</b><div style="margin-left:40px">Although these characters spawn with the name that you gave them, there is no guarantee that this character name will remain on the map. As soon as the the player or the AI begins splitting/merging armies/fleets or moving armies into settlements then the character can lose his name; replaced by a random one.<br />
<br />
If you need to spawn a general/admiral and control him then make no assumptions about this name being in existence after the spawning took place. i.e. <i>Immediately</i> after the spawn - in the monitor that spawned him - is safe; beyond that... who knows?</div><br />
<b>Successive Spawns - it can fail</b><div style="margin-left:40px">If this method is done in quick succession then it can fail. This seems to happen when the same named character is used as the temporary 'leader' character: even though the first transfer kills him before the second spawn+transfer is attempted, the game doesn't see him as being dead yet (I think). As a result the second transfer might behave strangely, e.g. agents not transferred, the temporary named character is still alive, etc.<br />
<br />
See the &quot;Priests &amp; Imams&quot; script as an example. It is doing two spawn+transfer+kill in quick succession.<br />
<br />
To avoid this use different names for the temporary named characters, as the Priest &amp; Imam script has done.<br />
<br />
Alternatively, putting a campaign_wait between the two attempts <i>might</i> help. It might also depend on whether the temporary character is visible (outside FOW) at the time - if he's visible then he goes through the death animation so he dies slower (I think).</div><br />
<b>Faction Leader/Heir</b><div style="margin-left:40px">I suspect that spawned named characters can not become faction leader/heir, at least for teutonic tree factions. I don't think that I have tested normal family tree factions - any confirmation there would be helpful.<br />
<br />
This was tested on a teutonic faction, killing off leaders/heirs/named_characters and waiting for the adoptions to happen. Happen they did but never to my unique-name character, even if he was the only character to offer it to. As soon as another character was spawned (normally, not unique-name) then that character was offered adoption, suggesting that an adoption offer was always on the cards but my character was not eligible.<br />
<br />
I don't know why this would be. Possibly because they originally came from another faction? Or that the game still sees them as somehow belonging to that faction? Or perhaps simply because his name is not in the faction list. If any of those reasons are correct then I'd say that it is not just a teutonic limitation. </div>
</fieldset><br />
<br />
I have used this myself in a few submods, mainly as a means to bypass the label limitations. Being able to create names that the game will never reuse is a bonus. ;) <br />
<br />
Hopefully this will be of use to others. <br />
<br />
(Thanks to TNZ for the original <a href="http://www.twcenter.net/forums/showthread.php?p=9855531#post9855531" target="_blank">suggestion</a>.)<br />
<br />
NOTE: I have only tried this with Kingdoms. I don't know if it works with M2TW.<br />
<br />
<font color="Red">Attachment: please see the start of the &quot;Creating the hidden faction&quot; section for details of what this is.</font><br />

</fieldset></div>

]]></content:encoded>
			<category domain="http://www.twcenter.net/forums/forumdisplay.php?157-Scriptorium">Scriptorium</category>
			<dc:creator>Princess Luna</dc:creator>
			<guid isPermaLink="true">http://www.twcenter.net/forums/showthread.php?600805-Modding-Unique-Names-(and-avoiding-labels)</guid>
		</item>
		<item>
			<title><![CDATA[[Modding] How to create an emerging faction with Barons Alliance script]]></title>
			<link>http://www.twcenter.net/forums/showthread.php?600804-Modding-How-to-create-an-emerging-faction-with-Barons-Alliance-script&amp;goto=newpost</link>
			<pubDate>Wed, 15 May 2013 20:24:53 GMT</pubDate>
			<description>Image: http://img101.imageshack.us/img101/2206/moddw3.jpg  
 
Original: How to...</description>
			<content:encoded><![CDATA[<div><div style="text-align: center;"><img src="http://img101.imageshack.us/img101/2206/moddw3.jpg" border="0" alt="" /></div><br />
Original: <a href="http://www.twcenter.net/forums/showthread.php?221709-How-to-create-an-emerging-faction-with-Barons-Alliance-script" target="_blank">How to create an emerging faction with Barons Alliance script</a><br />
Author: <a href="http://www.twcenter.net/forums/member.php?40390-Polpolgio" target="_blank">Polpolgio</a><br />
<br />
<fieldset class="fieldset" style="border:1px solid black; padding:5px">
<legend style="margin-left: 5px; margin-right:5px;">Article</legend>
<br />
Well, I decided to write this tutorial for create an emerging faction using the Barons Alliance script. First, I must give credit to CeltiberoRamiroI, who helped me with the final step. This tutorial is for any Kingdoms's mod.<br />
<b><br />
Necessary files</b><br />
<br />
-Descr_sm_factions (Found in Data)<br />
<br />
-Campaign_script (Found in Data/World/Maps/Campaign/Campaign_name<br />
<br />
-Descr_strat (Found in Data/World/Maps/Campaign/Campaign_name<br />
<br />
<b>Steps</b><br />
<br />
1) First, we have to decide which faction will emerge and from which other faction will do it. For example, I made emergent Portugal from Galicia (scotland) in Reconquista's mod. <br />
<br />
2) The second step is go to descr_sm_factions and add to the faction that will emerge &quot;Shadowing faction from where will emerge&quot; and to the faction from where the other faction will emerge &quot;Shadowed_by faction who will emerge&quot; near the faction name. In my case is:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">faction&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; scotland, shadowed_by portugal<br />
culture&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; southern_european<br />
religion&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; catholic<br />
symbol&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; models_strat/symbol_scotland.CAS<br />
rebel_symbol&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; models_strat/symbol_rebels.CAS<br />
primary_colour&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; red 39, green 118, blue 216<br />
secondary_colour&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; red 243, green 219, blue 13<br />
loading_logo&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; loading_screen/symbols/symbol128_scotland.tga<br />
standard_index&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 6<br />
logo_index&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; FACTION_LOGO_SCOTLAND<br />
small_logo_index&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; SMALL_FACTION_LOGO_SCOTLAND<br />
triumph_value&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 5<br />
custom_battle_availability&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; yes<br />
can_sap&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; yes<br />
prefers_naval_invasions&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; yes<br />
can_have_princess&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; yes<br />
has_family_tree&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; yes</code><hr />
</div>And for Portugal, faction who will emerge:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">faction&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; portugal, shadowing scotland<br />
culture&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; southern_european<br />
religion&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; catholic<br />
symbol&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; models_strat/symbol_portugal.CAS<br />
rebel_symbol&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; models_strat/symbol_rebels.CAS<br />
primary_colour&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; red 255, green 255, blue 255<br />
secondary_colour&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; red 0, green 0, blue 255<br />
loading_logo&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; loading_screen/symbols/symbol128_portugal.tga<br />
standard_index&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 13<br />
logo_index&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; FACTION_LOGO_PORTUGAL<br />
small_logo_index&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; SMALL_FACTION_LOGO_PORTUGAL<br />
triumph_value&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 5<br />
custom_battle_availability&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; yes<br />
can_sap&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; yes<br />
prefers_naval_invasions&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; yes<br />
can_have_princess&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; yes<br />
has_family_tree&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; yes</code><hr />
</div>Warning: The factions should have a same culture and units in common (as a minim the bodyguard type).<br />
<br />
3) Once done that, we will add an entry in descr_strat to the faction who will emerge: <br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">faction&nbsp; &nbsp; portugal, balanced smith<br />
ai_label&nbsp; &nbsp; catholic<br />
dead_until_emerged<br />
re_emergent<br />
denari&nbsp; &nbsp; 15000<br />
denari_kings_purse&nbsp; &nbsp; 3000</code><hr />
</div>We must add some units to new faction too, then we must add units to the faction from where the new faction will emerge generals, and quite disloyals, in my case, to scotland (Galicia):<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">character&nbsp; &nbsp; John, named character, male, age 27, x 83, y 169<br />
traits GoodRiskyAttacker 1 , NaturalMilitarySkill 1 , GoodCommander 1 , BattleDread 2 , StrategyDread 1 , LoyaltyStarter 1<br />
army<br />
unit&nbsp; &nbsp; &nbsp; &nbsp; SE Bodyguard&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; exp 0 armour 0 weapon_lvl 0<br />
unit&nbsp; &nbsp; &nbsp; &nbsp; Town Militia&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; exp 0 armour 0 weapon_lvl 0<br />
unit&nbsp; &nbsp; &nbsp; &nbsp; Town Militia&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; exp 0 armour 0 weapon_lvl 0<br />
<br />
character&nbsp; &nbsp; George, named character, label portugal1, male, age 25, x 70, y 165<br />
traits GoodRiskyAttacker 1 , BattleDread 2 , StrategyDread 1 , LoyaltyStarter 1<br />
army<br />
unit&nbsp; &nbsp; &nbsp; &nbsp; SE Bodyguard&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; exp 0 armour 0 weapon_lvl 0<br />
unit&nbsp; &nbsp; &nbsp; &nbsp; Town Militia&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; exp 0 armour 0 weapon_lvl 0<br />
unit&nbsp; &nbsp; &nbsp; &nbsp; Town Militia&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; exp 0 armour 0 weapon_lvl 0<br />
unit&nbsp; &nbsp; &nbsp; &nbsp; Town Militia&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; exp 0 armour 0 weapon_lvl 0<br />
unit&nbsp; &nbsp; &nbsp; &nbsp; Town Militia&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; exp 0 armour 0 weapon_lvl 0</code><hr />
</div>The generals are governors of the regions of Porto and Viseu.<br />
<br />
4) We have to go now to campaign_script. The original script from Britannias campaign says this:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"> monitor_event FactionTurnEnd FactionType england<br />
&nbsp; &nbsp; &nbsp; &nbsp; and I_NumberOfSettlements england &gt; 15<br />
&nbsp; &nbsp; &nbsp; &nbsp; and I_CompareCounter ba_first_emergence = 1<br />
&nbsp; &nbsp; &nbsp; &nbsp; and I_NumberOfSettlements barons_alliance = 0<br />
&nbsp; &nbsp; &nbsp; &nbsp; and I_EventCounter ba_last_spawn_timer &gt; 10<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; generate_random_counter&nbsp; &nbsp; authority_value 1 100<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; ;the lower the faction leaders authority, the greater the chance of the barons_alliance appearing<br />
&nbsp; &nbsp; &nbsp; &nbsp; if I_FactionLeaderAttribute england Authority = 0<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if I_EventCounter authority_value &lt;= 33<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; faction_emerge barons_alliance england 5 50.0 145.0 0.9 town false<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end_if<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; end_if<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; if I_FactionLeaderAttribute england Authority = 1<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if I_EventCounter authority_value &lt;= 25<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; faction_emerge barons_alliance england 6 60.0 135.0 0.9 town false<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end_if<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; end_if<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; if I_FactionLeaderAttribute england Authority = 2<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if I_EventCounter authority_value &lt;= 20<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; faction_emerge barons_alliance england 6 65.0 130.0 0.85 town false<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end_if<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; end_if<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; if I_FactionLeaderAttribute england Authority = 3<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if I_EventCounter authority_value &lt;= 15<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; faction_emerge barons_alliance england 6 70.0 120.0 0.85 town false<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end_if<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; end_if<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; if I_FactionLeaderAttribute england Authority = 4<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if I_EventCounter authority_value &lt;= 10<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; faction_emerge barons_alliance england 6 80.0 120.0 0.85 town false<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end_if<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; end_if<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; if I_FactionLeaderAttribute england Authority = 5<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if I_EventCounter authority_value &lt;= 5<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; faction_emerge barons_alliance england 6 85.0 120.0 0.85 town false<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end_if<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; end_if&nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; if I_NumberOfSettlements barons_alliance &gt; 0<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; set_event_counter ba_last_spawn_timer 0<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; historic_event barons_reemerge_poor_king<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; add_money barons_alliance 10000<br />
&nbsp; &nbsp; &nbsp; &nbsp; end_if&nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; end_monitor</code><hr />
</div>I summed it up and changed the names, England by Scotland and Barons_alliance by Portugal, so:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">declare_counter portugal_emerge<br />
<br />
&nbsp;  monitor_event and I_TurnNumber &gt; 1<br />
&nbsp; &nbsp; &nbsp; and I_TurnNumber &lt; 5<br />
&nbsp; &nbsp; &nbsp; and I_CompareCounter portugal_emerge == 0<br />
&nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; faction_emerge portugal scotland 4 80.0 120.0 0.85 town false <br />
&nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; if I_NumberOfSettlements portugal &gt; 0<br />
&nbsp; &nbsp; &nbsp; &nbsp;  add_money portugal 10000<br />
&nbsp; &nbsp; &nbsp; &nbsp;  set_counter portugal_emerge 1<br />
&nbsp; &nbsp; &nbsp; end_if&nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp;  historic_event portugal_emerges <br />
&nbsp; &nbsp; &nbsp; <br />
&nbsp;  end_monitor<br />
&nbsp;  <br />
&nbsp; &nbsp; &nbsp; ;check when English leaders authority is low<br />
&nbsp;  monitor_event FactionTurnEnd FactionType scotland<br />
&nbsp; &nbsp; &nbsp; and I_NumberOfSettlements scotland &gt; 2<br />
&nbsp; &nbsp; &nbsp; and I_NumberOfSettlements portugal = 0<br />
&nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; generate_random_counter&nbsp;  authority_value 1 100<br />
&nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ;the lower the faction leaders authority, the greater the chance of the portugal appearing<br />
&nbsp; &nbsp; &nbsp; if I_FactionLeaderAttribute scotland Authority = 0<br />
&nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp;  if I_EventCounter authority_value &lt;= 33<br />
&nbsp; &nbsp; &nbsp; faction_emerge portugal scotland 4 80.0 120.0 0.85 town false<br />
&nbsp; &nbsp; &nbsp; &nbsp;  end_if<br />
&nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; end_if<br />
&nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; if I_FactionLeaderAttribute scotland Authority = 1<br />
&nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp;  if I_EventCounter authority_value &lt;= 25<br />
&nbsp; &nbsp; &nbsp; faction_emerge portugal scotland 4 100.0 120.0 0.85 town false<br />
&nbsp; &nbsp; &nbsp; &nbsp;  end_if<br />
&nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; end_if<br />
&nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; if I_FactionLeaderAttribute scotland Authority = 2<br />
&nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp;  if I_EventCounter authority_value &lt;= 20<br />
&nbsp; &nbsp; &nbsp; faction_emerge portugal scotland 4 100.0 120.0 0.85 town false<br />
&nbsp; &nbsp; &nbsp; &nbsp;  end_if<br />
&nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; end_if<br />
&nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; if I_FactionLeaderAttribute scotland Authority = 3<br />
&nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp;  if I_EventCounter authority_value &lt;= 15<br />
&nbsp; &nbsp; &nbsp; faction_emerge portugal scotland 4 90.0 120.0 0.85 town false<br />
&nbsp; &nbsp; &nbsp; &nbsp;  end_if<br />
&nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; end_if<br />
&nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; if I_FactionLeaderAttribute scotland Authority = 4<br />
&nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp;  if I_EventCounter authority_value &lt;= 10<br />
&nbsp; &nbsp; &nbsp; faction_emerge portugal scotland 4 90.0 120.0 0.85 town false<br />
&nbsp; &nbsp; &nbsp; &nbsp;  end_if<br />
&nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; end_if<br />
&nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; if I_FactionLeaderAttribute scotland Authority = 5<br />
&nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp;  if I_EventCounter authority_value &lt;= 5<br />
&nbsp; &nbsp; &nbsp; faction_emerge portugal scotland 4 80.0 120.0 0.85 town false<br />
&nbsp; &nbsp; &nbsp; &nbsp;  end_if<br />
&nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; end_if <br />
&nbsp; &nbsp; &nbsp; <br />
&nbsp;  end_monitor</code><hr />
</div>Portugal will emerge between the turn 1 and 5, and the script valores the authority of every general and according with it, gives different parameters to the future emergence (is it said like this?):<br />
<br />
      <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">if I_FactionLeaderAttribute scotland Authority = 4<br />
&nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp;  if I_EventCounter authority_value &lt;= 10<br />
&nbsp; &nbsp; &nbsp; faction_emerge portugal scotland 4 90.0 120.0 0.85 town false<br />
&nbsp; &nbsp; &nbsp; &nbsp;  end_if</code><hr />
</div>If the leader authority is equal to 4, Portugal will emerge with the following parameters:<br />
<br />
      <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">faction_emerge portugal scotland 4 90.0 120.0 0.85 town false</code><hr />
</div>And they mean:<br />
<br />
emerging_faction: portugal <br />
target_faction: scotland <br />
min_num_remain: 4 (Min of settlements that must keep the faction from where the emerging faction will emerge).<br />
max_order_threshold: 90 (Maximum of public order allowed for the regions where will emerge the new faction, if the public order is more that 70 in this case, the faction will not emerge). <br />
max_order_threshold_surrounding: 120 (The maximum order of the neightbour regions can't be larger than 120 for acheive the emerge).<br />
max_order_dropoff: 0.85 (I don't know its meaning yet)<br />
min_level_threshold: town (Minim level of the settlements where can emerge the new faction). <br />
fire_emerge_message: false <br />
leader_script_label: not used (optional) <br />
leader_name: not used (optional) <br />
leader_age: not used (optional) <br />
<br />
(Thanks to CeltiberoRamiroI for his gelp giving me the meaning of the numbers).<br />
<br />
Here, Porto region before the emerge:<br />
<br />
<a href="http://imageshack.us" target="_blank"><img src="http://img222.imageshack.us/img222/3260/portugal2gr2.jpg" border="0" alt="" /></a><br />
<a href="http://g.imageshack.us/img222/portugal2gr2.jpg/1/" target="_blank"><img src="http://img222.imageshack.us/img222/portugal2gr2.jpg/1/w1024.png" border="0" alt="" /></a><br />
<br />
Now, after Portugal has emerged:<br />
<br />
<u><a href="http://imageshack.us" target="_blank"><img src="http://img84.imageshack.us/img84/7388/portugal3vt3.jpg" border="0" alt="" /></a><br />
<a href="http://g.imageshack.us/img84/portugal3vt3.jpg/1/" target="_blank"><img src="http://img84.imageshack.us/img84/portugal3vt3.jpg/1/w1024.png" border="0" alt="" /></a></u><br />
 <br />
I hope you liked this tutorial.<br />

</fieldset></div>

]]></content:encoded>
			<category domain="http://www.twcenter.net/forums/forumdisplay.php?157-Scriptorium">Scriptorium</category>
			<dc:creator>Princess Luna</dc:creator>
			<guid isPermaLink="true">http://www.twcenter.net/forums/showthread.php?600804-Modding-How-to-create-an-emerging-faction-with-Barons-Alliance-script</guid>
		</item>
		<item>
			<title><![CDATA[[Tutorial] A Guide for Guilds]]></title>
			<link>http://www.twcenter.net/forums/showthread.php?600801-Tutorial-A-Guide-for-Guilds&amp;goto=newpost</link>
			<pubDate>Wed, 15 May 2013 20:18:35 GMT</pubDate>
			<description>Image: http://img101.imageshack.us/img101/2206/moddw3.jpg  
 
Original: A Guide...</description>
			<content:encoded><![CDATA[<div><div style="text-align: center;"><img src="http://img101.imageshack.us/img101/2206/moddw3.jpg" border="0" alt="" /></div><br />
Original: <a href="http://www.twcenter.net/forums/showthread.php?77577-A-Guide-for-Guilds-(MAJOR-UPDATE-3-9-07)" target="_blank">A Guide for Guilds</a><br />
Poster: <a href="http://www.twcenter.net/forums/member.php?9058-DarkKnight" target="_blank">DarkKnight</a> <br />
<br />
<br />
<table class="tableborder" cellspacing="1" cellpadding="4" width="100%"><tr><td class="maintitle" style="margin:1px;cursor:pointer;background-image:url('http://www.twcenter.net/forums/images/misc/contentbox.png')" onclick="if (this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display == 'none') { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = '' } else { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = 'none' }"><span style="color: black">Post 1</span></td></tr><tr style="display:none"><td class="row2 postcolor"><table style="border-collapse: collapse;"><tr><td style="border: 1px solid black; padding: 3px;"><font size="7"><font color="DarkOrange">A Guide to Guilds</font></font><br />
By DarkKnight</td></tr></table><br />
<br />
*Take three... Note to mods: do not merge the guide into one post.<br />
<br />
<table style="border-collapse: collapse;"><tr><td style="border: 1px solid black; padding: 3px;"><table style="border-collapse: collapse;"><tr><td style="border: 1px solid black; padding: 3px;"><b><u><font size="4">Table of Contents</font></u></b></td></tr><tr><td style="border: 1px solid black; padding: 3px;"><font color="Blue">What is a guild?</font></td><td style="border: 1px solid black; padding: 3px;"><a href="http://www.twcenter.net/forums/showpost.php?p=1431525&amp;postcount=2" target="_blank">Jump</a></td></tr><tr><td style="border: 1px solid black; padding: 3px;"><font color="Blue">How do I get a guild?</font></td><td style="border: 1px solid black; padding: 3px;"><a href="http://www.twcenter.net/forums/showpost.php?p=1431525&amp;postcount=2" target="_blank">Jump</a></td></tr><tr><td style="border: 1px solid black; padding: 3px;"><font color="Blue">Why do I want one?</font></td><td style="border: 1px solid black; padding: 3px;"><a href="http://www.twcenter.net/forums/showpost.php?p=1431525&amp;postcount=2" target="_blank">Jump</a></td></tr><tr><td style="border: 1px solid black; padding: 3px;"><font color="Blue">Is there any fine print?</font></td><td style="border: 1px solid black; padding: 3px;"><a href="http://www.twcenter.net/forums/showpost.php?p=1431525&amp;postcount=2" target="_blank">Jump</a></td></tr><tr><td style="border: 1px solid black; padding: 3px;"><font color="Blue">Normalization</font></td><td style="border: 1px solid black; padding: 3px;"><a href="http://www.twcenter.net/forums/showpost.php?p=1431525&amp;postcount=2" target="_blank">Jump</a></td></tr><tr><td style="border: 1px solid black; padding: 3px;"><font color="SeaGreen">Modding Guilds</font></td><td style="border: 1px solid black; padding: 3px;"><a href="http://www.twcenter.net/forums/showpost.php?p=1431530&amp;postcount=3" target="_blank">Jump</a></td></tr><tr><td style="border: 1px solid black; padding: 3px;"><font color="SeaGreen">descr guilds.txt</font></td><td style="border: 1px solid black; padding: 3px;"><a href="http://www.twcenter.net/forums/showpost.php?p=1431530&amp;postcount=3" target="_blank">Jump</a></td></tr><tr><td style="border: 1px solid black; padding: 3px;"><font color="SeaGreen">descr missions.txt</font></td><td style="border: 1px solid black; padding: 3px;"><a href="http://www.twcenter.net/forums/showpost.php?p=1431530&amp;postcount=3" target="_blank">Jump</a></td></tr><tr><td style="border: 1px solid black; padding: 3px;"><font color="SeaGreen">export descr buildings.txt</font></td><td style="border: 1px solid black; padding: 3px;"><a href="http://www.twcenter.net/forums/showpost.php?p=1431530&amp;postcount=3" target="_blank">Jump</a></td></tr></table><br />
<table style="border-collapse: collapse;"><tr><td style="border: 1px solid black; padding: 3px;"><b><u><font size="3">References</font></u></b></td></tr><tr><td style="border: 1px solid black; padding: 3px;"><font color="DarkOrange">List of Guilds</font></td><td style="border: 1px solid black; padding: 3px;"><a href="http://www.twcenter.net/forums/showpost.php?p=1431533&amp;postcount=4" target="_blank">Jump</a></td></tr><tr><td style="border: 1px solid black; padding: 3px;"><font color="DarkOrange">Guild Levels</font></td><td style="border: 1px solid black; padding: 3px;"><a href="http://www.twcenter.net/forums/showpost.php?p=1431533&amp;postcount=4" target="_blank">Jump</a></td></tr><tr><td style="border: 1px solid black; padding: 3px;"><font color="DarkOrange">Guild Points</font></td><td style="border: 1px solid black; padding: 3px;"><a href="http://www.twcenter.net/forums/showpost.php?p=1431533&amp;postcount=4" target="_blank">Jump</a></td></tr><tr><td style="border: 1px solid black; padding: 3px;"><font color="DarkOrange">Faction Limitations</font></td><td style="border: 1px solid black; padding: 3px;"><a href="http://www.twcenter.net/forums/showpost.php?p=1431535&amp;postcount=5" target="_blank">Jump</a></td></tr><tr><td style="border: 1px solid black; padding: 3px;"><font color="DarkOrange">Guild Benefits</font></td><td style="border: 1px solid black; padding: 3px;"><a href="http://www.twcenter.net/forums/showpost.php?p=1431535&amp;postcount=5" target="_blank">Jump</a></td></tr><tr><td style="border: 1px solid black; padding: 3px;"><font color="DarkOrange">Guild Descriptions</font></td><td style="border: 1px solid black; padding: 3px;"><a href="http://www.twcenter.net/forums/showpost.php?p=1431535&amp;postcount=5" target="_blank">Jump</a></td></tr><tr><td style="border: 1px solid black; padding: 3px;"><font color="DarkOrange">Guild Missions</font></td><td style="border: 1px solid black; padding: 3px;"><a href="http://www.twcenter.net/forums/showpost.php?p=1431535&amp;postcount=5" target="_blank">Jump</a></td></tr><tr><td style="border: 1px solid black; padding: 3px;"><font color="DarkOrange">Guild Missions</font></td><td style="border: 1px solid black; padding: 3px;"><a href="http://www.twcenter.net/forums/showpost.php?p=1431535&amp;postcount=5" target="_blank">Jump</a></td></tr><tr><td style="border: 1px solid black; padding: 3px;"><font color="DarkOrange">Castle vs City Availability</font></td><td style="border: 1px solid black; padding: 3px;"><a href="http://www.twcenter.net/forums/showpost.php?p=1431535&amp;postcount=5" target="_blank">Jump</a></td></tr></table></td><td style="border: 1px solid black; padding: 3px;"><div style="text-align: center;"><table style="border-collapse: collapse;"><tr><td style="border: 1px solid black; padding: 3px;"><b><font color="DarkSlateGray"><div style="text-align: center;"><font size="3">KEY</font></div></font></b></td></tr><tr><td style="border: 1px solid black; padding: 3px;"><font color="Blue">On post 2</font></td></tr><tr><td style="border: 1px solid black; padding: 3px;"><font color="SeaGreen">On post 3</font></td></tr><tr><td style="border: 1px solid black; padding: 3px;"><font color="DarkOrange">On posts 4 and 5</font></td></tr></table></div></td></tr></table><br />
<br />
<b>Update Log</b><br />
I will continue to update this with any new material, corrections, suggestions, etc.<br />
1/9/07 Added Castle vs City Availability reference<br />
1/11/07 Updated Castle vs City Availability reference to include the level<br />
1/15/07 Due to a question asked in the MTWII General Discussion, I have clarified some ambiguity<br />
3/9/07 <font color="Red">MAJOR UPDATE</font> Added a guide to creating a new guild from scratch in the Modding Guilds post<br />
<br />
<font color="Red"><font size="5"><a href="http://www.twcenter.net/forums/showthread.php?t=81256" target="_blank">Missions Guide Complete!</a></font></font><br />
</td></tr></table><br />
<br />
<table class="tableborder" cellspacing="1" cellpadding="4" width="100%"><tr><td class="maintitle" style="margin:1px;cursor:pointer;background-image:url('http://www.twcenter.net/forums/images/misc/contentbox.png')" onclick="if (this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display == 'none') { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = '' } else { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = 'none' }"><span style="color: black">Post 2</span></td></tr><tr style="display:none"><td class="row2 postcolor"><font size="4"><font color="Blue">What is a guild?</font></font><br />
First off, what is a guild? A guild is a group of people devoted to a certain trade. Based on your actions, a guild may approach you and ask if you will support their house in one of your cities. If you accept it will cost you 1000 florins, but you will recieve the benefits of the guild-- and your reputation with the guild may increase.<br />
<br />
The guild houses may not be built on demand, only at the request of the guild. You also may only have one of each guild house per city.<br />
<br />
If you continue to please the guild after getting a house in your lands, not only will the guild wish to build houses in more of your cities, but they might ask you to build a master guild. At the master guild you will recieve even more benefits from the guild. You may only have one of each type of master guild in your faction.<br />
<br />
You can continue to please the guild and you might be asked to host the guilds world headquarters. The guild will only establish one headquarters in the entire world, so not only do you have to worry about pleasing the guild, but make sure you are scoring points with the guild faster than any other factions.<br />
<br />
<font size="4"><font color="Blue">How do I get one?</font></font><br />
You get invites from guilds by scoring &quot;points&quot; with them. Each guild is programmed so that when you perform certain actions your points with them increase. For example, when you recruit a merchant, your score at the merchants guild (in the recruiting city) increases by 10. Each city keeps track of its score at each guild independly of your other cities.<br />
<br />
The points accumulate until you hit the thresholds. The threshold for a guild house in the city is 100. As soon as you score 100 points with a guild in a city, they will approach you about building a house there (provided you have the money to build it). If you reject the offer, your score with the guild takes a penalty, and they will approach you again if the score reaches 100 again. If your score with a guild reaches 250 in a city, and you do not have a master guild with them yet, they will ask you to host their master guild. If your score reaches 500 and the guild hasn't built a world headquarters yet, they will ask you to host their headquarters.<br />
<br />
<font size="4"><font color="Blue">Why do I want one?</font></font><br />
All guilds offer all benefits and no penalties. The only thing you lose from hosting a guild is the initial construction fee. If you build, say an assassins guild, then all of your assassins will have higher subterfuge when trained at that city. That city also recieves a law bonus. All guilds will offer something different, and whether you should focus on getting one depends on your strategy.<br />
<br />
If your strategy is largely based on fast blitzkriegs, it might be in your interest to attract the explorers guild. Hosting the explorers guild will increase the movement points of your armies so you can take those settlements faster. If your strategy is based on trade, it might be in your interest to attract the merchants guild to gain trade bonuses and smarter merchants.<br />
<br />
<font size="4"><font color="Blue">Is there any fine print?</font></font><br />
If you host some guilds, they may ask you to perform a mission. If you complete the mission your score with the guild will increase and they may give you something extra special (like money). If you fail the mission your score with the guild will suffer.<br />
<br />
If you don't care about getting more of a certain guild (or higher levels), then no you do not need to worry about completing their missions. However, if you wish to expand the guilds operations in your empire, you must complete the missions.<br />
<br />
And there is one other &quot;penalty&quot; from building a guild house in a city. You cannot have any other guild houses in a city. You cannot have both an assassins guild and a spies guild in the same city. If one guild offers you a house, and you want another in that city, you must reject that guild.<br />
<br />
<font size="4"><font color="Blue">Normalization:doh: </font></font><br />
That's right, you can't slowly earn points towards a guild and eventually get the guild. You need to actively pursue the guilds interests in order to draw them. Every turn after the 25th turn, the normalization process takes place. Normalization is where you lose 1 point with every guild in all your cities. So if you train a spy in a city, 10 turns later the score boost is gone. You need to rapidly earn points with a guild before the normalization process cancels out your score.<br />
<br />
This means that if you are trying to attract multiple guilds it is better to focus on getting one first, and then the other.</td></tr></table><br />
<br />
<table class="tableborder" cellspacing="1" cellpadding="4" width="100%"><tr><td class="maintitle" style="margin:1px;cursor:pointer;background-image:url('http://www.twcenter.net/forums/images/misc/contentbox.png')" onclick="if (this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display == 'none') { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = '' } else { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = 'none' }"><span style="color: black">Post 3</span></td></tr><tr style="display:none"><td class="row2 postcolor"><br />
<font size="5"><span style="font-family: Comic Sans MS"><font color="SeaGreen">Modding Guilds</font></span></font><br />
<br />
<table style="border-collapse: collapse;"><tr><td style="border: 1px solid black; padding: 3px;"><font color="red">export_descr_guilds.txt</font></td></tr></table><br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">;This file is generated from the Spreadsheet MTW2-Guilds.xls<br />
;Please modify the spreadsheet and re-xport the data, rather than editing this file directly<br />
<br />
;===============================================================<br />
;== GUILD THREAD DATA STARTS HERE ==<br />
;===============================================================<br />
<br />
;------------------------------------------<br />
Guild assassins_guild<br />
&nbsp; &nbsp; building guild_assassins_guild<br />
&nbsp; &nbsp; levels&nbsp; 100 250 500<br />
<br />
;------------------------------------------<br />
Guild assassins_muslim_guild<br />
&nbsp; &nbsp; building guild_assassins_muslim_guild<br />
&nbsp; &nbsp; levels&nbsp; 100 250 500<br />
<br />
;------------------------------------------<br />
Guild masons_guild<br />
&nbsp; &nbsp; building guild_masons_guild<br />
&nbsp; &nbsp; levels&nbsp; 100 250 500<br />
<br />
;------------------------------------------<br />
Guild theologians_guild<br />
&nbsp; &nbsp; building guild_theologians_guild<br />
&nbsp; &nbsp; levels&nbsp; 100 250 500<br />
<br />
;------------------------------------------<br />
Guild merchants_guild<br />
&nbsp; &nbsp; building guild_merchants_guild<br />
&nbsp; &nbsp; levels&nbsp; 100 250 500<br />
<br />
;------------------------------------------<br />
Guild alchemists_guild<br />
&nbsp; &nbsp; building guild_alchemists_guild<br />
&nbsp; &nbsp; levels&nbsp; 100 250 500<br />
<br />
;------------------------------------------<br />
Guild thiefs_guild<br />
&nbsp; &nbsp; building guild_thiefs_guild<br />
&nbsp; &nbsp; levels&nbsp; 100 250 500<br />
<br />
;------------------------------------------<br />
Guild explorers_guild<br />
&nbsp; &nbsp; building guild_explorers_guild<br />
&nbsp; &nbsp; levels&nbsp; 100 250 500<br />
<br />
;------------------------------------------<br />
Guild swordsmiths_guild<br />
&nbsp; &nbsp; building guild_swordsmiths_guild<br />
&nbsp; &nbsp; levels&nbsp; 100 250 500<br />
<br />
;------------------------------------------<br />
Guild templars_chapter_house<br />
&nbsp; &nbsp; building guild_templars_chapter_house<br />
&nbsp; &nbsp; exclude st_johns_chapter_house<br />
&nbsp; &nbsp; levels&nbsp; 100 250 500<br />
<br />
;------------------------------------------<br />
Guild st_johns_chapter_house<br />
&nbsp; &nbsp; building guild_st_johns_chapter_house<br />
&nbsp; &nbsp; exclude templars_chapter_house<br />
&nbsp; &nbsp; levels&nbsp; 100 250 500<br />
<br />
;------------------------------------------<br />
Guild teutonic_knights_chapter_house<br />
&nbsp; &nbsp; building guild_teutonic_knights_chapter_house<br />
&nbsp; &nbsp; levels&nbsp; 100 250 500<br />
<br />
;------------------------------------------<br />
Guild knights_of_santiago_chapter_house<br />
&nbsp; &nbsp; building guild_knights_of_santiago_chapter_house<br />
&nbsp; &nbsp; levels&nbsp; 100 250 500<br />
<br />
;------------------------------------------<br />
Guild woodsmens_guild<br />
&nbsp; &nbsp; building guild_woodsmens_guild<br />
&nbsp; &nbsp; levels&nbsp; 100 250 500<br />
<br />
;------------------------------------------<br />
Guild horse_breeders_guild<br />
&nbsp; &nbsp; building guild_horse_breeders_guild<br />
&nbsp; &nbsp; levels&nbsp; 100 250 500<br />
<br />
<br />
<br />
;===============================================================<br />
;== TRIGGER DATA STARTS HERE ==<br />
;===============================================================<br />
<br />
;------------------------------------------<br />
Trigger 0001_Guild_Upgraded<br />
&nbsp; &nbsp; WhenToTest GuildUpgraded<br />
<br />
<br />
&nbsp; &nbsp; Guild this s&nbsp; 20 <br />
&nbsp; &nbsp; Guild this o&nbsp; 10 <br />
<br />
;------------------------------------------<br />
Trigger 0002_Guild_Destroyed<br />
&nbsp; &nbsp; WhenToTest GuildDestroyed<br />
<br />
<br />
&nbsp; &nbsp; Guild this s -100 <br />
&nbsp; &nbsp; Guild this o -20 <br />
<br />
;------------------------------------------<br />
Trigger 0003_Settlement_Upgraded<br />
&nbsp; &nbsp; WhenToTest SettlementUpgraded<br />
<br />
<br />
&nbsp; &nbsp; Guild all s&nbsp; 10 <br />
<br />
;------------------------------------------<br />
Trigger 0004_Normalise<br />
&nbsp; &nbsp; WhenToTest SettlementTurnStart<br />
<br />
&nbsp; &nbsp; Condition I_TurnNumber &gt; 25<br />
<br />
&nbsp; &nbsp; Guild all s -1 <br />
<br />
;------------------------------------------<br />
Trigger 0010_Recruit_Assassin<br />
&nbsp; &nbsp; WhenToTest AgentCreated<br />
<br />
&nbsp; &nbsp; Condition TrainedAgentType = assassin<br />
<br />
&nbsp; &nbsp; Guild assassins_guild s&nbsp; 10 <br />
&nbsp; &nbsp; Guild assassins_muslim_guild s&nbsp; 10 <br />
<br />
;------------------------------------------<br />
Trigger 0011_Successful_Assassination<br />
&nbsp; &nbsp; WhenToTest AssassinationMission<br />
<br />
&nbsp; &nbsp; Condition MissionSucceeded<br />
<br />
&nbsp; &nbsp; Guild assassins_guild a&nbsp; 20 <br />
&nbsp; &nbsp; Guild assassins_muslim_guild a&nbsp; 20 <br />
<br />
;------------------------------------------<br />
Trigger 0020_Build_Stone_Wall<br />
&nbsp; &nbsp; WhenToTest BuildingCompleted<br />
<br />
&nbsp; &nbsp; Condition SettlementBuildingFinished = stone_wall<br />
<br />
&nbsp; &nbsp; Guild masons_guild s&nbsp; 10 <br />
&nbsp; &nbsp; Guild masons_guild o&nbsp; 2 <br />
<br />
;------------------------------------------<br />
Trigger 0021_Build_Large_Stone_Wall<br />
&nbsp; &nbsp; WhenToTest BuildingCompleted<br />
<br />
&nbsp; &nbsp; Condition SettlementBuildingFinished = large_stone_wall<br />
<br />
&nbsp; &nbsp; Guild masons_guild s&nbsp; 15 <br />
&nbsp; &nbsp; Guild masons_guild o&nbsp; 2 <br />
<br />
;------------------------------------------<br />
Trigger 0022_Build_Huge_Stone_Wall<br />
&nbsp; &nbsp; WhenToTest BuildingCompleted<br />
<br />
&nbsp; &nbsp; Condition SettlementBuildingFinished = huge_stone_wall<br />
<br />
&nbsp; &nbsp; Guild masons_guild s&nbsp; 25 <br />
&nbsp; &nbsp; Guild masons_guild o&nbsp; 3 <br />
<br />
;------------------------------------------<br />
Trigger 0023_Build_Guards_Quarters<br />
&nbsp; &nbsp; WhenToTest BuildingCompleted<br />
<br />
&nbsp; &nbsp; Condition SettlementBuildingFinished = mustering_hall<br />
<br />
&nbsp; &nbsp; Guild masons_guild s&nbsp; 10 <br />
&nbsp; &nbsp; Guild masons_guild o&nbsp; 2 <br />
<br />
;------------------------------------------<br />
Trigger 0024_Build_Outpost_Garrison<br />
&nbsp; &nbsp; WhenToTest BuildingCompleted<br />
<br />
&nbsp; &nbsp; Condition SettlementBuildingFinished = garrison_quarters<br />
<br />
&nbsp; &nbsp; Guild masons_guild s&nbsp; 15 <br />
&nbsp; &nbsp; Guild masons_guild o&nbsp; 2 <br />
<br />
<br />
............................................................................<br />
A lot more triggers, deleted them from the forum post to make it load faster<br />
............................................................................<br />
<br />
<br />
<br />
;------------------------------------------<br />
Trigger 0276_Mission_Fail_Explorers_Major<br />
&nbsp; &nbsp; WhenToTest LeaderMissionFailed<br />
<br />
&nbsp; &nbsp; Condition PaybackID guild_explorers_major<br />
<br />
&nbsp; &nbsp; Guild explorers_guild a -30 <br />
<br />
;------------------------------------------<br />
Trigger 0277_Mission_Fail_Assassins_Payback<br />
&nbsp; &nbsp; WhenToTest LeaderMissionFailed<br />
<br />
&nbsp; &nbsp; Condition PaybackID guild_assassin_payback<br />
<br />
&nbsp; &nbsp; Guild assassins_guild a -10 <br />
<br />
;------------------------------------------<br />
Trigger 0278_Mission_Success_Thiefs_Min<br />
&nbsp; &nbsp; WhenToTest LeaderMissionSuccess<br />
<br />
&nbsp; &nbsp; Condition PaybackID guild_thiefs_min<br />
<br />
&nbsp; &nbsp; Guild thiefs_guild a&nbsp; 10 <br />
<br />
;------------------------------------------<br />
Trigger 0279_Mission_Fail_Thiefs_Min<br />
&nbsp; &nbsp; WhenToTest LeaderMissionFailed<br />
<br />
&nbsp; &nbsp; Condition PaybackID guild_thiefs_min<br />
<br />
&nbsp; &nbsp; Guild thiefs_guild a -10 <br />
<br />
;------------------------------------------<br />
Trigger 0280_Mission_Success_Theologians_Min<br />
&nbsp; &nbsp; WhenToTest LeaderMissionSuccess<br />
<br />
&nbsp; &nbsp; Condition PaybackID guild_theologians_min<br />
<br />
&nbsp; &nbsp; Guild theologians_guild a&nbsp; 10 <br />
<br />
;------------------------------------------<br />
Trigger 0281_Mission_Fail_Theologians_Min<br />
&nbsp; &nbsp; WhenToTest LeaderMissionFailed<br />
<br />
&nbsp; &nbsp; Condition PaybackID guild_theologians_min<br />
<br />
&nbsp; &nbsp; Guild theologians_guild a -10</code><hr />
</div><font size="3"><i>List of parameters</i></font><br />
<b>For defining guilds</b><br />
Guild: Identifies the guild by name<br />
Building: Identifies the building used by the guild<br />
Levels: How many points you need for each building level. First value for house, second for master, and third for headquarters.<br />
<br />
<b>For triggers</b><br />
Trigger: Names the trigger<br />
WhenToTest: The event that must happen to fire the trigger. For a list of events see the docudemon files. Conditions can also be added to the event.<br />
Guild: Identifies the guild affected<br />
This: Identifies that the guild affected is the one specified in the event<br />
All: Identifes that all guilds are affected<br />
<i>Named Guild</i>: Identifies that the named guild is affected (ie: assassins guild)<br />
s: Score increase in the settlement specified by the event<br />
o: Score increase in the other settlements in the faction<br />
a: Score increase in all settlements in the faction<br />
<br />
<br />
<font size="3"><i>Samples</i></font><br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><font color="RoyalBlue">Guild</font> assassins_guild<br />
&nbsp; &nbsp; <font color="RoyalBlue">building</font> guild_assassins_guild<br />
&nbsp; &nbsp; <font color="RoyalBlue">levels</font>&nbsp; 100 250 500</code><hr />
</div>This particular segment says that it is an assassins guild, using the assassins guild building. It requires 100 points for a house, 250 for a master, and 500 for a headquarters.<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><font color="RoyalBlue">Trigger 0001</font>_Guild_Upgraded<br />
&nbsp; &nbsp; <font color="RoyalBlue">WhenToTest</font> GuildUpgraded<br />
<br />
<br />
&nbsp; &nbsp; <font color="RoyalBlue">Guild</font> <font color="DarkOrchid">this</font> <font color="Lime">s</font>&nbsp; 20 <br />
&nbsp; &nbsp; <font color="Cyan">Guild</font> <font color="DarkOrchid">this</font> <font color="Lime">o</font>&nbsp; 10</code><hr />
</div>What this example says is that the GuildUpgraded trigger fires when a guild is upgraded. The upgraded guild recieves 20 points in the city that upgraded the guild. All other cities in the faction receive 10 points with the guild.<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><font color="RoyalBlue">Trigger 0004</font>_Normalise<br />
&nbsp; &nbsp; <font color="RoyalBlue">WhenToTest</font> SettlementTurnStart<br />
<br />
&nbsp; &nbsp; <font color="RoyalBlue">Condition</font> I_TurnNumber &gt; 25<br />
<br />
&nbsp; &nbsp; <font color="RoyalBlue">Guild</font> <font color="DarkOrchid">all</font> <font color="Lime">s</font> -1</code><hr />
</div>The Normalize trigger is fired when a settlement starts its turn and it is past turn 25. When fired, the settlement loses 1 point with every guild. Effectively it makes every city lose 1 point with every guild every turn, after turn 25.<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><font color="RoyalBlue">Trigger 0042</font>_Build_Castle_Blacksmith<br />
&nbsp; &nbsp; <font color="RoyalBlue">WhenToTest</font> BuildingCompleted<br />
<br />
&nbsp; &nbsp; <font color="RoyalBlue">Condition</font> SettlementBuildingFinished = c_blacksmith<br />
<br />
&nbsp; &nbsp; <font color="RoyalBlue">Guild</font> <font color="DarkOrchid">masons_guild</font> <font color="Lime">s</font>&nbsp; 15 <br />
&nbsp; &nbsp; <font color="RoyalBlue">Guild</font> <font color="DarkOrchid">masons_guild</font> <font color="Lime">o</font>&nbsp; 2 <br />
&nbsp; &nbsp; <font color="RoyalBlue">Guild</font> <font color="DarkOrchid">swordsmiths_guild</font> <font color="Lime">s</font>&nbsp; 15</code><hr />
</div>Build Castle Blacksmith is fired when a settlement finishes building, and that building is a castle blacksmith. When fired the settlement gains 15 points with the masons guild and swordsmiths guild. All other settlements in the faction gain 2 points with the masons guild.<br />
<br />
<br />
<br />
<table style="border-collapse: collapse;"><tr><td style="border: 1px solid black; padding: 3px;"><font color="red">descr_missions</font></td></tr></table><br />
Here you can modify the missions given by the guilds, including the rewards and penalties. The link to my guide for missions is at the top of the page.<br />
<br />
<table style="border-collapse: collapse;"><tr><td style="border: 1px solid black; padding: 3px;"><font color="red">export_descr_buildings.txt</font></td></tr></table><br />
Here you can edit prerequisites, limitted factions, and the effects of the guilds (except for the hardcoded ones).<br />
<br />
<br />
<font size="7"><u>Update I</u></font><br />
<br />
<font size="5"><font color="red">Adding a New Guild</font></font><br />
This addendum to the guide will demonstrate how to create a new guild from scratch. Here is a shopping list of the files:<br />
<ul><li style="">Data/<ul><li style="">descr_building_battle</li><li style="">descr_building_battle_enums</li><li style="">export_descr_buildings</li><li style="">export_descr_buildings_enums</li><li style="">export_descr_guilds</li></ul></li><li style="">data/text/<ul><li style="">building_battle</li><li style="">export_buildings</li></ul></li><li style="">The files in data/settlements/techtree/</li><li style="">.tga's in data/ui/<b>culture</b>/buildings/</li></ul><br />
<br />
<font size="4"><u>Step 1</u></font><br />
Open descr_guilds.txt<br />
<br />
Near the top of the page add the following lines:<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">Guild <font color="Red">trade_monopoly</font><br />
&nbsp; &nbsp; building <font color="Blue">trade_monopoly_guild</font><br />
&nbsp; &nbsp; levels&nbsp; 100 250 500</code><hr />
</div><font color="Red">The name of the guild you are making</font><br />
<font color="Blue">The name of the building the guild uses</font><br />
<br />
Scroll down to the bottom of the page and add the following lines:<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">Trigger 0282_<font color="Red">TEST_TRIGGER</font><br />
&nbsp; &nbsp; &nbsp; &nbsp; WhenToTest <font color="Blue">FactionTurnStart</font><br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; Condition <font color="Green">FactionType denmark</font><br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; Guild trade_monopoly <font color="Orange">a 30</font></code><hr />
</div><font color="Red">The name of the trigger. You can make it anything but make it unique. It is a good idea to name it something that when you read it you know what it is.</font><br />
<font color="Blue">An event that occurs to fire the trigger (see docudemon files).</font><br />
<font color="Green">The condition that must be met with the event for the trigger to be fired (see docudemon files).</font><br />
<font color="Orange">The number of points to add and which settlements (see top of the post).</font><br />
<br />
Add as many triggers as you want. Increment the trigger number and repeat the same process to make more triggers.<br />
<br />
<br />
<font size="4"><u>Step 2</u></font><br />
Open export_descr_buildings.txt<br />
<br />
Add the following lines to the bottom:<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">building <font color="Red">guild_trade_monopoly</font><br />
{<br />
&nbsp; &nbsp; levels <font color="Blue">trade_monopoly m_trade_monopoly gm_trade_monopoly</font> <br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; <font color="Blue">trade_monopoly</font> <font color="Green">city</font> requires factions <font color="Orange">{ northern_european, middle_eastern, eastern_european, greek, southern_european, }</font> <br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
<font color="DarkRed">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; capability<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }</font><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; material wooden<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <font color="DarkOrchid">construction&nbsp; 1</font> <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <font color="Magenta">cost&nbsp; 1000</font> <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <font color="Yellow">settlement_min city</font><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; upgrades<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <font color="Cyan">m_trade_monopoly</font><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; <font color="Blue">m_trade_monopoly</font> <font color="Green">city</font> requires factions <font color="Orange">{ northern_european, middle_eastern, eastern_european, greek, southern_european, }</font> <br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
<font color="DarkRed">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; capability<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }</font><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; material wooden<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <font color="DarkOrchid">construction&nbsp; 1</font> <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <font color="Magenta">cost&nbsp; 2000</font> <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <font color="Yellow">settlement_min large_city</font><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; upgrades<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <font color="Cyan">gm_trade_monopoly</font><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; <font color="Blue">gm_trade_monopoly</font> <font color="Green">city</font> requires factions <font color="Orange">{ northern_european, middle_eastern, eastern_european, greek, southern_european, }</font> <br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
<font color="DarkRed">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; capability<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }</font><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; material wooden<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <font color="DarkOrchid">construction&nbsp; 1</font> <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <font color="Magenta">cost&nbsp; 3000</font> <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <font color="Yellow">settlement_min huge_city</font><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; upgrades<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; }<br />
&nbsp; &nbsp; plugins <br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; }<br />
}</code><hr />
</div><font color="Red">The name of the building mentioned in descr_guilds.txt.</font><br />
<font color="Blue">The name of each level of the guild.</font><br />
<font color="Green">Makes the guild only available in cities.</font><br />
<font color="Orange">The factions or cultures that can have the guild.</font><br />
<font color="DarkOrchid">This is irrelevent, ignore it because guilds are built instantly.</font><br />
<font color="Magenta">How much it costs to build each guild level.</font><br />
<font color="Yellow">The level a settlement must be in order to be offered the guild.</font><br />
<font color="Cyan">What the guilds upgrade is.</font><br />
<font color="DarkRed">In between these brackets list the affects the guild has. This is where things like law bonuses, unit recruitments, etc go. It would take a huge reference table to list all the valid parameters so just look through the rest of the file for parameters and clues for what they do.</font><br />
<br />
<br />
<font size="4"><u>Step 3</u></font><br />
Open export_descr_buildings_enums.txt<br />
<br />
Scroll down to the bottom of the file and add the following lines:<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><font color="red">trade_monopoly</font><br />
<font color="red">trade_monopoly</font>_desc<br />
<font color="red">trade_monopoly</font>_desc_short<br />
<font color="red">trade_monopoly</font>_northern_european<br />
<font color="red">trade_monopoly</font>_northern_european_desc<br />
<font color="red">trade_monopoly</font>_northern_european_desc_short<br />
<font color="red">trade_monopoly</font>_mesoamerican_desc<br />
<font color="red">trade_monopoly</font>_mesoamerican_desc_short<br />
<font color="red">trade_monopoly</font>_middle_eastern<br />
<font color="red">trade_monopoly</font>_middle_eastern_desc<br />
<font color="red">trade_monopoly</font>_middle_eastern_desc_short<br />
<font color="red">trade_monopoly</font>_eastern_european<br />
<font color="red">trade_monopoly</font>_eastern_european_desc<br />
<font color="red">trade_monopoly</font>_eastern_european_desc_short<br />
<font color="red">trade_monopoly</font>_greek<br />
<font color="red">trade_monopoly</font>_greek_desc<br />
<font color="red">trade_monopoly</font>_greek_desc_short<br />
<font color="red">trade_monopoly</font>_southern_european<br />
<font color="red">trade_monopoly</font>_southern_european_desc<br />
<font color="red">trade_monopoly</font>_southern_european_desc_short<br />
<font color="blue">m_trade_monopoly</font><br />
<font color="blue">m_trade_monopoly</font>_desc<br />
<font color="blue">m_trade_monopoly</font>_desc_short<br />
<font color="blue">m_trade_monopoly</font>_northern_european<br />
<font color="blue">m_trade_monopoly</font>_northern_european_desc<br />
<font color="blue">m_trade_monopoly</font>_northern_european_desc_short<br />
<font color="blue">m_trade_monopoly</font>_mesoamerican_desc<br />
<font color="blue">m_trade_monopoly</font>_mesoamerican_desc_short<br />
<font color="blue">m_trade_monopoly</font>_middle_eastern<br />
<font color="blue">m_trade_monopoly</font>_middle_eastern_desc<br />
<font color="blue">m_trade_monopoly</font>_middle_eastern_desc_short<br />
<font color="blue">m_trade_monopoly</font>_eastern_european<br />
<font color="blue">m_trade_monopoly</font>_eastern_european_desc<br />
<font color="blue">m_trade_monopoly</font>_eastern_european_desc_short<br />
<font color="blue">m_trade_monopoly</font>_greek<br />
<font color="blue">m_trade_monopoly</font>_greek_desc<br />
<font color="blue">m_trade_monopoly</font>_greek_desc_short<br />
<font color="blue">m_trade_monopoly</font>_southern_european<br />
<font color="blue">m_trade_monopoly</font>_southern_european_desc<br />
<font color="blue">m_trade_monopoly</font>_southern_european_desc_short<br />
<font color="green">gm_trade_monopoly</font><br />
<font color="green">gm_trade_monopoly</font>_desc<br />
<font color="green">gm_trade_monopoly</font>_desc_short<br />
<font color="green">gm_trade_monopoly</font>_northern_european<br />
<font color="green">gm_trade_monopoly</font>_northern_european_desc<br />
<font color="green">gm_trade_monopoly</font>_northern_european_desc_short<br />
<font color="green">gm_trade_monopoly</font>_mesoamerican_desc<br />
<font color="green">gm_trade_monopoly</font>_mesoamerican_desc_short<br />
<font color="green">gm_trade_monopoly</font>_middle_eastern<br />
<font color="green">gm_trade_monopoly</font>_middle_eastern_desc<br />
<font color="green">gm_trade_monopoly</font>_middle_eastern_desc_short<br />
<font color="green">gm_trade_monopoly</font>_eastern_european<br />
<font color="green">gm_trade_monopoly</font>_eastern_european_desc<br />
<font color="green">gm_trade_monopoly</font>_eastern_european_desc_short<br />
<font color="green">gm_trade_monopoly</font>_greek<br />
<font color="green">gm_trade_monopoly</font>_greek_desc<br />
<font color="green">gm_trade_monopoly</font>_greek_desc_short<br />
<font color="green">gm_trade_monopoly</font>_southern_european<br />
<font color="green">gm_trade_monopoly</font>_southern_european_desc<br />
<font color="green">gm_trade_monopoly</font>_southern_european_desc_short</code><hr />
</div><font color="Red">The name of the first level of the guild from export_descr_buildings.txt.</font><br />
<font color="Blue">The name of the second level of the guild from export_descr_buildings.txt.</font><br />
<font color="Green">The name of the third level of the guild from export_descr_buildings.txt.</font><br />
<br />
<br />
<font size="4"><u>Step 4</u></font><br />
Open descr_building_battle.txt<br />
<br />
Scroll down to the bottom and add the following lines:<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><font color="Red">trade_monopoly</font> <br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; stat_cat&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <font color="Blue">medium_stone</font><br />
&nbsp; &nbsp; &nbsp; &nbsp; localised_name&nbsp; &nbsp; &nbsp; &nbsp; <font color="Red">trade_monopoly</font> <br />
}<br />
<font color="Red">m_trade_monopoly</font> <br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; stat_cat&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <font color="Blue">medium_stone</font><br />
&nbsp; &nbsp; &nbsp; &nbsp; localised_name&nbsp; &nbsp; &nbsp; &nbsp; <font color="Red">m_trade_monopoly</font> <br />
}<br />
<font color="Red">gm_trade_monopoly</font> <br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; stat_cat&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <font color="Blue">medium_stone</font><br />
&nbsp; &nbsp; &nbsp; &nbsp; localised_name&nbsp; &nbsp; &nbsp; &nbsp; <font color="Red">gm_trade_monopoly</font> <br />
}</code><hr />
</div><font color="Red">The name of the level of the guild.</font><br />
<font color="Blue">How strong the building is.</font><br />
<br />
<br />
<font size="4"><u>Step 5</u></font><br />
Open descr_building_battle_enums.txt<br />
<br />
Scroll down to the bottom and add the following lines:<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><font color="Red">trade_monopoly</font><br />
<font color="Blue">m_trade_monopoly</font><br />
<font color="Green">gm_trade_monopoly</font></code><hr />
</div><font color="Red">Name of the first level of the guild.</font><br />
<font color="Blue">Name of the second level of the guild.</font><br />
<font color="Green">Name of the third level of the guild.</font><br />
<br />
<br />
<font size="4"><u>Step 6</u></font><br />
Open building_battle.txt<br />
<br />
Add the following lines:<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">{<font color="Red">trade_monopoly</font>}<font color="Blue">Trade Monopoly</font><br />
{<font color="Red">m_trade_monopoly</font>}<font color="Blue">Master Trade Monopoly</font><br />
{<font color="Red">gm_trade_monopoly</font>}<font color="Blue">Trade Monopoly Headquarters</font></code><hr />
</div><font color="Red">The name of each guild level from export_descr_buildings.txt.</font><br />
<font color="Blue">The name of each guild level that you want to appear ingame.</font><br />
<br />
<br />
<font size="4"><u>Step 7</u></font><br />
Open export_buildings.txt<br />
<br />
Scroll down to the bottom and add the following lines:<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">{<font color="Red">trade_monopoly</font>}&nbsp; &nbsp; &nbsp; &nbsp; trade_monopoly<br />
<br />
{<font color="Red">trade_monopoly</font>_desc}&nbsp; &nbsp; &nbsp; &nbsp; DO NOT TRANSLATE<br />
<br />
{<font color="Red">trade_monopoly</font>_desc_short}&nbsp; &nbsp; &nbsp; &nbsp; DO NOT TRANSLATE<br />
<br />
{<font color="Red">trade_monopoly</font>_<font color="blue">northern_european</font>}&nbsp; &nbsp; &nbsp; &nbsp; <font color="green">Trade Monopoly</font><br />
<br />
{<font color="Red">trade_monopoly</font>_<font color="blue">northern_european</font>_desc}<br />
<font color="orange">--ADD--</font><br />
<br />
{<font color="Red">trade_monopoly</font>_<font color="blue">northern_european</font>_desc_short}<br />
<font color="orange">--ADD--</font><br />
<br />
{<font color="Red">trade_monopoly</font>_<font color="blue">mesoamerican</font>_desc}<br />
<font color="ORANGE">DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE</font><br />
<br />
{<font color="Red">trade_monopoly</font>_<font color="blue">mesoamerican</font>_desc_short}<br />
<font color="ORANGE">DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE</font><br />
<br />
{<font color="Red">trade_monopoly</font>_<font color="blue">middle_eastern</font>}&nbsp; &nbsp; &nbsp; &nbsp; <font color="green">Trade Monopoly</font><br />
<br />
{<font color="Red">trade_monopoly</font>_<font color="blue">middle_eastern</font>_desc}<br />
<font color="orange">--ADD--</font><br />
<br />
{<font color="Red">trade_monopoly</font>_<font color="blue">middle_eastern</font>_desc_short}<br />
<font color="orange">--ADD--</font><br />
<br />
{<font color="Red">trade_monopoly</font>_<font color="blue">eastern_european</font>}&nbsp; &nbsp; &nbsp; &nbsp; <font color="green">Trade Monopoly</font><br />
<br />
{<font color="Red">trade_monopoly</font>_<font color="blue">eastern_european</font>_desc}<br />
<font color="orange">--ADD--</font><br />
<br />
{<font color="Red">trade_monopoly</font>_<font color="blue">eastern_european</font>_desc_short}<br />
<font color="orange">--ADD--</font><br />
<br />
{<font color="Red">trade_monopoly</font>_<font color="blue">greek</font>}&nbsp; &nbsp; &nbsp; &nbsp; <font color="green">Trade Monopoly</font><br />
<br />
{<font color="Red">trade_monopoly</font>_<font color="blue">greek</font>_desc}<br />
<font color="orange">--ADD--</font><br />
<br />
{<font color="Red">trade_monopoly</font>_<font color="blue">greek</font>_desc_short}<br />
<font color="orange">--ADD--</font><br />
<br />
{<font color="Red">trade_monopoly</font>_<font color="blue">southern_european</font>}&nbsp; &nbsp; &nbsp; &nbsp; <font color="green">Trade Monopoly</font><br />
<br />
{<font color="Red">trade_monopoly</font>_<font color="blue">southern_european</font>_desc}<br />
<font color="orange">--ADD--</font><br />
<br />
{<font color="Red">trade_monopoly</font>_<font color="blue">southern_european</font>_desc_short}<br />
<font color="orange">--ADD--</font><br />
<br />
<br />
¬--------------<br />
<br />
{<font color="Red">m_trade_monopoly</font>}&nbsp; &nbsp; &nbsp; &nbsp; m_trade_monopoly<br />
<br />
{<font color="Red">m_trade_monopoly</font>_desc}&nbsp; &nbsp; &nbsp; &nbsp; DO NOT TRANSLATE<br />
<br />
{<font color="Red">m_trade_monopoly</font>_desc_short}&nbsp; &nbsp; &nbsp; &nbsp; DO NOT TRANSLATE<br />
<br />
{<font color="Red">m_trade_monopoly</font>_<font color="blue">northern_european</font>}&nbsp; &nbsp; &nbsp; &nbsp; <font color="green">Master Trade Monopoly</font><br />
<br />
{<font color="red">m_trade_monopoly</font>_<font color="blue">northern_european</font>_desc}<br />
<font color="orange">--ADD--</font><br />
<br />
{<font color="red">m_trade_monopoly</font>_<font color="blue">northern_european</font>_desc_short}<br />
<font color="orange">--ADD--</font><br />
<br />
{<font color="red">m_trade_monopoly</font>_<font color="blue">mesoamerican</font>_desc}<br />
<font color="ORANGE">DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE</font><br />
<br />
{<font color="red">m_trade_monopoly</font>_<font color="blue">mesoamerican</font>_desc_short}<br />
<font color="ORANGE">DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE</font><br />
<br />
{<font color="red">m_trade_monopoly</font>_<font color="blue">middle_eastern</font>}&nbsp; &nbsp; &nbsp; &nbsp; <font color="green">Master Trade Monopoly</font><br />
<br />
{<font color="red">m_trade_monopoly</font>_<font color="blue">middle_eastern</font>_desc}<br />
<font color="orange">--ADD--</font><br />
<br />
{<font color="red">m_trade_monopoly</font>_<font color="blue">middle_eastern</font>_desc_short}<br />
<font color="orange">--ADD--</font><br />
<br />
{<font color="red">m_trade_monopoly</font>_<font color="blue">eastern_european</font>}&nbsp; &nbsp; &nbsp; &nbsp; <font color="green">Master Trade Monopoly</font><br />
<br />
{<font color="red">m_trade_monopoly</font>_<font color="blue">eastern_european</font>_desc}<br />
<font color="orange">--ADD--</font><br />
<br />
{<font color="red">m_trade_monopoly</font>_<font color="blue">eastern_european</font>_desc_short}<br />
<font color="orange">--ADD--</font><br />
<br />
{<font color="red">m_trade_monopoly</font>_<font color="blue">greek</font>}&nbsp; &nbsp; &nbsp; &nbsp; <font color="green">Master Trade Monopoly</font><br />
<br />
{<font color="red">m_trade_monopoly</font>_<font color="blue">greek</font>_desc}<br />
<font color="orange">--ADD--</font><br />
<br />
{<font color="red">m_trade_monopoly</font>_<font color="blue">greek</font>_desc_short}<br />
<font color="orange">--ADD--</font><br />
<br />
{<font color="red">m_trade_monopoly</font>_<font color="blue">southern_european</font>}&nbsp; &nbsp; &nbsp; &nbsp; <font color="green">Master Trade Monopoly</font><br />
<br />
{<font color="red">m_trade_monopoly</font>_<font color="blue">southern_european</font>_desc}<br />
<font color="orange">--ADD--</font><br />
<br />
{<font color="red">m_trade_monopoly</font>_<font color="blue">southern_european</font>_desc_short}<br />
<font color="orange">--ADD--</font><br />
<br />
<br />
¬--------------<br />
<br />
{<font color="red">gm_trade_monopoly</font>}&nbsp; &nbsp; &nbsp; &nbsp; gm_trade_monopoly<br />
<br />
{<font color="red">gm_trade_monopoly</font>_desc}&nbsp; &nbsp; &nbsp; &nbsp; DO NOT TRANSLATE<br />
<br />
{<font color="red">gm_trade_monopoly</font>_desc_short}&nbsp; &nbsp; &nbsp; &nbsp; DO NOT TRANSLATE<br />
<br />
{<font color="red">gm_trade_monopoly</font>_<font color="blue">northern_european</font>}&nbsp; &nbsp; &nbsp; &nbsp; <font color="green">Trade Monopoly Headquarters</font><br />
<br />
{<font color="red">gm_trade_monopoly</font>_<font color="blue">northern_european</font>_desc}<br />
<font color="orange">--ADD--</font><br />
<br />
{<font color="red">gm_trade_monopoly</font>_<font color="blue">northern_european</font>_desc_short}<br />
<font color="orange">--ADD--</font><br />
<br />
{<font color="red">gm_trade_monopoly</font>_<font color="blue">mesoamerican</font>_desc}<br />
<font color="ORANGE">DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE</font><br />
<br />
{<font color="red">gm_trade_monopoly</font>_<font color="blue">mesoamerican</font>_desc_short}<br />
<font color="ORANGE">DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE</font><br />
<br />
{<font color="red">gm_trade_monopoly</font>_<font color="blue">middle_eastern</font>}&nbsp; &nbsp; &nbsp; &nbsp; <font color="green">Trade Monopoly Headquarters</font><br />
<br />
{<font color="red">gm_trade_monopoly</font>_<font color="blue">middle_eastern</font>_desc}<br />
<font color="orange">--ADD--</font><br />
<br />
{<font color="red">gm_trade_monopoly</font>_<font color="blue">middle_eastern</font>_desc_short}<br />
<font color="orange">--ADD--</font><br />
<br />
{<font color="red">gm_trade_monopoly</font>_<font color="blue">eastern_european</font>}&nbsp; &nbsp; &nbsp; &nbsp; <font color="green">Trade Monopoly Headquarters</font><br />
<br />
{<font color="red">gm_trade_monopoly</font>_<font color="blue">eastern_european</font>_desc}<br />
<font color="orange">--ADD--</font><br />
<br />
{<font color="red">gm_trade_monopoly</font>_<font color="blue">eastern_european</font>_desc_short}<br />
<font color="orange">--ADD--</font><br />
<br />
{<font color="red">gm_trade_monopoly</font>_<font color="blue">greek</font>}&nbsp; &nbsp; &nbsp; &nbsp; <font color="green">Trade Monopoly Headquarters</font><br />
<br />
{<font color="red">gm_trade_monopoly</font>_<font color="blue">greek</font>_desc}<br />
<font color="orange">--ADD--</font><br />
<br />
{<font color="red">gm_trade_monopoly</font>_<font color="blue">greek</font>_desc_short}<br />
<font color="orange">--ADD--</font><br />
<br />
{<font color="red">gm_trade_monopoly</font>_<font color="blue">southern_european</font>}&nbsp; &nbsp; &nbsp; &nbsp; <font color="green">Trade Monopoly Headquarters</font><br />
<br />
{<font color="red">gm_trade_monopoly</font>_<font color="blue">southern_european</font>_desc}<br />
<font color="orange">--ADD--</font><br />
<br />
{<font color="red">gm_trade_monopoly</font>_<font color="blue">southern_european</font>_desc_short}<br />
<font color="orange">--ADD--</font></code><hr />
</div><font color="Red">The name of the guild level.</font><br />
<font color="Blue">The culture that the text is for.</font><br />
<font color="Green">What the name should appear as ingame.</font><br />
<font color="Orange">The description should say ingame.</font><br />
<br />
<font size="4"><u>Step 8</u></font><br />
Create the structure data/settlements/techtree/<font color="Red">culture</font>/ where <font color="Red">culture</font> is a culture that the guild can build. Make a folder inside techtree for each culture that can have the guild.<br />
<br />
Go to the techtree folder where you unpacked the game files. Find a building from vanilla that looks closest to what your new guild should look like (on the battlemap). Copy and paste that buildings folder over. So for my trade monopoly guild, I am going to copy over merchants_guild, m_merchants_guild, and gm_merchants_guild for each culture.<br />
<br />
Then rename each folder to the names of your guild levels. I will rename the merchants_guild folders to trade_monopoly, the m_merchants_guild folders to m_trade_monopoly, and the gm_merchants_guild folders to gm_trade_monopoly.<br />
<br />
Then do the same for all of the files inside each folder. Rename every occurance of the old name to the name of your new guild.<br />
<br />
<br />
<font size="4"><u>Step 9</u></font><br />
Create the path data/ui/<font color="Red">culture</font>/buildings/construction/ where <font color="Red">culture</font> is the name of each culture that can build the guild.<br />
<br />
In each buildings folder you need the following .tga's:<br />
<ul><li style="">#<font color="Blue">northern_european</font>_<font color="Red">gm_trade_monopoly</font>.tga</li><li style="">#<font color="Blue">northern_european</font>_<font color="Red">gm_trade_monopoly</font>_constructed.tga</li><li style="">#<font color="Blue">northern_european</font>_<font color="Red">m_trade_monopoly</font>.tga</li><li style="">#<font color="Blue">northern_european</font>_<font color="Red">m_trade_monopoly</font>_constructed.tga</li><li style="">#<font color="Blue">northern_european</font>_<font color="Red">trade_monopoly</font>.tga</li><li style="">#<font color="Blue">northern_european</font>_<font color="Red">trade_monopoly</font>_constructed.tga</li></ul><br />
<font color="Red">Name of the guild level.</font><br />
<font color="Blue">Name of the culture.</font><br />
<br />
You can either make them from scratch in a program such as photoshop, open a vanilla one and edit it, or simply clone a vanilla one.<br />
<br />
The constructed.tga is the icon displayed in the box at the middle of the bottom of the screen when you click on the settlement and click the buildings tab.<br />
<br />
The other tga is the icon displayed on the building construction menu.<br />
<br />
<br />
Next add the following tga's to the construction folder:<br />
<ul><li style="">#<font color="Blue">northern_european</font>_<font color="Red">gm_trade_monopoly</font></li><li style="">#<font color="Blue">northern_european</font>_<font color="Red">m_trade_monopoly</font></li><li style="">#<font color="Blue">northern_european</font>_<font color="Red">trade_monopoly</font></li></ul><br />
<br />
These .tga's are what appear on the UI while the building is being constructed.<br />
<br />
Of all of those the only one that really matters is the contructed one. Because guilds can only be built upon request of the guild, the one on the building menu will never be seen. Because guilds are constructed instantly, the construction one will never be seen.</td></tr></table><br />
<br />
<table class="tableborder" cellspacing="1" cellpadding="4" width="100%"><tr><td class="maintitle" style="margin:1px;cursor:pointer;background-image:url('http://www.twcenter.net/forums/images/misc/contentbox.png')" onclick="if (this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display == 'none') { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = '' } else { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = 'none' }"><span style="color: black">Post 4</span></td></tr><tr style="display:none"><td class="row2 postcolor"><br />
<font size="7"><b><u>References</u></b></font><br />
<br />
<font size="6"><font color="DarkOrchid"><i>List of Guilds</i></font></font><br />
<ul><li style="">	Alchemists Guild</li><li style="">	Assassins Guild</li><li style="">	Explorers Guild</li><li style="">	Hashshashins Guild</li><li style="">	Horse Breeders Guild</li><li style="">	Masons Guild</li><li style="">	Merchants Guild</li><li style="">	Swordsmiths Guild</li><li style="">	Theologians Guild</li><li style="">	Thiefs Guild</li><li style="">	Woodsmens Guild</li><li style="">	Knights of Santiago Chapter House</li><li style="">	St. Johns Chapter House</li><li style="">	Templars Chapter House</li><li style="">	Teutonic Knights Chapter House</li></ul><br />
<br />
<font size="6"><font color="DarkOrchid"><i>Guild Levels</i></font></font><br />
<br />
<table style="border-collapse: collapse;"><tr><td style="border: 1px solid black; padding: 3px;"><b>Level</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points Required</b></td><td style="border: 1px solid black; padding: 3px;"><b>Availability</b></td><td style="border: 1px solid black; padding: 3px;"><b>Cost</b></td></tr><tr><td style="border: 1px solid black; padding: 3px;">Guild House/Minor Chapter</td><td style="border: 1px solid black; padding: 3px;">100</td><td style="border: 1px solid black; padding: 3px;">1 per settlement</td><td style="border: 1px solid black; padding: 3px;">1000</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Master Guild/Major Chapter</td><td style="border: 1px solid black; padding: 3px;">250</td><td style="border: 1px solid black; padding: 3px;">1 per faction</td><td style="border: 1px solid black; padding: 3px;">2000</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Headquarters</td><td style="border: 1px solid black; padding: 3px;">500</td><td style="border: 1px solid black; padding: 3px;">1 in the world</td><td style="border: 1px solid black; padding: 3px;">3000</td></tr></table><br />
<br />
<br />
<br />
<br />
<br />
<br />
<font size="6"><font color="DarkOrchid"><i>Guild Points</i></font></font><br />
<br />
<br />
<b><font size="3"><font color="DarkOrange">Universal (for all guilds)</font></font></b><br />
<table style="border-collapse: collapse;"><tr><td style="border: 1px solid black; padding: 3px;"><b>Action</b></td><td style="border: 1px solid black; padding: 3px;"><b>Guild</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Settlement</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Other Settlements</b></td></tr><tr><td style="border: 1px solid black; padding: 3px;">Upgrade Guild</td><td style="border: 1px solid black; padding: 3px;">This</td><td style="border: 1px solid black; padding: 3px;">20</td><td style="border: 1px solid black; padding: 3px;">10</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Guild Destroyed</td><td style="border: 1px solid black; padding: 3px;">This</td><td style="border: 1px solid black; padding: 3px;">-100</td><td style="border: 1px solid black; padding: 3px;">-20</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Settlement Upgraded</td><td style="border: 1px solid black; padding: 3px;">All</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Every turn after turn 25</td><td style="border: 1px solid black; padding: 3px;">All</td><td style="border: 1px solid black; padding: 3px;">-1</td><td style="border: 1px solid black; padding: 3px;">-1</td></tr></table><br />
<ul><li style="">&quot;This&quot; refers to the guild specified by the trigger. &quot;All&quot; refers to every guild.</li><li style="">&quot;Points in Settlement&quot; are the points gained in the settlement specified by the trigger</li><li style="">&quot;Points in Other Settlements&quot; are the points gained in the factions settlements not were not the settlement specified by the trigger</li><li style="">If trigger does not specify a settlement, the value for all settlements will be in both &quot;Points in Settlement&quot; and &quot;Points in Other Settlements&quot;. Notice that they are the same.</li></ul><br />
<br />
<b><font size="3"><font color="DarkOrange">Alchemists Guild</font></font></b><br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <table style="border-collapse: collapse;"><tr><td style="border: 1px solid black; padding: 3px;"><b>Action</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Settlement</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Other Settlements</b></td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Bombard</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit AS Rocket Launcher</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Grand Bombard</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Mortar</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Ribalt</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Culverin</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Cannon</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Serpentine</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Basilisk</td><td style="border: 1px solid black; padding: 3px;">20</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Monster Ribalt</td><td style="border: 1px solid black; padding: 3px;">20</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Reiters</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Arquebusiers</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Musketeers</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Hand Gunners</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Portugese Arquebusiers</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Mercenary Arquebusiers</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Camel Gunners</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Janissary Musketeers</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Sudanese Gunners</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Alchemist Lab</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">1</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Cannon Maker</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Cannon Factory</td><td style="border: 1px solid black; padding: 3px;">20</td><td style="border: 1px solid black; padding: 3px;">3</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Artillery Factory</td><td style="border: 1px solid black; padding: 3px;">25</td><td style="border: 1px solid black; padding: 3px;">4</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Royal Arsenal</td><td style="border: 1px solid black; padding: 3px;">30</td><td style="border: 1px solid black; padding: 3px;">5</td></tr></table> </div> </div> </div><br />
<b><font size="3"><font color="DarkOrange">Assassins Guild</font></font></b><br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <table style="border-collapse: collapse;"><tr><td style="border: 1px solid black; padding: 3px;"><b>Action</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Settlement</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Other Settlements</b></td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Assassin</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Successful Assassination</td><td style="border: 1px solid black; padding: 3px;">20</td><td style="border: 1px solid black; padding: 3px;">20</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Governors Dread 5 or Greater (per turn)</td><td style="border: 1px solid black; padding: 3px;">4</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Tavern</td><td style="border: 1px solid black; padding: 3px;">20</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Brothel</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Inn</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Coaching House</td><td style="border: 1px solid black; padding: 3px;">25</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Pleasure Palace</td><td style="border: 1px solid black; padding: 3px;">30</td><td style="border: 1px solid black; padding: 3px;">5</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Assassin Mission Success</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">10</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Assassin Mission Failure</td><td style="border: 1px solid black; padding: 3px;">-10</td><td style="border: 1px solid black; padding: 3px;">-10</td></tr><br />
</table> </div> </div> </div><br />
<b><font size="3"><font color="DarkOrange">Explorers Guild</font></font></b><br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <table style="border-collapse: collapse;"><tr><td style="border: 1px solid black; padding: 3px;"><b>Action</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Settlement</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Other Settlements</b></td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Merchant</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Port</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Shipwright</td><td style="border: 1px solid black; padding: 3px;">20</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Dockyard</td><td style="border: 1px solid black; padding: 3px;">25</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Naval Drydock</td><td style="border: 1px solid black; padding: 3px;">30</td><td style="border: 1px solid black; padding: 3px;">5</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Merchants Warf</td><td style="border: 1px solid black; padding: 3px;">20</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Warehouse</td><td style="border: 1px solid black; padding: 3px;">25</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Docklands</td><td style="border: 1px solid black; padding: 3px;">30</td><td style="border: 1px solid black; padding: 3px;">5</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Fleets distance from capital is between 50 and 100 (per turn) (per fleet)</td><td style="border: 1px solid black; padding: 3px;">3</td><td style="border: 1px solid black; padding: 3px;">3</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Fleets distance from capital is greater than 99 (per turn) (per fleet)</td><td style="border: 1px solid black; padding: 3px;">5</td><td style="border: 1px solid black; padding: 3px;">5</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Explorers Guild Take Settlement Mission Success</td><td style="border: 1px solid black; padding: 3px;">30</td><td style="border: 1px solid black; padding: 3px;">30</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Explorers Guild Take Settlement Mission Failure</td><td style="border: 1px solid black; padding: 3px;">-30</td><td style="border: 1px solid black; padding: 3px;">-30</td></tr></table> </div> </div> </div><br />
<b><font size="3"><font color="DarkOrange">Hashshashins Guild</font></font></b><br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <table style="border-collapse: collapse;"><tr><td style="border: 1px solid black; padding: 3px;"><b>Action</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Settlement</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Other Settlements</b></td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Assassin</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Successful Assassination</td><td style="border: 1px solid black; padding: 3px;">20</td><td style="border: 1px solid black; padding: 3px;">20</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Governors Dread Greater than 4</td><td style="border: 1px solid black; padding: 3px;">4</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Tavern</td><td style="border: 1px solid black; padding: 3px;">20</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Brothel</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Inn</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Coaching House</td><td style="border: 1px solid black; padding: 3px;">25</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Pleasure Palace</td><td style="border: 1px solid black; padding: 3px;">30</td><td style="border: 1px solid black; padding: 3px;">5</td></tr></table><br />
*Identical to Assassins Guild except for Muslims and no guild missions </div> </div> </div><br />
<b><font size="3"><font color="DarkOrange">Horsebreeders Guild</font></font></b><br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <table style="border-collapse: collapse;"><tr><td style="border: 1px solid black; padding: 3px;"><b>Action</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Settlement</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Other Settlements</b></td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Cavalry</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">1</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Stables</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">1</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Knights Stables</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Earls Stables</td><td style="border: 1px solid black; padding: 3px;">20</td><td style="border: 1px solid black; padding: 3px;">3</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Barons Stables</td><td style="border: 1px solid black; padding: 3px;">25</td><td style="border: 1px solid black; padding: 3px;">4</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Kings Stables</td><td style="border: 1px solid black; padding: 3px;">30</td><td style="border: 1px solid black; padding: 3px;">5</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Racing Track</td><td style="border: 1px solid black; padding: 3px;">50</td><td style="border: 1px solid black; padding: 3px;">5</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Sultans Racing Track</td><td style="border: 1px solid black; padding: 3px;">75</td><td style="border: 1px solid black; padding: 3px;">5</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Races Thrown</td><td style="border: 1px solid black; padding: 3px;">5</td><td style="border: 1px solid black; padding: 3px;">0</td></tr></table> </div> </div> </div><br />
<b><font size="3"><font color="DarkOrange">Masons Guild</font></font></b><br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <table style="border-collapse: collapse;"><tr><td style="border: 1px solid black; padding: 3px;"><b>Action</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Settlement</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Other Settlements</b></td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Stone Wall</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Large Stone Wall</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Huge Stone Wall</td><td style="border: 1px solid black; padding: 3px;">25</td><td style="border: 1px solid black; padding: 3px;">3</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Mustering Hall</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Garrison Quarters</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Drill Square</td><td style="border: 1px solid black; padding: 3px;">20</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Barracks</td><td style="border: 1px solid black; padding: 3px;">25</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Armoury</td><td style="border: 1px solid black; padding: 3px;">30</td><td style="border: 1px solid black; padding: 3px;">3</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Town Watch</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Town Guard</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build City Watch</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Militia Drill Square</td><td style="border: 1px solid black; padding: 3px;">20</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Militia Barracks</td><td style="border: 1px solid black; padding: 3px;">20</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Army Barracks</td><td style="border: 1px solid black; padding: 3px;">25</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Royal Armoury</td><td style="border: 1px solid black; padding: 3px;">30</td><td style="border: 1px solid black; padding: 3px;">3</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Leather Tanner</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Blacksmith</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Armourer</td><td style="border: 1px solid black; padding: 3px;">20</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Heavy Armourer</td><td style="border: 1px solid black; padding: 3px;">20</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Plate Armourer</td><td style="border: 1px solid black; padding: 3px;">25</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Gothic Armourer</td><td style="border: 1px solid black; padding: 3px;">30</td><td style="border: 1px solid black; padding: 3px;">3</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Castle Armourer*</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Bowyer</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Practice Range</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Archery Range</td><td style="border: 1px solid black; padding: 3px;">20</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Marksmans Range</td><td style="border: 1px solid black; padding: 3px;">30</td><td style="border: 1px solid black; padding: 3px;">3</td></tr></table><br />
*The castle version of the Armourer actually generates 15 points instead of the cities version 20. I think the programmer made a mistake with the city version and it should be 15. </div> </div> </div><br />
<b><font size="3"><font color="DarkOrange">Merchant Guild</font></font></b><br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <table style="border-collapse: collapse;"><tr><td style="border: 1px solid black; padding: 3px;"><b>Action</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Settlement</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Other Settlements</b></td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Merchant</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Merchants Warf</td><td style="border: 1px solid black; padding: 3px;">20</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Warehouse</td><td style="border: 1px solid black; padding: 3px;">25</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Docklands</td><td style="border: 1px solid black; padding: 3px;">30</td><td style="border: 1px solid black; padding: 3px;">5</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Market</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Fairground</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Great Market</td><td style="border: 1px solid black; padding: 3px;">20</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Merchants Quarter</td><td style="border: 1px solid black; padding: 3px;">25</td><td style="border: 1px solid black; padding: 3px;">5</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Make Trade Agreement</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">10</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Successful Acquisition</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">10</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Faction Income Between 1000 and 2000 Florins</td><td style="border: 1px solid black; padding: 3px;">1</td><td style="border: 1px solid black; padding: 3px;">1</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Faction Income Between 2000 and 5000 Florins</td><td style="border: 1px solid black; padding: 3px;">2</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Faction Income Between 5000 and 10000 Florins</td><td style="border: 1px solid black; padding: 3px;">3</td><td style="border: 1px solid black; padding: 3px;">3</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Faction Income Greater than 10000 Florins</td><td style="border: 1px solid black; padding: 3px;">4</td><td style="border: 1px solid black; padding: 3px;">4</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Trade Rights Mission Success</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">10</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Trade Rights Mission Failure</td><td style="border: 1px solid black; padding: 3px;">-10</td><td style="border: 1px solid black; padding: 3px;">-10</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Acquisition Mission Success</td><td style="border: 1px solid black; padding: 3px;">20</td><td style="border: 1px solid black; padding: 3px;">20</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Acquisition Mission Failure</td><td style="border: 1px solid black; padding: 3px;">-20</td><td style="border: 1px solid black; padding: 3px;">-20</td></tr></table> </div> </div> </div><br />
<b><font size="3"><font color="DarkOrange">Swordsmiths Guild</font></font></b><br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <table style="border-collapse: collapse;"><tr><td style="border: 1px solid black; padding: 3px;"><b>Action</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Settlement</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Other Settlements</b></td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Leather Tanner</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Blacksmith</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Amourer</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Heavy Armourer</td><td style="border: 1px solid black; padding: 3px;">20</td><td style="border: 1px solid black; padding: 3px;">1</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Plate Armourer</td><td style="border: 1px solid black; padding: 3px;">25</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Gothic Armourer</td><td style="border: 1px solid black; padding: 3px;">30</td><td style="border: 1px solid black; padding: 3px;">5</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Sword and Buckler Unit</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Sword Militia</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Armoured Swordsman</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Highland Nobles</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Zweihander</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Noble Swordsman</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Forlorn Hope</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Byzantine Infantry</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Battlefield Assassins</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Norse Swordsman</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Dismounted Fuedal Knights</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Dismounted Chivalric Knights</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Dismounted Gothic Knights</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Dismounted Conquistadores</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Dismounted Italian MAA</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Dismounted Broken Lances</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Dismounted Norman Knights</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Dismounted Polish Knights</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Dismounted E Chivalric Knights</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Dismounted Byzantine Lancers</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Dismounted Latinkon</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Sudanese Tribesmen</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Hashishim</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Urban Militia</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Dismounted Christian Guard</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr></table> </div> </div> </div><br />
<b><font size="3"><font color="DarkOrange">Theologians Guild</font></font></b><br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <table style="border-collapse: collapse;"><tr><td style="border: 1px solid black; padding: 3px;"><b>Action</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Settlement</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Other Settlements</b></td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Priest</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Small Church/Small Masjid</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Church/Masjid</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Abbey/Minareted Masjid</td><td style="border: 1px solid black; padding: 3px;">20</td><td style="border: 1px solid black; padding: 3px;">1</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Cathedral/Jama</td><td style="border: 1px solid black; padding: 3px;">25</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Huge Cathedral/Great Jama</td><td style="border: 1px solid black; padding: 3px;">30</td><td style="border: 1px solid black; padding: 3px;">5</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Pope Elected</td><td style="border: 1px solid black; padding: 3px;">30</td><td style="border: 1px solid black; padding: 3px;">30</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Governors Piety 6 or Greater (per turn)</td><td style="border: 1px solid black; padding: 3px;">5</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Denouncement Mission Success</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">10</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Cardinal Promoted</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">10</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Priest Becomes a Heretic</td><td style="border: 1px solid black; padding: 3px;">-5</td><td style="border: 1px solid black; padding: 3px;">-5</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Priest Mission Success</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">10</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Priest Mission Failure</td><td style="border: 1px solid black; padding: 3px;">-10</td><td style="border: 1px solid black; padding: 3px;">-10</td></tr></table> </div> </div> </div><br />
<b><font size="3"><font color="DarkOrange">Thiefs Guild</font></font></b><br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <table style="border-collapse: collapse;"><tr><td style="border: 1px solid black; padding: 3px;"><b>Action</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Settlement</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Other Settlements</b></td></tr><tr><td style="border: 1px solid black; padding: 3px;">Governors Dread is 5 or Greater (per turn)</td><td style="border: 1px solid black; padding: 3px;">2</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Brothel</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Inn</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Tavern</td><td style="border: 1px solid black; padding: 3px;">20</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Coaching House</td><td style="border: 1px solid black; padding: 3px;">25</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Pleasure Palace</td><td style="border: 1px solid black; padding: 3px;">30</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Spy</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Spy on Settlement</td><td style="border: 1px solid black; padding: 3px;">2</td><td style="border: 1px solid black; padding: 3px;">2</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Spy Mission Success*</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">10</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Spy Mission Success</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">10</td></tr></table><br />
*I have yet to find out what the Spy Mission is. In <font color="red">descr_missions.txt</font> the only spy mission defined is the recruit a spy mission, which is defined itself later in <font color="red">export_descr_guilds.txt</font>. </div> </div> </div><br />
<b><font size="3"><font color="DarkOrange">Woodsmens Guild</font></font></b><br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <table style="border-collapse: collapse;"><tr><td style="border: 1px solid black; padding: 3px;"><b>Action</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Settlement</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Other Settlements</b></td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Peasant Archers</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Longbowmen</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Yeoman Archers</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Sherwood Archers</td><td style="border: 1px solid black; padding: 3px;">20</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Archer Militia</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Dismounted Longbowmen</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Brothel</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Inn</td><td style="border: 1px solid black; padding: 3px;">15</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Tavern</td><td style="border: 1px solid black; padding: 3px;">20</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Coaching House</td><td style="border: 1px solid black; padding: 3px;">25</td><td style="border: 1px solid black; padding: 3px;">0</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Build Pleasure Palace</td><td style="border: 1px solid black; padding: 3px;">30</td><td style="border: 1px solid black; padding: 3px;">5</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Governor Chivalry is 5 or Greater (per turn)</td><td style="border: 1px solid black; padding: 3px;">5</td><td style="border: 1px solid black; padding: 3px;">0</td></tr></table> </div> </div> </div><br />
<b><font size="3"><font color="DarkOrange">Knights of Santiago Chapter House</font></font></b><br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <table style="border-collapse: collapse;"><tr><td style="border: 1px solid black; padding: 3px;"><b>Action</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Settlement</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Other Settlements</b></td></tr><tr><td style="border: 1px solid black; padding: 3px;">Crusade Army Created</td><td style="border: 1px solid black; padding: 3px;">25</td><td style="border: 1px solid black; padding: 3px;">25</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Crusade Army Abandoned</td><td style="border: 1px solid black; padding: 3px;">-25</td><td style="border: 1px solid black; padding: 3px;">-25</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Knights of Santiago</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">1</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Governors Chivalry is 5 or Greater (per turn)</td><td style="border: 1px solid black; padding: 3px;">5</td><td style="border: 1px solid black; padding: 3px;">5</td></tr></table> </div> </div> </div><br />
<b><font size="3"><font color="DarkOrange">St. Johns Chapter House</font></font></b><br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <table style="border-collapse: collapse;"><tr><td style="border: 1px solid black; padding: 3px;"><b>Action</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Settlement</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Other Settlements</b></td></tr><tr><td style="border: 1px solid black; padding: 3px;">Crusade Army Created</td><td style="border: 1px solid black; padding: 3px;">25</td><td style="border: 1px solid black; padding: 3px;">25</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Crusade Army Abandoned</td><td style="border: 1px solid black; padding: 3px;">-25</td><td style="border: 1px solid black; padding: 3px;">-25</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Hospitaller Knight</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">1</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Declare War on Muslim Faction</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">10</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Governors Chivalry is 5 or Greater (per turn)</td><td style="border: 1px solid black; padding: 3px;">5</td><td style="border: 1px solid black; padding: 3px;">5</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Neighbor Region is 50% Muslim or Greater(per turn)</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">1</td></tr></table> </div> </div> </div><br />
<b><font size="3"><font color="DarkOrange">Templars Chapter House</font></font></b><br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <table style="border-collapse: collapse;"><tr><td style="border: 1px solid black; padding: 3px;"><b>Action</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Settlement</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Other Settlements</b></td></tr><tr><td style="border: 1px solid black; padding: 3px;">Crusade Army Created</td><td style="border: 1px solid black; padding: 3px;">25</td><td style="border: 1px solid black; padding: 3px;">25</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Crusade Army Abandoned</td><td style="border: 1px solid black; padding: 3px;">-25</td><td style="border: 1px solid black; padding: 3px;">-25</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Templar Knight</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">1</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Governors Chivalry is 5 or Greater (per turn)</td><td style="border: 1px solid black; padding: 3px;">5</td><td style="border: 1px solid black; padding: 3px;">5</td></tr></table> </div> </div> </div><br />
<b><font size="3"><font color="DarkOrange">Teutonic Knights Chapter House</font></font></b><br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <table style="border-collapse: collapse;"><tr><td style="border: 1px solid black; padding: 3px;"><b>Action</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Settlement</b></td><td style="border: 1px solid black; padding: 3px;"><b>Points in Other Settlements</b></td></tr><tr><td style="border: 1px solid black; padding: 3px;">Crusade Army Created</td><td style="border: 1px solid black; padding: 3px;">25</td><td style="border: 1px solid black; padding: 3px;">25</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Crusade Army Abandoned</td><td style="border: 1px solid black; padding: 3px;">-25</td><td style="border: 1px solid black; padding: 3px;">-25</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Neighbor Region is 50% Pagan or Greater</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">1</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Recruit Teutonic Knight</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">1</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Governors Chivalry is 5 or Greater (per turn)</td><td style="border: 1px solid black; padding: 3px;">5</td><td style="border: 1px solid black; padding: 3px;">5</td></tr></table> </div> </div> </div></td></tr></table><br />
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<table class="tableborder" cellspacing="1" cellpadding="4" width="100%"><tr><td class="maintitle" style="margin:1px;cursor:pointer;background-image:url('http://www.twcenter.net/forums/images/misc/contentbox.png')" onclick="if (this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display == 'none') { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = '' } else { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = 'none' }"><span style="color: black">Post 5</span></td></tr><tr style="display:none"><td class="row2 postcolor"><font size="6"><font color="DarkOrchid"><i>Faction Limitations</i></font></font><br />
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<table style="border-collapse: collapse;"><tr><td style="border: 1px solid black; padding: 3px;"><b>Guild</b></td><td style="border: 1px solid black; padding: 3px;"><b>Factions That Can Host This Guild</b></td></tr><tr><td style="border: 1px solid black; padding: 3px;">Alchemists Guild</td><td style="border: 1px solid black; padding: 3px;">All</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Assassins Guild</td><td style="border: 1px solid black; padding: 3px;">All</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Explorers Guild</td><td style="border: 1px solid black; padding: 3px;">All</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Hashshashins Guild</td><td style="border: 1px solid black; padding: 3px;">Moors, Turks, Egypt, Mongols, Timurids</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Horse Breeders Guild</td><td style="border: 1px solid black; padding: 3px;">All</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Masons Guild</td><td style="border: 1px solid black; padding: 3px;">All</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Merchants Guild</td><td style="border: 1px solid black; padding: 3px;">All</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Swordsmiths Guild</td><td style="border: 1px solid black; padding: 3px;">All</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Theologians Guild</td><td style="border: 1px solid black; padding: 3px;">All</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Thiefs Guild</td><td style="border: 1px solid black; padding: 3px;">All</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Woodsmens Guild</td><td style="border: 1px solid black; padding: 3px;">England</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Knights of Santiago Chapter House</td><td style="border: 1px solid black; padding: 3px;">Portugal and Spain</td></tr><tr><td style="border: 1px solid black; padding: 3px;">St. Johns Chapter House</td><td style="border: 1px solid black; padding: 3px;">England, France, Scotland, Denmark, Hungary, Poland, Papal States, Milan, Sicily, Venice</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Templars Chapter House</td><td style="border: 1px solid black; padding: 3px;">England, France, Scotland, Denmark, Hungary, Poland, Papal States, Milan, Sicily, Venice</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Teutonic Knights Chapter House</td><td style="border: 1px solid black; padding: 3px;">Holy Roman Empire</td></tr></table><br />
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<font size="6"><font color="DarkOrchid"><i>Guild Benefits</i></font></font><br />
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<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <table style="border-collapse: collapse;"><tr><td style="border: 1px solid black; padding: 3px;"><b>Guild</b></td><td style="border: 1px solid black; padding: 3px;"><b>Benefit 1</b></td><td style="border: 1px solid black; padding: 3px;"><b>Benefit 2</b></td><td style="border: 1px solid black; padding: 3px;"><b>Benefit 3</b></td></tr><tr><td style="border: 1px solid black; padding: 3px;">Alchemists Guild</td><td style="border: 1px solid black; padding: 3px;">Gun Powder Units +1 Experience In Settlement</td><td style="border: 1px solid black; padding: 3px;">x</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Master Alchemists Guild</td><td style="border: 1px solid black; padding: 3px;">Gun Powder Units +1 Experience In Settlement</td><td style="border: 1px solid black; padding: 3px;">Gun Powder Units +1 Experience In All Settlements</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Alchemists Guild HQ</td><td style="border: 1px solid black; padding: 3px;">Gun Powder Units +1 Experience In Settlement</td><td style="border: 1px solid black; padding: 3px;">Gun Powder Units +2 Experience In All Settlements</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Assassins Guild</td><td style="border: 1px solid black; padding: 3px;">Higher subterfuge assassins</td><td style="border: 1px solid black; padding: 3px;">Law +1</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Master Assassins Guild</td><td style="border: 1px solid black; padding: 3px;">Higher subterfuge assassins</td><td style="border: 1px solid black; padding: 3px;">Law +1</td><td style="border: 1px solid black; padding: 3px;">Battlefield Assassins (Hungary)</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Assassins Guild HQ</td><td style="border: 1px solid black; padding: 3px;">Higher subterfuge assassins</td><td style="border: 1px solid black; padding: 3px;">Law +2</td><td style="border: 1px solid black; padding: 3px;">Battlefield Assassins and +1 Experience(Hungary)</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Explorers Guild</td><td style="border: 1px solid black; padding: 3px;">Higher Army and Navy Movement Slightly</td><td style="border: 1px solid black; padding: 3px;">x</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Master Explorers Guild</td><td style="border: 1px solid black; padding: 3px;">Higher Army and Navy Movement</td><td style="border: 1px solid black; padding: 3px;">x</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Explorers Guild HQ</td><td style="border: 1px solid black; padding: 3px;">Higher Army and Navy Movement Notably</td><td style="border: 1px solid black; padding: 3px;">Opens Trade Route to India</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Hashshashins Guild</td><td style="border: 1px solid black; padding: 3px;">Higher Subterfuge Assassins</td><td style="border: 1px solid black; padding: 3px;">Hashishim</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Master Hashshashins Guild</td><td style="border: 1px solid black; padding: 3px;">Higher Subterfuge Assassins</td><td style="border: 1px solid black; padding: 3px;">Hashishim +1 Experience</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Hashshashins Guild HQ</td><td style="border: 1px solid black; padding: 3px;">Higher Subterfuge Assassins</td><td style="border: 1px solid black; padding: 3px;">Hashishim +1 Experience</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Horse Breeders Guild</td><td style="border: 1px solid black; padding: 3px;">Cavalry +1 Experience In Settlement</td><td style="border: 1px solid black; padding: 3px;">x</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Master Horse Breeders Guild</td><td style="border: 1px solid black; padding: 3px;">Cavalry +1 Experience In Settlement</td><td style="border: 1px solid black; padding: 3px;">Cavalry +1 Experience In All Settlements</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Horse Breeders Guild HQ</td><td style="border: 1px solid black; padding: 3px;">Cavalry +1 Experience In Settlement</td><td style="border: 1px solid black; padding: 3px;">Cavalry +2 Experience In All Settlements</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Masons Guild</td><td style="border: 1px solid black; padding: 3px;">Stone Building Cost Bonus 30</td><td style="border: 1px solid black; padding: 3px;">Happiness +1</td><td style="border: 1px solid black; padding: 3px;">Italian Spear Militia (Mi, Ve, P.S., Si), Spear Militia (Everyone else)</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Master Masons Guild</td><td style="border: 1px solid black; padding: 3px;">Stone Building Cost Bonus 20</td><td style="border: 1px solid black; padding: 3px;">Happiness +1</td><td style="border: 1px solid black; padding: 3px;">Bill Militia (En), Heavy Pike Militia (Sc), Partisan Militia (Fr), Halberd Militia (Hre, P.S., Si, Pol, Hu), Swordstaff Militia (De), Swordsmen Militia (Sp, Por), Italian Spear Militia (Mi, Ve), Spear Militia (Ru, Mong), Byzantine Infantry (By), Urban Militia (Moor), Halberd Militia (Eg, Tu, Ti)</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Masons Guild HQ</td><td style="border: 1px solid black; padding: 3px;">Stone Building Cost Bonus 30</td><td style="border: 1px solid black; padding: 3px;">Happiness +2</td><td style="border: 1px solid black; padding: 3px;">Heavy Bill Militia (En), Heavy Pike Militia (Sc), Pike Militia (Fr, Hre, Sp, Por, Mi, Ve, P.S., Si), Swordstaff Militia (De), Halberd Militia (Pol, Hu), Berdiche Axemen (Ru), Byzantine Infantry (By), Urban Militia (Moor), Halberd Militia (Eg, Tu, Ti), Spear Militia (Mong)</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Merchants Guild</td><td style="border: 1px solid black; padding: 3px;">Higher Finance Merchants</td><td style="border: 1px solid black; padding: 3px;">Trade Bonus +1</td><td style="border: 1px solid black; padding: 3px;">Arab Cavalry (Moor, Eg), Sipahis (Tu), Cavalry Militia (Caths and Orthos)</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Master Merchants Guild</td><td style="border: 1px solid black; padding: 3px;">Higher Finance Merchants</td><td style="border: 1px solid black; padding: 3px;">Trade Bonus +2</td><td style="border: 1px solid black; padding: 3px;">Arab Cavalry (Moor, Eg), Sipahis (Tu), Cavalry Militia (Caths and Orthos)</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Merchants Guild HQ</td><td style="border: 1px solid black; padding: 3px;">Higher Finance Merchants</td><td style="border: 1px solid black; padding: 3px;">Trade Bonus +3</td><td style="border: 1px solid black; padding: 3px;">Arab Cavalry (Moor, Eg), Sipahis (Tu), Cavalry Militia (Caths and Orthos)</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Swordsmiths Guild</td><td style="border: 1px solid black; padding: 3px;">Swordsmen Experience +1</td><td style="border: 1px solid black; padding: 3px;">x</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Master Swordsmiths Guild</td><td style="border: 1px solid black; padding: 3px;">Swordsmen Experience +1</td><td style="border: 1px solid black; padding: 3px;">Heavy Cavalry Experience +1</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Swordsmiths Guild HQ</td><td style="border: 1px solid black; padding: 3px;">Swordsmen Experience +1</td><td style="border: 1px solid black; padding: 3px;">Heavy Cavalry Experience +1</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Theologians Guild</td><td style="border: 1px solid black; padding: 3px;">Higher Piety Priests</td><td style="border: 1px solid black; padding: 3px;">x</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Master Theologians Guild</td><td style="border: 1px solid black; padding: 3px;">Higher Piety Priests</td><td style="border: 1px solid black; padding: 3px;">x</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Theologians Guild HQ</td><td style="border: 1px solid black; padding: 3px;">Higher Piety Priests</td><td style="border: 1px solid black; padding: 3px;">x</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Thiefs Guild</td><td style="border: 1px solid black; padding: 3px;">Higher Subterfuge Spies</td><td style="border: 1px solid black; padding: 3px;">x</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Master Thiefs Guild</td><td style="border: 1px solid black; padding: 3px;">Higher Subterfuge Spies</td><td style="border: 1px solid black; padding: 3px;">x</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Thiefs Guild HQ</td><td style="border: 1px solid black; padding: 3px;">Higher Subterfuge Spies</td><td style="border: 1px solid black; padding: 3px;">x</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Woodsmens Guild</td><td style="border: 1px solid black; padding: 3px;">Archer Units +1 Experience In Settlement</td><td style="border: 1px solid black; padding: 3px;">x</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Master Woodsmens Guild</td><td style="border: 1px solid black; padding: 3px;">Archer Units +1 Experience In Settlement</td><td style="border: 1px solid black; padding: 3px;">Archer Units +1 Experience In All Settlements</td><td style="border: 1px solid black; padding: 3px;">Sherwood Archers</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Woodsmens Guild HQ</td><td style="border: 1px solid black; padding: 3px;">Archer Units +1 Experience In Settlement</td><td style="border: 1px solid black; padding: 3px;">Archer Units +2 Experience In All Settlements</td><td style="border: 1px solid black; padding: 3px;">Sherwood Archers</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Minor Knights of Santiago Chapter House</td><td style="border: 1px solid black; padding: 3px;">Knights of Santiago</td><td style="border: 1px solid black; padding: 3px;">x</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Major Knights of Santiago Chapter House</td><td style="border: 1px solid black; padding: 3px;">Knights of Santiago and +1 Experience</td><td style="border: 1px solid black; padding: 3px;">x</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Knights of Santiago Chapter House HQ</td><td style="border: 1px solid black; padding: 3px;">Knights of Santiago and +1 Experience</td><td style="border: 1px solid black; padding: 3px;">x</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Minor St. Johns Chapter House</td><td style="border: 1px solid black; padding: 3px;">Knights of Hospitaller</td><td style="border: 1px solid black; padding: 3px;">Health +1</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Major St. Johns Chapter House</td><td style="border: 1px solid black; padding: 3px;">Knights of Hospitaller and +1 Experience</td><td style="border: 1px solid black; padding: 3px;">Health +2</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">St. Johns Chapter House HQ</td><td style="border: 1px solid black; padding: 3px;">Knights of Hospitaller and +1 Experience</td><td style="border: 1px solid black; padding: 3px;">Health +3</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Minor Templars Chapter House</td><td style="border: 1px solid black; padding: 3px;">Knights Templar</td><td style="border: 1px solid black; padding: 3px;">x</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Major Templars Chapter House</td><td style="border: 1px solid black; padding: 3px;">Knights Templar and +1 Experience</td><td style="border: 1px solid black; padding: 3px;">x</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Templars Chapter House HQ</td><td style="border: 1px solid black; padding: 3px;">Knights Templar and +1 Experience</td><td style="border: 1px solid black; padding: 3px;">x</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Minor Teutonic Knights Chapter House</td><td style="border: 1px solid black; padding: 3px;">Teutonic Knights</td><td style="border: 1px solid black; padding: 3px;">x</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Major Teutonic Knights Chapter House</td><td style="border: 1px solid black; padding: 3px;">Teutonic Knights and +1 Experience</td><td style="border: 1px solid black; padding: 3px;">x</td><td style="border: 1px solid black; padding: 3px;">x</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Teutonic Knights Chapter House HQ</td><td style="border: 1px solid black; padding: 3px;">Teutonic Knights and +1 Experience</td><td style="border: 1px solid black; padding: 3px;">x</td><td style="border: 1px solid black; padding: 3px;">x</td></tr></table> </div> </div> </div><br />
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<font size="6"><font color="DarkOrchid"><i>Guild Descriptions</i></font></font><br />
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<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <table style="border-collapse: collapse;"><tr><td style="border: 1px solid black; padding: 3px;"><b>Guild</b></td><td style="border: 1px solid black; padding: 3px;"><b>Long Description</b></td><td style="border: 1px solid black; padding: 3px;"><b>Short Description</b></td></tr><tr><td style="border: 1px solid black; padding: 3px;">Alchemists Guild</td><td style="border: 1px solid black; padding: 3px;">The Alchemists’ Guild is really only likely to install a guild house in a place where the local nobility has already shown an open acceptance of alchemy as a practise, as the religious leaders are commonly swift to denounce it as a heretical practise. In return for the freedom to practise their arts, the alchemists continually refine a higher quality of gunpowder to be made available at the local barracks.</td><td style="border: 1px solid black; padding: 3px;">An Alchemists' Guild house improves the experience level of gunpowder units trained in the same settlement.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Master Alchemists Guild</td><td style="border: 1px solid black; padding: 3px;">At a Master Alchemists’ Guild, the most promising apprentices from the smaller outlying guild halls come to complete their studies before applying for their own grants. Here they gain access not only to a Master’s knowledge, but most importantly to retorts, alembics and other apparatus made of the finest glass available – Specialist tools that are difficult even to commission, let alone afford.</td><td style="border: 1px solid black; padding: 3px;">An Alchemists' Guild house notably improves the experience level of gunpowder units trained in the same settlement.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Alchemists Guild HQ</td><td style="border: 1px solid black; padding: 3px;">The Alchemists’ Guild Headquarters is the highest centre of learning in the known world when it comes to material science. Here theology is considered a waste of time, something that opposes the progress of true research – A stance that differentiates it greatly from a University, and makes it incredibly unpopular with local men of the faith. The gunpowder produced here is considered the finest, without exception.</td><td style="border: 1px solid black; padding: 3px;">The Alchemists' Guild Headquarters greatly improves the experience level of gunpowder units trained in the same settlement.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Assassins Guild</td><td style="border: 1px solid black; padding: 3px;">An Assassins' Guild house is an unremarkable structure, simply because inconspicuousness is a must in this particular guild’s trade. From the outside it appears as a merchant’s office, but it really serves as a meeting place, and as a training centre for assassins that emerge from this city. The presence of the guild house helps keep streetwise commoners in line.</td><td style="border: 1px solid black; padding: 3px;">An Assassins' Guild house improves law and order in the region, and the quality of locally trained assassins.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Master Assassins Guild</td><td style="border: 1px solid black; padding: 3px;">The Master Assassins' Guild is a place most noble folk would rather not see the inside of. On one hand there’s the disturbing sight of the advanced training facilities made available to assassins training here – a vast arsenal of weapons most sinister and painful adorn the racks. Then there’s the guild’s grim circle of masters, who arrange the grizzly tasks that lord and coin command done.</td><td style="border: 1px solid black; padding: 3px;">A Master Assassins' Guild improves law and order in the region, and the quality of locally trained assassins.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Assassins Guild HQ</td><td style="border: 1px solid black; padding: 3px;">Any city the Assassins' Guild chooses to its home instantly bears an air of notoriety, as a place that spawns the deadliest hired blades in the west. Here the Grand Master of assassins resides over the affairs of the guild, which generally involve intense moments of diplomacy with lords from all over the known world. Assassins trained here are polished, deceitful, cunning and deadly.</td><td style="border: 1px solid black; padding: 3px;">The Assassins' Guild Headquarters improves law and order in the region, and the quality of locally trained assassins.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Explorers Guild</td><td style="border: 1px solid black; padding: 3px;">As time goes on, Lords and Sultans have realised that finding new lands is generally easier than conquering known ones. An Explorer’s Guild house is essentially a gathering point for pioneering types to further the pursuits of traversing the earth, and proper cartography. The guild tends to offer its findings to the local military, making the troops more graceful travellers.</td><td style="border: 1px solid black; padding: 3px;">An Explorers' Guild house slightly increases the movement speed of those trained in the same settlement.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Master Explorers Guild</td><td style="border: 1px solid black; padding: 3px;">A Master Explorers’ Guild house is always headed by a truly well-travelled scholar, who has seen enough of known world to be considered an authority on how to discover what lies beyond. He brings enough insight into a diversity of climates and how to best survive them to genuinely assist the way the local military trains its troops.</td><td style="border: 1px solid black; padding: 3px;">A Master Explorers' Guild house increases the movement speed of those trained in the same settlement.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Explorers Guild HQ</td><td style="border: 1px solid black; padding: 3px;">The Explorers’ Guild Headquarters is where the greatest pioneers of distant frontiers gather and make boasts and plans to reach increasingly more ambitious horizons. Proud chest beating aside, the headquarters musters the kind of people required to establish a trade route to India, by sailing around the Cape of Good Hope, the distant southern tip of Africa.</td><td style="border: 1px solid black; padding: 3px;">The Explorers' Guild Headquarters increases the movement speed of those trained here notably, and opens a lucrative trade route to India.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Hashshashins Guild</td><td style="border: 1px solid black; padding: 3px;">The Hashashim are a notorious order of killers who hail from the Alborz mountains, who are infamous for their brutal efficiency at doing away with people, regardless of their station or security. When the Hashashim choose to set up a chapter house in a city, it is a true testimony to the grim cunning and determination of the young men emerging from the streets. </td><td style="border: 1px solid black; padding: 3px;">A Hashashim's Guild house improves law and order in the region, and the quality of locally trained assassins.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Master Hashshashins Guild</td><td style="border: 1px solid black; padding: 3px;">The Master Hashashim's' Guild house is a den of delights and death. Promising young protégés are lured into the order here in ritualistic ceremonies, and turned into lethal weapons for the promise of paradise. It keeps the common folk watching their feet and backs, for fear of losing a friend or loved one to the order, one way or another.</td><td style="border: 1px solid black; padding: 3px;">A Master Hashashim's Guild improves law and order in the region, and the quality of locally trained assassins.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Hashshashins Guild HQ</td><td style="border: 1px solid black; padding: 3px;">This is for all intents and purposes, the home of the Hashashim order, outside of their founding fortress base at Alamut castle. Here masters of the order train the most promising young members of the order’s darkest secrets of subtlety, sabotage, and murder. The presence of the Hashashim grandmasters shall earn notoriety for any city they call home.</td><td style="border: 1px solid black; padding: 3px;">The Hashashim's Guild Headquarters improves law and order in the region, and the quality of locally trained assassins.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Horse Breeders Guild</td><td style="border: 1px solid black; padding: 3px;">The medieval age has made it apparent that the mounted warrior is the most powerful and capable on the battlefield, and thus, the art of breeding steeds that are both strong and fearless has been heavily refined in the recent past. A Horse Breeders' Guild house ensures that the local stock is devoid of skittish nervousness, which has a habit of making cavalry trained here more reliable in battle.</td><td style="border: 1px solid black; padding: 3px;">A Horse Breeders' Guild improves the quality of cavalry units recruited in the region.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Master Horse Breeders Guild</td><td style="border: 1px solid black; padding: 3px;">Here at the Master Horse Breeders’ Guild, wealthy equine experts further the arts of animal husbandry to produce steeds that are prized by lords who seek to field quality cavalry. The experimentation of the guild masters in matching breeds from distant lands has resulted in steeds that boast better traits than either parent can. The guild’s expertise is typically passed on to the local cavalry stables, that benefit in bolder steeds.</td><td style="border: 1px solid black; padding: 3px;">A Master Horse Breeders' Guild notably improves the quality of cavalry units recruited in the region.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Horse Breeders Guild HQ</td><td style="border: 1px solid black; padding: 3px;">The Horse Breeders’ Guild Headquarters is essentially the world’s home of genetic science in the medieval age. While notions of human genetics are kept blasphemous by men of the cloth, the guild has been unhindered in its quest to prove that careful breeding can produce a greater steed than would normally be found anywhere. This offers the Headquarters’ host city cavalry units steeds of unmatched quality.</td><td style="border: 1px solid black; padding: 3px;">The Horse Breeders' Guild Headquarters greatly improves the quality of cavalry units recruited in the region.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Masons Guild</td><td style="border: 1px solid black; padding: 3px;">As one would expect, a Masons' Guild house is a solidly constructed building with strong stone foundations, representative of the Guild’s sphere of focus. The guild usually chooses to establish its offices in places where a lot of construction takes place. This is a true boon for the local nobility, as the guild will help cut construction costs down on expensive stone structures.</td><td style="border: 1px solid black; padding: 3px;">A Masons' Guild house reduces the cost of stone buildings, and improves happiness.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Master Masons Guild</td><td style="border: 1px solid black; padding: 3px;">Through always a solidly constructed building, a Master Masons’ Guild hall is never the most breathtaking building in any city it inhabits, by nature of the fact the guild ensures far more ambitious and spectacular buildings are erected at a notably lower price. The urban beautification that the master masons bring to a settlement is always welcome.</td><td style="border: 1px solid black; padding: 3px;">A Master Masons' Guild house notably reduces the cost of stone buildings, and improves happiness.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Masons Guild HQ</td><td style="border: 1px solid black; padding: 3px;">The Masons' Guild Headquarters is a shining example of solid construction and opulent interiors, fitting of the recognised masters of civil construction. The building dominates its host city, not by its appearance, but rather by its influence over the rest of the settlement. Evidence of this influence can be seen in the expensive stonework throughout the city, and the people’s pride in their home town.</td><td style="border: 1px solid black; padding: 3px;">The Masons' Guild Headquarters greatly reduces the cost of stone buildings, and improves happiness considerably.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Merchants Guild</td><td style="border: 1px solid black; padding: 3px;">When mercantile trade starts to flourish in a city, the Merchants’ Guild house is the sign that the guild heads have seen the potential in the place. The building itself serves as clerical headquarters for the guild to administrate trade in the region, bringing higher profits in thanks to the guild’s broad connections. Merchants trained in this city are more likely to be skilled and educated.</td><td style="border: 1px solid black; padding: 3px;">A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Master Merchants Guild</td><td style="border: 1px solid black; padding: 3px;">A Master Merchants’ Guild house is essentially the home of the trade establishment in any medieval city it adorns. The primary roles of the building are to serve as a place to dictate the trade value of commodities for local trade, as well as to regulate all trade with merchants from abroad, checking weights so that all trade in the area is considered fair and just, even if it is under the guild’s thumb. </td><td style="border: 1px solid black; padding: 3px;">A Master Merchants' Guild improves both the trade income, and the quality of merchants created in the region.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Merchants Guild HQ</td><td style="border: 1px solid black; padding: 3px;">The Merchants’ Guild Headquarters hosts something that goes outside the typically self-serving nature of merchants – charity. At first many local merchants would find the guild’s presence oppressive, but once they saw the guild take care of its own when misfortune strikes, the guild’s system would be readily embraced. This network of support helps increase trade in the region notably.</td><td style="border: 1px solid black; padding: 3px;">The Merchants' Guild Headquarters improves both the trade income, and the quality of merchants created in the region.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Swordsmiths Guild</td><td style="border: 1px solid black; padding: 3px;">Naturally, as the demand for increasingly stronger weapons continues to grow, the number of men working to master the art of metallurgy and weaponsmithing grow too, in time large enough to form a Swordsmiths’ Guild. The members are highly skilled smiths who pride themselves on being able to improve the standard weaponry of standing armies.</td><td style="border: 1px solid black; padding: 3px;">A Swordsmiths' Guild house allows trained melee units to upgrade their weaponry by retraining in the same settlement.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Master Swordsmiths Guild</td><td style="border: 1px solid black; padding: 3px;">The Master Swordsmiths’ Guild house offers a greater diversity of expertise than a standard guild house. Master smiths that have outfitted knights at tournament bring a greater understanding of the needs of a rider, and this in turn offers cavalry units trained here a keen knowledge of the weak points in their own protection.</td><td style="border: 1px solid black; padding: 3px;">A Master Swordsmiths' Guild allows trained melee units to upgrade their weaponry by retraining, and also improves the standard of locally recruited cavalry.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Swordsmiths Guild HQ</td><td style="border: 1px solid black; padding: 3px;">As one would expect, the Swordsmiths' Guild Headquarters is home to the greatest weapon makers in the world. A Grandmaster himself sometimes fashions weapons here as gifts to lords, that typically prove to be most effective in keeping the guild’s relations with the nobility nice and smooth.</td><td style="border: 1px solid black; padding: 3px;">The Swordsmiths' Guild Headquarters allows trained melee units to upgrade their weaponry by retraining, and also improves the standard of locally recruited cavalry.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Theologians Guild</td><td style="border: 1px solid black; padding: 3px;">Rather than a place of worship, the Theologians' Guild house is a place of study, contemplation and very careful debate. The building is essentially a place of research into holy texts, relics, writings and their meanings. Profound findings are rare, as theologians struggle with being dubbed heretics, which has the benefit of making priests who study here pious and proper.</td><td style="border: 1px solid black; padding: 3px;">A Theologians' Guild house improves the quality of priests created in the region.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Master Theologians Guild</td><td style="border: 1px solid black; padding: 3px;">A Master Theologians’ Guild house is a true centre of spiritual exploration. Here enough learned scholars that have explored a diversity of texts are gathered in one place to understand the nature of the spirit, and the holy word to make it a place on the map for any seeking religious enlightenment. This enlightenment can be seen in the priests that are trained here.</td><td style="border: 1px solid black; padding: 3px;">A Master Theologians' Guild improves the quality of priests created in the region.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Theologians Guild HQ</td><td style="border: 1px solid black; padding: 3px;">The Theologians’ Guild Headquarters is considered the premiere authority of religious research and understanding, outside of that which is written in the Bible and deigned by the Papacy. Many of the most respected members of the clergy come here to better complete their understanding of God before meeting him, and their experience is evident in the clergy fortune enough to study here.</td><td style="border: 1px solid black; padding: 3px;">The Theologians' Guild Headquarters improves the quality of priests created in the region.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Thiefs Guild</td><td style="border: 1px solid black; padding: 3px;">A Thieves’ Guild house is more of a training centre devoted to the practice of security and intelligence rather than a criminal collective. However, it is easy to understand as to why there is some confusion on the matter. The guild house offers a way out to those born to a life of petty crime, by honing their skills so that they may serve the nobility legitimately, spying for the throne abroad.</td><td style="border: 1px solid black; padding: 3px;">A Thieves' Guild house improves the quality of spies hired in the same settlement.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Master Thiefs Guild</td><td style="border: 1px solid black; padding: 3px;">A Master Thieves’ Guild house is essentially a sort of intelligence headquarters that works in liege with the noble court. Here, information is centrally gathered and digested from informants near and far, and masters teach aspiring young men tricks of the trade that can pay off in field work abroad. The guild may school in sin, but the improved intelligence it provides is a godsend.</td><td style="border: 1px solid black; padding: 3px;">A Master Thieves' Guild improves the quality of spies hired in the same settlement.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Thiefs Guild HQ</td><td style="border: 1px solid black; padding: 3px;">The Thieves’ Guild Headquarters is the world’s leading centre of excellence in espionage. Much of the guild masters’ time here is actually spent focused on diplomacy, ensuring the guild plays the game of working for opposing masters without angering them. As a result, initiates and apprentices that study at the headquarters are schooled in dealing with nobility, improving their chances of infiltrating foreign courts.</td><td style="border: 1px solid black; padding: 3px;">The Thieves' Guild Headquarters improves the quality of spies hired in the same settlement.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Woodsmens Guild</td><td style="border: 1px solid black; padding: 3px;">The Woodsmen’s Guild is more of an organisation of peasants that maintain skills of living off the land that even most trained soldiers cannot lay claim to. Though most of their skills are trade orientated, virtually all guild members can both string and fire and longbow properly with genuine skill. The guild offers its expertise to lords that support its existence without quarrel.</td><td style="border: 1px solid black; padding: 3px;">A Woodsmen's Guild improves the quality of archers recruited from the region.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Master Woodsmens Guild</td><td style="border: 1px solid black; padding: 3px;">Though it may pride itself as a house of the master of woodland lore, the Master Woodsmen’s Guild is really a regional headquarters for an unofficial militia force formed from the ranks of the peasants. There is nothing ostentatious about the furnishings of a Master Woodsmen’s guild house, with all the guild’s wealth lying in its abilities to help field a more potent force than meets the eye.</td><td style="border: 1px solid black; padding: 3px;">A Master Woodsmen's Guild notably improves the quality of archers recruited from the region.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Woodsmens Guild HQ</td><td style="border: 1px solid black; padding: 3px;">Though the Woodsmen's Guild Headquarters includes artisans of peasant trade and labour, in truth this just helps form the legitimate face of what is essentially a well-trained bandit clan that is known to prey on indecent lordlings that abuse the lower class. Tolerating this behaviour affords the King the benefit of ensuring that mastery of the bow is popular among the majority of Englishmen.</td><td style="border: 1px solid black; padding: 3px;">The Woodsmen's Guild Headquarters greatly improves the quality of archers recruited from the region.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Minor Knights of Santiago Chapter House</td><td style="border: 1px solid black; padding: 3px;">Like the other Christian knightly orders, the Knights of Santiago owe their origins to offering shelter and safe passage to pilgrims. However, unlike the other orders, a Knights of Santiago Minor Chapter House is not found on the roads to the Holy Lands, but along the pilgrim’s path to Compostella, the most important pilgrimage centre in all Western Europe.</td><td style="border: 1px solid black; padding: 3px;">A Knights of Santiago Minor Chapter House allows the recruitment of Knights of Santiago.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Major Knights of Santiago Chapter House</td><td style="border: 1px solid black; padding: 3px;">Unlike the other Christian knightly orders, the Knights of Santiago makes a point of schooling its members in maritime pursuits, and this is typically done at a Knights of Santiago Major Chapter House. With the order devoted to the Reconquista of Iberia from the Moors, these large chapter houses serve as major barracks and training centres.</td><td style="border: 1px solid black; padding: 3px;">A Knights of Santiago Major Chapter House allows the recruitment of experienced Knights of Santiago.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Knights of Santiago Chapter House HQ</td><td style="border: 1px solid black; padding: 3px;">The Knights of Santiago Headquarters is where the order’s Grand Master resides, and meets with the Trecenezago, a council of thirteen of the order’s veteran members. Because the Knights of Santiago only take a vow of marital chastity, the Trecenezago tend to have had plenty of opportunity to settle locally with their wives and children, which in turn brings a family tradition unto the order.</td><td style="border: 1px solid black; padding: 3px;">The Knights of Santiago Headquarters allows the recruitment of veteran Knights of Santiago.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Minor St. Johns Chapter House</td><td style="border: 1px solid black; padding: 3px;">The Hospitaller Knights of Saint John have formed a rather progressive order. The first St. Johns’ Minor Chapter Houses were little more than a refuge for pilgrims, established by a devout group of Christian knights in the Holy Lands. As the order decided to get involved with escorting pilgrims, the chapter houses became barracks for its highly respected troops.</td><td style="border: 1px solid black; padding: 3px;">A St. Johns' Minor Chapter House allows the recruitment of Hospitaller knights.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Major St. Johns Chapter House</td><td style="border: 1px solid black; padding: 3px;">Increased call for the order’s protection brought about the need for the St. Johns’ Major Chapter House. Though the Hospitallers’ reputation as warriors of salvation has not diminished, the reality is that the order has become a small military power in its own right. This is most evident by observing the prowess of the Knights trained at a Major Chapter House.</td><td style="border: 1px solid black; padding: 3px;">A St. Johns' Major Chapter House allows the recruitment of experienced Hospitaller knights.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">St. Johns Chapter House HQ</td><td style="border: 1px solid black; padding: 3px;">St Johns’ Headquarters is the home of the order of the Hospitaller Knights, an order that has grown to become one of the Papacy’s favoured. The Knights of St John were exempt from all authority short of the Pope himself, making the Grand Master of the order a very powerful man.</td><td style="border: 1px solid black; padding: 3px;">The St. Johns' Headquarters allows the recruitment of veteran Hospitaller knights.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Minor Templars Chapter House</td><td style="border: 1px solid black; padding: 3px;">The Knights Templar are an order of warrior monks that were formed to ensure the safe passage of European Christians to the Holy Lands. A Templars' Minor Chapter House is both a hostel to pilgrims and also a place of dedication to the pursuits of the order - spiritual, and martial.</td><td style="border: 1px solid black; padding: 3px;">A Templars' Minor Chapter House allows the recruitment of Templar knights.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Major Templars Chapter House</td><td style="border: 1px solid black; padding: 3px;">A Templars’ Major Chapter House may be the home of an order founded upon virtues that include poverty, and it may still offer safety for the humblest of pilgrims, but it is no poor house. In fact, the building itself shows splashes of opulence and decadence, although this does nothing to change the respect shown for the warriors of the order trained here.</td><td style="border: 1px solid black; padding: 3px;">A Templars' Major Chapter House allows the recruitment of experienced Templar knights.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Templars Chapter House HQ</td><td style="border: 1px solid black; padding: 3px;">The Templars’ Headquarters is the home to arguably the most powerful knightly orders within all of Christendom. Though the order’s path to greatness was forged in acts of benevolence, it is now almost a commercial organisation, with an incredibly dedicated and powerful armed force to ensure its legitimacy is not questioned too strongly. In some respects, this building is the palace of one of Europe’s powers.</td><td style="border: 1px solid black; padding: 3px;">The Templars' Headquarters allows the recruitment of veteran Templar knights.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Minor Teutonic Knights Chapter House</td><td style="border: 1px solid black; padding: 3px;">The Teutonic Knights are a German order of Christian knights that serve in the Holy Lands when the Crusades call them there. They are also noted for their eagerness to purify European lands where the populace has yet to properly embrace the Christian faith.</td><td style="border: 1px solid black; padding: 3px;">A Teutonic Knights' Minor Chapter House allows the recruitment of Teutonic knights.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Major Teutonic Knights Chapter House</td><td style="border: 1px solid black; padding: 3px;">A Teutonic Knights’ Major Chapter House is a place where the finest German Christian warriors reside, training and devoting themselves to the order’s pursuits. Those pursuits are primarily in skill at arms, at which the order excels. Other pursuits include hording money from taxing the lands they liberate from the darkness of Paganism. The chapter house garrisons a fair amount of the order’s warriors.</td><td style="border: 1px solid black; padding: 3px;">A Teutonic Knights' Major Chapter House allows the recruitment of experienced Teutonic knights.</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Teutonic Knights Chapter House HQ</td><td style="border: 1px solid black; padding: 3px;">The Teutonic Knights’ Headquarters is the grand residence of the Hochmeister, the head of the mighty Teutonic Order. Even though the order’s power is apparent in the lavish furnishings within, the true wealth lies in the knowledge and devotion of its most senior members. Here they gather to both pay homage to the Hochmeister, and help to manage a knightly order with the power of a small nation.</td><td style="border: 1px solid black; padding: 3px;">The Teutonic Knights' Headquarters allows the recruitment of veteran Teutonic knights.</td></tr></table> </div> </div> </div><br />
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<font size="6"><font color="DarkOrchid"><i>Guild Missions</i></font></font><br />
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<table style="border-collapse: collapse;"><tr><td style="border: 1px solid black; padding: 3px;"><b>Guild</b></td><td style="border: 1px solid black; padding: 3px;"><b>Mission</b></td><td style="border: 1px solid black; padding: 3px;"><b>Duration</b></td><td style="border: 1px solid black; padding: 3px;"><b>Turn Start</b></td><td style="border: 1px solid black; padding: 3px;"><b>Exclude Duration</b></td><td style="border: 1px solid black; padding: 3px;"><b>Reward</b></td><td style="border: 1px solid black; padding: 3px;"><b>Penalty</b></td></tr><tr><td style="border: 1px solid black; padding: 3px;">Explorers Guild</td><td style="border: 1px solid black; padding: 3px;">Take Settlement</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">3</td><td style="border: 1px solid black; padding: 3px;">30</td><td style="border: 1px solid black; padding: 3px;">300 Florins, 30 points in all cities</td><td style="border: 1px solid black; padding: 3px;">Loss of 30 Points in all cities</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Assassins Guild</td><td style="border: 1px solid black; padding: 3px;">Recruit Assassin</td><td style="border: 1px solid black; padding: 3px;">5</td><td style="border: 1px solid black; padding: 3px;">3</td><td style="border: 1px solid black; padding: 3px;">20</td><td style="border: 1px solid black; padding: 3px;">10 Florins, 10 points in all cities</td><td style="border: 1px solid black; padding: 3px;">Assassination Chance 0.05*, loss of 10 points in all cities</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Thiefs Guild</td><td style="border: 1px solid black; padding: 3px;">Recruit Spy</td><td style="border: 1px solid black; padding: 3px;">5</td><td style="border: 1px solid black; padding: 3px;">3</td><td style="border: 1px solid black; padding: 3px;">20</td><td style="border: 1px solid black; padding: 3px;">100 Florins, 10 points in all cities</td><td style="border: 1px solid black; padding: 3px;">Loss of 10 Points in all cities</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Merchants Guild</td><td style="border: 1px solid black; padding: 3px;">Recruit Merchant</td><td style="border: 1px solid black; padding: 3px;">5</td><td style="border: 1px solid black; padding: 3px;">3</td><td style="border: 1px solid black; padding: 3px;">20</td><td style="border: 1px solid black; padding: 3px;">100 Florins, 10 points in all cities</td><td style="border: 1px solid black; padding: 3px;">Loss of 10 Points in all cities</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Theologians Guild</td><td style="border: 1px solid black; padding: 3px;">Recruit Priest</td><td style="border: 1px solid black; padding: 3px;">5</td><td style="border: 1px solid black; padding: 3px;">3</td><td style="border: 1px solid black; padding: 3px;">20</td><td style="border: 1px solid black; padding: 3px;">100 Florins, 10 points in all cities</td><td style="border: 1px solid black; padding: 3px;">Loss of 10 Points in all cities</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Merchants Guild</td><td style="border: 1px solid black; padding: 3px;">Acquisition</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">3</td><td style="border: 1px solid black; padding: 3px;">25</td><td style="border: 1px solid black; padding: 3px;">200 Florins, 20 points in all cities</td><td style="border: 1px solid black; padding: 3px;">Loss of 20 Points in all cities</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Merchants Guild</td><td style="border: 1px solid black; padding: 3px;">Trade Agreement</td><td style="border: 1px solid black; padding: 3px;">10</td><td style="border: 1px solid black; padding: 3px;">3</td><td style="border: 1px solid black; padding: 3px;">20</td><td style="border: 1px solid black; padding: 3px;">100 Florins, 10 points in all cities</td><td style="border: 1px solid black; padding: 3px;">Loss of 10 Points in all cities</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Masons Guild*</td><td style="border: 1px solid black; padding: 3px;">Build Church</td><td style="border: 1px solid black; padding: 3px;">x</td><td style="border: 1px solid black; padding: 3px;">3</td><td style="border: 1px solid black; padding: 3px;">30</td><td style="border: 1px solid black; padding: 3px;">Guild Points Only</td><td style="border: 1px solid black; padding: 3px;">None</td></tr></table><br />
*Not sure exactly what Assassination Chance 0.05 means<br />
*Mason Guild build church seems incomplete. Duration is missing. Penalties are missing. Reward is absent from <font color="red">descr_guilds.txt</font>.<br />
<br />
<br />
<br />
<font size="6"><font color="DarkOrchid"><i>City vs Castle Availability</i></font></font><br />
<br />
<table style="border-collapse: collapse;"><tr><td style="border: 1px solid black; padding: 3px;"><b>Guild</b></td><td style="border: 1px solid black; padding: 3px;"><b>House</b></td><td style="border: 1px solid black; padding: 3px;"><b>Master</b></td><td style="border: 1px solid black; padding: 3px;"><b>Headquarters</b></td></tr><tr><td style="border: 1px solid black; padding: 3px;">Alchemists Guild</td><td style="border: 1px solid black; padding: 3px;">City</td><td style="border: 1px solid black; padding: 3px;">Large City</td><td style="border: 1px solid black; padding: 3px;">Huge City</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Assassins Guild</td><td style="border: 1px solid black; padding: 3px;">City</td><td style="border: 1px solid black; padding: 3px;">Large City</td><td style="border: 1px solid black; padding: 3px;">Huge City</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Explorers Guild</td><td style="border: 1px solid black; padding: 3px;">City</td><td style="border: 1px solid black; padding: 3px;">Large City</td><td style="border: 1px solid black; padding: 3px;">Huge City</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Hashshashins Guild</td><td style="border: 1px solid black; padding: 3px;">City</td><td style="border: 1px solid black; padding: 3px;">Large City</td><td style="border: 1px solid black; padding: 3px;">Huge City</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Horse Breeders Guild</td><td style="border: 1px solid black; padding: 3px;">City</td><td style="border: 1px solid black; padding: 3px;">Large City</td><td style="border: 1px solid black; padding: 3px;">Huge City</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Masons Guild</td><td style="border: 1px solid black; padding: 3px;">City</td><td style="border: 1px solid black; padding: 3px;">Large City</td><td style="border: 1px solid black; padding: 3px;">Huge City</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Merchants Guild</td><td style="border: 1px solid black; padding: 3px;">City</td><td style="border: 1px solid black; padding: 3px;">Large City</td><td style="border: 1px solid black; padding: 3px;">Huge City</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Swordsmiths Guild</td><td style="border: 1px solid black; padding: 3px;">City or Fortress</td><td style="border: 1px solid black; padding: 3px;">Large City or Citadel</td><td style="border: 1px solid black; padding: 3px;">Large City or Citadel</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Theologians Guild</td><td style="border: 1px solid black; padding: 3px;">City</td><td style="border: 1px solid black; padding: 3px;">Large City</td><td style="border: 1px solid black; padding: 3px;">Huge City</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Thiefs Guild</td><td style="border: 1px solid black; padding: 3px;">City</td><td style="border: 1px solid black; padding: 3px;">Large City</td><td style="border: 1px solid black; padding: 3px;">Huge City</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Woodsmens Guild</td><td style="border: 1px solid black; padding: 3px;">Fortress</td><td style="border: 1px solid black; padding: 3px;">Citadel</td><td style="border: 1px solid black; padding: 3px;">Citadel</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Knights of Santiago Chapter House</td><td style="border: 1px solid black; padding: 3px;">City or Fortress</td><td style="border: 1px solid black; padding: 3px;">Large City or Citadel</td><td style="border: 1px solid black; padding: 3px;">Large City or Citadel</td></tr><tr><td style="border: 1px solid black; padding: 3px;">St. Johns Chapter House</td><td style="border: 1px solid black; padding: 3px;">City or Fortress</td><td style="border: 1px solid black; padding: 3px;">Large City or Citadel</td><td style="border: 1px solid black; padding: 3px;">Large City or Citadel</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Templars Chapter House</td><td style="border: 1px solid black; padding: 3px;">City or Fortress</td><td style="border: 1px solid black; padding: 3px;">Large City or Citadel</td><td style="border: 1px solid black; padding: 3px;">Large City or Citadel</td></tr><tr><td style="border: 1px solid black; padding: 3px;">Teutonic Knights Chapter House</td><td style="border: 1px solid black; padding: 3px;">City or Fortress</td><td style="border: 1px solid black; padding: 3px;">Large City or Citadel</td><td style="border: 1px solid black; padding: 3px;">Large City or Citadel</td></tr></table><br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<font size="4">If you liked this guide or found it useful please +rep to let me know. In the mean time I will be working on writing a guide to another area. Feel free to quote or completely repost this anywhere without my permission or giving me credit (so long as you don't give yourself the credit). All content in this guide belongs to the general community.</font><br />
</td></tr></table></div>

]]></content:encoded>
			<category domain="http://www.twcenter.net/forums/forumdisplay.php?157-Scriptorium">Scriptorium</category>
			<dc:creator>Princess Luna</dc:creator>
			<guid isPermaLink="true">http://www.twcenter.net/forums/showthread.php?600801-Tutorial-A-Guide-for-Guilds</guid>
		</item>
		<item>
			<title><![CDATA[[Modding] Family trees compendium of knowledge]]></title>
			<link>http://www.twcenter.net/forums/showthread.php?600799-Modding-Family-trees-compendium-of-knowledge&amp;goto=newpost</link>
			<pubDate>Wed, 15 May 2013 20:07:32 GMT</pubDate>
			<description>Image: http://img101.imageshack.us/img101/2206/moddw3.jpg  
 
Original: Family...</description>
			<content:encoded><![CDATA[<div><div style="text-align: center;"><img src="http://img101.imageshack.us/img101/2206/moddw3.jpg" border="0" alt="" /></div><br />
Original: <a href="http://www.twcenter.net/forums/showthread.php?578676-Family-trees-compendium-of-knowledge" target="_blank">Family trees compendium of knowledge</a><br />
Poster: <a href="http://www.twcenter.net/forums/member.php?103151-Kili%E7-Al%EC" target="_blank">Kiliç Alì</a> <br />
<br />
<fieldset class="fieldset" style="border:1px solid black; padding:5px">
<legend style="margin-left: 5px; margin-right:5px;">Article</legend>
In this tutorial I'm about to write all my knowledge regarding the matter of family trees, trying to explain how family trees work, how to add new members\characters and other amenities.<br />
Most of what I write is taken from other tutorials I found here on TWC (linked &quot;on the loose&quot;) or personal experience. Also some bugs\glitches\weird things are reported.<br />
<br />
Index:<br />
Part I - general introduction<br />
Part II - characters and trees<br />
Part III - Leaders and heirs<br />
Part IV - princesses and marriage<br />
<br />
<fieldset class="fieldset" style="border:1px solid black; padding:5px">
<legend style="margin-left: 5px; margin-right:5px;">Files considered:</legend>
descr_sm_factions.txt<br />
descr_campaign_db.xml<br />
descr_names.txt<br />
text\names.txt<br />
descr_strat.txt
</fieldset><br />
<br />
Part I<br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> So, the first thing you need to know is that each faction behaves differently regarding family trees.<br />
The rules a faction will follow are set via <b>descr_sm_factions.txt</b> and are not save-compatible (unless proven otherwise, of course).<br />
<br />
If you open the file, you'll find several sections in this form:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">faction&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; scotland<br />
culture&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; northern_european<br />
religion&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pagan<br />
symbol&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; models_strat/symbol_scotland.CAS<br />
rebel_symbol&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; models_strat/symbol_rebels.CAS<br />
primary_colour&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; red 255, green 255, blue 255<br />
secondary_colour&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; red 130, green 130, blue 130<br />
loading_logo&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; loading_screen/symbols/symbol128_scotland.tga<br />
standard_index&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 6<br />
logo_index&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; FACTION_LOGO_SCOTLAND<br />
small_logo_index&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; SMALL_FACTION_LOGO_SCOTLAND<br />
triumph_value&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 5<br />
intro_movie&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; faction/minor_intro.bik<br />
victory_movie&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; faction/minor_win.bik<br />
defeat_movie&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; faction/minor_lose.bik<br />
death_movie&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; faction/minor_lose.bik<br />
custom_battle_availability&nbsp; &nbsp; yes<br />
can_sap&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; yes<br />
prefers_naval_invasions&nbsp; &nbsp; &nbsp; &nbsp; no<br />
<b>can_have_princess&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; yes<br />
has_family_tree&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; yes</b></code><hr />
</div>Some of them are quite self-explanatory: faction name, culture, religion, symbols and colours. standard_index is the reference to which position on the banners/symbols<i>X</i>.tga.dds files the faction uses for its strategic map standard logo, can_sap is a RTW leftover, triumph_value is unknown.<br />
prefers_naval_invasion seems actually working as &quot;can make naval invasions&quot;. Since in vanilla it is usually se to &quot;no&quot;, there is no wonder why you never see AI naval invading.<br />
<br />
For the purpose of this tutorial, howewer, the only relevant lines are the last two:<b> can_have_princess</b> and <b>has_family_tree.</b><br />
The first one will be considered in the Part IV of this tutorial, now we will focus on the &quot;<b>has_family_tree</b>&quot; line.<br />
<br />
In Medieval2, the only avaiable values were &quot;<b>yes</b>&quot; or &quot;<b>no</b>&quot;. &quot;<b>yes</b>&quot; meant the classical family tree, where each general belonging to the tree is considered a &quot;X faction family member&quot; while others (like, some starting generals, or bribed\recruited ones) are just &quot;X faction general&quot;. Most important, if the last family member dies, the faction is wiped out. The death_movie line then is fired, and game is over.<br />
<br />
The &quot;<b>no</b>&quot; option is used only for slaves and papal_states, but can apply to other factions aswell. In this case, th player will not be able to open the &quot;family tree&quot; panel (missing UI element). <br />
All the generals are, and this is strange indeed, &quot;X faction family member&quot; and there still are the Faction Leader and the Faction Heir. <br />
There will not be new births or adoptions, so generals will have to come in some other way, but the key point is that the faction will survive even if all the generals are wiped out.<br />
<br />
Kingdoms expansion, howewer, added a particualr feature, explicitely made for the teutonic faction in the teutonic campaign. The line for the teutonic faction is the following:<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b><br />
has_family_tree&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; teutonic</b></code><hr />
</div>This indicates a particular type of tree, which is very similar to the &quot;no&quot; option, but in this case there are 2 ties of named characters: generals and family members.<br />
Adoptions are allowed, but the faction can still survive if no generals are left.<br />
Also IIRC there is a little bug, the faction survives even if owning no regions. This afflicted Mordor faction in TATW 1.0 (damn', I feel old now :P) and can be solved only via script monitoring the number of settlement the faction owns and eventually using the kill_faction command.<br />
 </div> </div> </div><br />
<br />
Part II<br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> This part covers the editing of characters in family tree.<br />
<br />
If you played M2 for enough time, you may noted no character can have more of 4 sons\daughters. This number is set in descr_campaign_db.xml, in this line:<br />
<br />
      &lt;max_number_of_children uint=&quot;4&quot;/&gt;<br />
  <br />
You can lower this number but you cannot raise it. If you set a higher number, the game will not be able to read more than 4 children in descr_strat (the satring family tree).<br />
New children may born (but will not shown in the tree) but the game will crash when they'll come of age.<br />
<br />
There is a way to force male offspring and having more than four children (but remember that hard-coded upper limit is 4 males even with this system).<br />
<font color="DarkRed"><br />
<b>Furin </b></font>wrote a tutorial about this some time ago: <br />
<a href="http://www.twcenter.net/forums/showthread.php?t=158912" target="_blank">http://www.twcenter.net/forums/showthread.php?t=158912</a><br />
<br />
This said, let's move on the starting family tree of a faction. You set it in descr_strat.txt.<br />
<br />
Basically there are 2 classes of chracters, dead and alive ones, and the latters are divided in adult and under-age ones.<br />
<br />
Alive family members need to be defined in descr_strat in this form:<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">character&nbsp; &nbsp; Mors Umber, named character, male, age 58, x 98, y 276, portrait umber_mors, battle_model umber_mors<br />
traits ...<br />
ancillaries ...<br />
army<br />
unit...</code><hr />
</div> for generals while agents (spies, assassins, princesses, diplomats) in this way:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">character&nbsp; &nbsp; Catelyn, princess, female, age 39, x 47, y 216, label catelyn1<br />
traits ...<br />
ancillaries ...</code><hr />
</div>in the relative faction's section after the settlements' list. You can notice that the only difference is, the generals must have an army attached. Now, let's examine the entries.<br />
<br />
The first entry &quot;<b>character</b>&quot; specifies for a character entry; it is followed by a TAB and the name (and eventual surname) of the character in question.<br />
<br />
The second entry specifies for the charachter type (as per descr_character.txt). character_type's are hardcoded tought, generals and captains must be listed as &quot;<b>named character</b>&quot;, princesses as &quot;<b>princess</b>&quot;. Other legit entries are &quot;<b>admiral</b>&quot;, &quot;<b>spy</b>&quot;, &quot;<b>assassin</b>&quot;, &quot;<b>diplomat</b>&quot;, &quot;<b>heretic</b>&quot;, &quot;<b>witch</b>&quot;, &quot;<b>inquisitor</b>&quot;. The properties of each of them are mostly hardcoded, some are set in descr_character.txt. Just know you cannot have any agent in your family tree but princesses. Witches are not suitable and kick you back to menu when starting a campaign.<br />
<br />
Third entry is the sex, this is IMHO a redundant thing since sex is hard-coded with character_type, and is maybe a leftover code from character_records section (maybe CA wanted to allow agents to be both male and female but then ended otherwise). It may be followed by the &quot;<b>leader</b>\<b>heir</b>&quot; entry (only for male named characters) setting the charachter as faction leader or faction heir (or both. see later).<br />
<br />
Also avaiable is the entry &quot;<b>non_family</b>&quot;. It removes the status of a character from family tree, and cannot be appointed as Leader or Heir, nor adopted or married. It seems not working in via-script spawns but it works fine in descr_strat.<br />
<br />
Then we have <b>&quot;age&quot; </b>and map <b>x</b>-<b>y</b> co-ordinates.<br />
<br />
The entries &quot;<b>portrait</b>&quot; and &quot;<b>battle_model</b>&quot; are optional, they specify for custom portrait folder_name (UI\custom_portraits\folder_name) and battle model (as per battle_models.modeldb). No hardcoded limit of custom portraits or battle models is known.<br />
<br />
Another optional entry is &quot;<b>off_map</b>&quot;, wich brings off_map your character at campaign start. At least one co-ordinate must be expressed in the co-ordinates section, otherwise the general will be locked in low left corner of the map (even if it is sea). Can be unlocked with the move_character command via script tought.<br />
<br />
Finally, there is the &quot;<b>label</b>&quot; wich is an alpha-numeic code you can assign to a character to identify him\her univocally in the campaign. Can be referenced in script and has no use out of it.<br />
<br />
Next line is optional, is the &quot;<b>trait</b>&quot; lines and lists the character's traits as per export_descr_character_traits (trait name, level, comma)<br />
Same applies to &quot;<b>ancillaries</b>&quot; line.<br />
<br />
Male generals must be linked to an army, the fist unit is the general's unit while others are optional and are the generals' army.<br />
<br />
A strange bug affects princesses custom_portraits and makes them un-usable: the portrait specified in descr_strat is shown whe clicking on the agent scroll, while when opening family tree it is shown the generic &quot;adult woman&quot; one.<br />
A weird bug affects pricesses with the off_map attribute: in this case the portrait is a little vanilla one (william the conqueror). Strange indeed, this happens even in mods like TATW where UI has been completely replaced. I can't understand why this happens, but I guess that both off_map and custom_portrait attributes were made for generals, not princesses, so engine goes ballastic.<br />
<br />
Dead and underage characters are listed in a successive section of the file, in this way:<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">character_record&nbsp; &nbsp; &nbsp; &nbsp; Harwood Karstark,&nbsp; &nbsp;  male, age 65, dead 15, never_a_leader</code><hr />
</div>the fist entry (<b>character_record</b>) indicates the start of the records' section, followed by the charachter's name and surname. Then comes the sex and age of the character at start of campaign.<br />
Next entry can have two values, &quot;<b>alive</b>&quot; for alive characters (does not work with adult males, who need to be listed as generals) and &quot;<b>dead</b>&quot; for dead characters. &quot;dead&quot; can be followed by the time they are dead (how many years ago?); in the example, Harwood Karstark died 15 years ago, hence at the age of 50.<br />
<br />
Last entry can have several values:<br />
<b>current_leader</b>: underage character is the faction leader<br />
<b>current_heir</b>: underage character is the faction heir<br />
<b>never_a_leader</b>: default one<br />
<b>past_leader</b>: the character was faction leader in his life.<br />
<br />
Finally, at the bottom of the faction's section, comes the relatives part, each line introduced by &quot;<b>relative</b>&quot;<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">relative&nbsp; &nbsp;  Eddard Stark,&nbsp; &nbsp; Catelyn,&nbsp; &nbsp; Robb Stark,&nbsp; &nbsp; Brandon Stark,&nbsp; &nbsp; Rickon Stark,&nbsp; &nbsp; end</code><hr />
</div>Here all the components of the family tree are listed, in the following order:<br />
male character - female spouse - 1st son\daughter - 2nd son\daughter - 3rd son\daughter - 4th son\doughter.<br />
<br />
A TAB is after &quot;<b>relative</b>&quot; and after each family member, the line is conluded by &quot;<b>end</b>&quot;.<br />
<br />
Please note that, despite the spouse being usually listed in the &quot;character_record&quot; section, she can also be a princesses (active on the map), but will be considered married by the engine and will not be able to perform seduction missions.<br />
<br />
One more thing : all names and surnames used must be owned by the faction the character belongs to. Theese names are listed in descr_names.txt and are a separate entry per faction. The file itself is very intuitive and easy to modify, just remember it can only use ASCII characters and export to the text\names.txt file. In the latter each entry specifies how the name will be shown in-game.<br />
<br />
This detail is the reason why, when a princess of yours seduces a foreign general, their children will not have the foreign surname but some random ones picked up by the engine. This is no doubt a CA fail and cannot be fixed, unless you allow all faction to have access to all surnames in descr_names.txt.<br />
<br />
Last important thing, please note what defines if a general will belong or not in the family tree is his status as son of some other family member, OR having a wife listed in the relatives section. So if a character has no relatives but was included with his army, he will be a petty general and not a family member.<br />
This allows you to have multiple family trees (giving each general a wife) wich can be separate each other. In this case, when opening the &quot;family tree&quot; panel in-game, you'll be able to see only the Faction Leader's tree. Again an hardcoded limit, no way to switch to secondary family trees is known. <br />
I read somewhere this feature was already present in RomeTW but cannot find the source now.<br />
<br />
<br />
<br />
For a more detailed explanation on how to extensively modify your family trees, check Advanced family trees by <font color="DarkRed"><b>GrnEyedDvl</b></font>:<br />
<a href="http://www.twcenter.net/forums/showthread.php?t=187293" target="_blank">http://www.twcenter.net/forums/showthread.php?t=187293</a> <br />
<br />
Also this tutorial, made by <font color="DarkRed"><b>Hellenikon</b></font>, may come handy understanding the difference between &quot;general&quot; and &quot;family member&quot;:<br />
<a href="http://www.twcenter.net/forums/showthread.php?t=431932" target="_blank">http://www.twcenter.net/forums/showthread.php?t=431932</a> </div> </div> </div><br />
<br />
Part III<br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> A thing that always annoyed me (and many other people) is the impossibilty to manually choose your Faction Heir. The heir is in fact appointed by the engine and cannot be changed.<br />
The criteria the exe choose the heir when the Faction <b>Leader</b> dies is quite simple: the first family member with highest authority becomes new heir .<br />
Hence you can choose your next heir, via ancillary, removing all references to authority in export_descr_character_traits.txt and export_descr_ancillaries.txt, and then creating a transferable ancillary with Authority boost effect. <br />
The family member owning it will be picked up as Heir when the current Leader will be dead.<br />
Such work could interfere with the whole authority-loyalty system, so some balancing and adjustments are required.<br />
<br />
Instead, engine overrides the authority system when the Heir dies and a new one must be appointed. The criteria the exe chooses the Heir in this situation is, at present day, still unknown.<br />
<br />
Another exception on this (thanks to <a href="http://www.twcenter.net/forums/member.php?u=100190" target="_blank"><font color="brown">Ngugi</font></a> and <a href="http://www.twcenter.net/forums/member.php?u=45403" target="_blank"><font color="indigo">Withwnar</font></a> for reporting it) is the Teutonic tree heir, wich is the one with highest base Command attribute (instead of Authority).<br />
<br />
Also note that there is the possibility, for a faction, to have multiple leaders\heirs. This is a buggy situation tought, expecially regarding diplomatic marriages, so it has been seldomly used in mods (actually the only one I heard using this feature was <a href="http://www.twcenter.net/forums/showthread.php?t=416142" target="_blank">Narnia Total War</a> wich is still WIP)<br />
<br />
Finally, you can give the same character both the &quot;leader&quot; and &quot;heir&quot; attribute in descr_strat. This leads to a strage bug, when the character dies the current heir (himself) becomes leader, while a new heir is appointed. Hence the character will be bloody dead, but still considered &quot;leader&quot; in the family tree. No other Leader will be ever appointed then, since he can't die again, of course.<br />
<br />
<br />
<br />
More info on underage leaders\heirs in this tutorial by <font color="DarkRed"><b>TNZ</b></font>: <br />
<a href="http://www.twcenter.net/forums/showthread.php?t=296296" target="_blank">http://www.twcenter.net/forums/showthread.php?t=296296</a><br />
<br />
While this, by <font color="DarkRed"><b>Konny</b></font>, covers the heir picking matter:<br />
<a href="http://www.twcenter.net/forums/showthread.php?t=257175" target="_blank">http://www.twcenter.net/forums/showthread.php?t=257175</a><br />
<br />
The problem of multiple heirs\leaders is considered by <font color="DarkRed"><b>King William The Conqueror</b></font> here:<br />
<a href="http://www.twcenter.net/forums/showthread.php?t=515396" target="_blank">http://www.twcenter.net/forums/showthread.php?t=515396</a> </div> </div> </div><br />
<br />
Part IV<br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <br />
In descr_sm_faction there is a line:<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">can_have_princess</code><hr />
</div>that can be followed by either yes or no. Meaning of the sentence is misleading tought.<br />
<br />
&quot;<b>yes</b>&quot; means the doughters of an alive leader\heir will become princesses when coming of age, while &quot;<b>no</b>&quot; means they will be considered like other generic women and will not become agents when of age.<br />
Please note that &quot;<b>no</b>&quot; does <b>NOT </b>mean that the faction is <b><i>not allowed to have</i> </b>princess, only that the leader\heir doughters will not become princesses. In fact you can always spawn them via script, or place in descr_strat, since agents avaibility is set by descr_character.txt.<br />
<br />
The can_have_princess line has also one other, more subtle, effect.<br />
&quot;<b>no</b>&quot; prevents the faction's generals to be seduced and disables the diplomatic marriage option for males. If, for whatever reason, the faction has a princess, she will be able to propose a marriage to another faction with &quot;yes&quot; value - or to seduce its generals. <br />
This is the precise reason why muslim factions, in vanilla M2, cannot get diplomatic marriage alliances and cannot get their generals seduced.<br />
<br />
Please note that this is NOT linked with the family tree type, so if you set &quot;yes&quot; to a faction with, let's say, teutonic family tree, they'll be able to accept marriage alliances and get their generals seduced. No children will born in the faction, tought. </div> </div> </div><br />
<br />
One last sweetie:<br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <a href="http://www.twcenter.net/forums/showthread.php?t=374314" target="_blank">How to spawn family members via script</a> by <font color="DarkRed"><b>OfficerJohn</b></font> </div> </div> </div><br />

</fieldset></div>

]]></content:encoded>
			<category domain="http://www.twcenter.net/forums/forumdisplay.php?157-Scriptorium">Scriptorium</category>
			<dc:creator>Princess Luna</dc:creator>
			<guid isPermaLink="true">http://www.twcenter.net/forums/showthread.php?600799-Modding-Family-trees-compendium-of-knowledge</guid>
		</item>
		<item>
			<title><![CDATA[[Tutorial] On motion capture for the common man--especially for walking.]]></title>
			<link>http://www.twcenter.net/forums/showthread.php?600797-Tutorial-On-motion-capture-for-the-common-man-especially-for-walking&amp;goto=newpost</link>
			<pubDate>Wed, 15 May 2013 20:04:31 GMT</pubDate>
			<description>Image: http://img101.imageshack.us/img101/2206/moddw3.jpg  
 
Original: On...</description>
			<content:encoded><![CDATA[<div><div style="text-align: center;"><img src="http://img101.imageshack.us/img101/2206/moddw3.jpg" border="0" alt="" /></div><br />
Original: <a href="http://www.twcenter.net/forums/showthread.php?598738-On-motion-capture-for-the-common-man-especially-for-walking" target="_blank">On motion capture for the common man--especially for walking.</a><br />
Poster: <a href="http://www.twcenter.net/forums/member.php?35672-Gen-jamesWolfe" target="_blank">Gen.jamesWolfe</a><br />
<br />
<fieldset class="fieldset" style="border:1px solid black; padding:5px">
<legend style="margin-left: 5px; margin-right:5px;">Article</legend>
the name kind of says it all really. but before I begin, I must give some background.<br />
<br />
specifically, I am the mod leader (and main modder), of the Seven years war mod of Alexander: total war, which has been in the works (and betas released), since 2011. And for a while I have had a nagging problem with the animations. namely, the walking animations are most unsatisfactory: soldiers from the time did not march that way, or at that rate (120 steps a minute), but more like 60-75 steps a minute, depending on the army. however, it was not initially possible to make my dream come true here: walking animations made manually are a bit...unnatural, and its hard to import the biped animations (which are also hard to do manually), to cas skeletons.<br />
<br />
 now, the most obvious solution--motion capture software--was out of the question (and still is). I was told to use a hacked kinect, or some other softwares, but that was also out of the question. Which meant that until recently, I was in a bit of a bind.<br />
<br />
that is, until I had an epiphany.<br />
<br />
now, this probably isn't the first time anyone has done this, but I suspect from the assemblage of animations I've seen thus far that it is the first use of the method that tackles walking/running animations (as far as I know--if there have been successful attempts in the past, I do not know of them)--which from personal experience I can assure you is the hardest type of animation to make. in addition, I hope that by putting this here, I can finally provide a tutorial on this technique, the application of which can be used for the wider Total war community.<br />
<br />
so let's cut to it: how to make animations of walking people (or any animations), using the poor man's motion capture. I'll give you an example, with steps to take.<br />
<br />
skill level: high (you need to know how to animate for RTW properly. to do this this I recommend this <a href="http://www.twcenter.net/forums/showthread.php?319112-The-Complete-Animations-Guide&amp;highlight=animation+tutorial" target="_blank">thread</a>). I am afraid I have to write this with the assumption that the person knows how to use a 3d modelling software, especially 3dsmax, which is the most common program for this IIRC. for this I must apologize.<br />
<br />
anyways, what you will need:<br />
<br />
1-a program to edit with the animations (3dsmax is ideal)<br />
2-a video and means of capturing it/recording it/downloading it (please consult local laws about that last bit).<br />
3-some sort of video editing program (must be able to take snapshots of the individual frames in a picture format. being able to slow or speed up the video goes without saying.)<br />
<br />
step 1: find (or shoot) a video of the action required. <br />
<br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> Now this is actually the easy bit, as technical expertise here is unnecessary, and most of what you look for can be found online (again, consult the law first). if you do shoot it yourself, just make sure the whole person is in view, and you point it in the right direction relative to the target, and not shake around. in my case, I simply need footage of a french soldier. in this case, you want the view to be in profile--from the side. going left or right matters little, so long as the person walking is from the side. and you only really need 1 full stepping motion (a pace however is ideal). I no longer have the video I used, but it was ideal, showing reenactors in profile while marching. measurements reveal one of the men was ~6 feet tall (about that of the RTW model, scaled down), and had the correct pace length (~60-65 cm) </div> </div> </div><br />
<br />
step 2: edit the video.<br />
<br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> for this, you can download the windows movie maker, which is for free. it's not very sophisticaed, but that's alright. it has two things we need:the ability to take snapshots in a picture format, and the ability to slow down the footage (in multiples of 2. so by 2, 4, 8, 16,etc). slow it down as much as you feel comfortable (personally, I find x0.125 speed  (so by 8 times) to be good), and can make out individual frames. the steps are relatively simple--if a bit time consuming, going from here:<br />
<br />
1-first, slow down the video to an appropriate level.<br />
<br />
2-find a point to start in (you can choose this as you see fit). take a snapshot of this. remember that you have to track only a single person, to keep the scale consistent.<br />
<br />
3-then take snapshots at regular intervals. be precise--otherwise things will look screwy when rendered in animation in RTW. export the snapshots preferably as a png or other lossless formats, but jpg is acceptable. finally, make sure it covers the whole loop/cycle. </div> </div> </div><br />
<br />
step 3: splice the snapshots together.<br />
<br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> 1-any picture editing software will do. I used GIMP.<br />
<br />
2-create a new file, where you'll be putting the loop in.<br />
<br />
3-take each snapshot, and cut out the relevant person/persons.<br />
<br />
4-paste them into the new file. keep them in line, with a single reference (the ground in this case). this will save you much time and heartache. keep the proportions intact: GIMP has  atool that will let you resize, while keeping proportions, should that be necessary.<br />
<br />
do this right, and you'll get something like this:<br />
<br />
<img src="http://i260.photobucket.com/albums/ii28/Ibrahim_059/marching_zpsa4b95360.png" border="0" alt="" /> </div> </div> </div><br />
<br />
5-(this is really important) write down the dimensions of the resulting picture (if necessary including the height of the character)! if the picture is say, 300 x 500 pixels, write that measurements down! you'll see why later.<br />
<br />
<br />
<br />
step 4: calibrate the frame-rate. <br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <br />
what this means is that you must synchronize the frame rate of what you captured (in my case, 8 frames/second), to correspond to what it would be in RTW (which is 20 frames/second). <br />
<br />
1-set the very first frame in the loop as being frame zero. the second frame is now frame 1, then 2, 3, 4, and so on, unto 10,000 frames (+rep for whoever gets the referece)<br />
<br />
2- find the ratio between the frame rate you made, and the RTW frame rate. in my case, the ratio is 2.5:1 between the two framerates, so in this case, multiply the former's frame number by 2.5, and then add 1, to get the position in 3dsmax. doing this right, you'll get the following for 1 step:<br />
<br />
0,1,2,3,4,5,6,7,8 ==&gt; 1, 3.5, 6, 8.5, 11, 13.5, 16, 18.5, 21<br />
<br />
3-don't worry about the ones with a half in them. we'll deal with it later. </div> </div> </div><br />
<br />
step 5: 3dsmax (or whatever works for you):<br />
<br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> 1-this is straightforward: import a model of a soldier standing still (so also import the animation relevant). this is to account for different ways of carrying weapons, and will save you time. in my case, I used a french fusilier, arms shouldered.<br />
<br />
2-create a plane (textured side facing the soldier), whose height is that of the soldier: note the height! now, this is where the proportions of the picture come in handy: you know the height of the soldier (hopefully), so with the proportions you wrote down, you can get the length.<br />
<br />
3-import the snapshot file, and use it as the skin of the plane. if you do everything right, it should look a lot like this (well, this is after I got the animations done, but you get the idea):<br />
<br />
<img src="http://i260.photobucket.com/albums/ii28/Ibrahim_059/marchingloop_zps9d719355.png" border="0" alt="" /><br />
<br />
4-as you can see, you need to then find a reference to calculate the displacement (i.e., step) length. that's what the boxes below the man are for.<br />
<br />
you're now ready to make the animation!<br />
<br />
 </div> </div> </div><br />
<br />
step 6: animation making proper.<br />
<br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <br />
1-start with the frames that correspond to the beginning, middle, and end, of the loop (so the beginning and end of every step). these will always be whole numbers--unless you made a mistake. first, match the pose of your model with the corresponding snapshot from the sequence. be as precise as possible. then place them in the correct position (the boxes come in handy here: you don't want either foot going into either box wilst they are still on the ground. the boxes represent toe to heel distance).<br />
<br />
2-do the same for the whole number frames that aren't at the beginning and end of the step. note that I only have one step represented. that is fine, as one can just reverse which joints to bend, and still keep it corresponding to the picture.<br />
<br />
3-now for the ones with half in them, you have two solutions: <br />
    a. some of you may want to change the frame rate in the time configuration button from the default 30, to 60, and work steps 1 and 2 with that, and then add the &quot;trouble&quot; frames in (which would now be whole numbers), after which you reset the frame rate to the default (30 fps). this would split the ones that would normally be with a half, into two separate frames (in theory at least--worked for me elsewhere). <br />
    b. the other solution--the one I went with--is to omit them unless it is necessary (to make the walk more natural), at which point I would round the frames up or down to the nearest integer (alternate them), and hope for the best. As it happened, I didn't need them, so I'm not too worried.;)<br />
<br />
4-export the animation, and get it into the game.  </div> </div> </div><br />
<br />
note you can do this for when you want animations transitioning from a stop to walk, or from walk to stop as well. you don't even necessarily need a second loop for that: the one for the marching loop will be more than adequate: just make the necessary changes.<br />
<br />
and of course, this method is great for all manner of animations: fighting, turning, standing, etc. this however, is really at its best helping one create walking animations.<br />
<br />
<s>One final note: while I have implemented the animations, I have not taken any screenshots or video of them in action, at this time. my apologies. one day I do hope to do so however.</s><br />
<br />
EDIT: a video of it applied to RTW. I just realized there is a glitch in the transition between the stand to march, and march animations, but this can be fixed.<br />
<br />
<a href="http://www.youtube.com/watch?v=Rpa5r4bs6RE" target="_blank">http://www.youtube.com/watch?v=Rpa5r4bs6RE</a><br />

</fieldset></div>

]]></content:encoded>
			<category domain="http://www.twcenter.net/forums/forumdisplay.php?157-Scriptorium">Scriptorium</category>
			<dc:creator>Princess Luna</dc:creator>
			<guid isPermaLink="true">http://www.twcenter.net/forums/showthread.php?600797-Tutorial-On-motion-capture-for-the-common-man-especially-for-walking</guid>
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			<title><![CDATA[[Tutorial] How to mix skins and models]]></title>
			<link>http://www.twcenter.net/forums/showthread.php?600434-Tutorial-How-to-mix-skins-and-models&amp;goto=newpost</link>
			<pubDate>Mon, 13 May 2013 11:22:40 GMT</pubDate>
			<description>Image: http://img101.imageshack.us/img101/2206/moddw3.jpg  
 
Original: How to...</description>
			<content:encoded><![CDATA[<div><div style="text-align: center;"><img src="http://img101.imageshack.us/img101/2206/moddw3.jpg" border="0" alt="" /></div><br />
Original: <a href="http://www.twcenter.net/forums/showthread.php?181509-How-to-mix-skins-and-models" target="_blank">How to mix skins and models</a><br />
Poster: <a href="http://www.twcenter.net/forums/member.php?42170-Remlap" target="_blank">Remlap </a><br />
<br />
<fieldset class="fieldset" style="border:1px solid black; padding:5px">
<legend style="margin-left: 5px; margin-right:5px;">Article</legend>
How to mix skins and models<br />
by Remlap<br />
You need some version of photoshop( I use photoshop cs3), any version of 3ds max that supports cas importer and exporter, CAS_IE_b79(put it in your max scripts folderin 3ds max), unpacked skins in RTW vanilla.<br />
In this tutorial I will be adding the greek_holite's shield to the roman_archer.<br />
1) First open the skins you want to merge.<br />
<a href="http://img175.imageshack.us/my.php?image=screenshot05ij0.jpg" target="_blank"><img src="http://img175.imageshack.us/img175/9292/screenshot05ij0.th.jpg" border="0" alt="" /></a><br />
2) Next select the area you want to move to the other skin. You can use the square, quick select, polygon lasso, magnetic, lasso, etc. I am using the square.<br />
<a href="http://img515.imageshack.us/my.php?image=screenshot06wn1.jpg" target="_blank"><img src="http://img515.imageshack.us/img515/306/screenshot06wn1.th.jpg" border="0" alt="" /></a><br />
3) Copy the selected area with ctrl c<br />
4) Select the other image and paste the cut selection with ctrl v<br />
<a href="http://img180.imageshack.us/my.php?image=screenshot07ej3.jpg" target="_blank"><img src="http://img180.imageshack.us/img180/2751/screenshot07ej3.th.jpg" border="0" alt="" /></a><br />
5) as you can see it is not in the right area. so to move it select the move tool.<br />
<a href="http://img515.imageshack.us/my.php?image=screenshot08lo9.jpg" target="_blank"><img src="http://img515.imageshack.us/img515/9052/screenshot08lo9.th.jpg" border="0" alt="" /></a><br />
6) make sure the layer with your new skin is highlighted, then click and drag to move it where you want it in the skin.<br />
<a href="http://img515.imageshack.us/my.php?image=screenshot09da0.jpg" target="_blank"><img src="http://img515.imageshack.us/img515/6677/screenshot09da0.th.jpg" border="0" alt="" /></a><br />
7) save your skin as a tga file with 32 bit resolution (pops up after you click save) and put it somewhere you will remember how to find it later.( i use my desktop then save it in a folder later.)<br />
<a href="http://img175.imageshack.us/my.php?image=screenshot10eh1.jpg" target="_blank"><img src="http://img175.imageshack.us/img175/8352/screenshot10eh1.th.jpg" border="0" alt="" /></a><br />
8)Close photoshop and open 3ds max<br />
[URL=http://img515.imageshack.us/my.php?image=screenshot12rv5.jpg][IMG]http://img515.imageshack.us/img515/7696/screenshot12rv5.th.jpg[/IMG<br />
9) now select max script<br />
<a href="http://img175.imageshack.us/my.php?image=screenshot13se4.jpg" target="_blank"><img src="http://img175.imageshack.us/img175/3676/screenshot13se4.th.jpg" border="0" alt="" /></a><br />
10) click on run script<br />
<a href="http://img180.imageshack.us/my.php?image=screenshot15ep9.jpg" target="_blank"><img src="http://img180.imageshack.us/img180/3244/screenshot15ep9.th.jpg" border="0" alt="" /></a><br />
11) select your CAS_IE_b79<br />
<a href="http://img180.imageshack.us/my.php?image=screenshot16ak8.jpg" target="_blank"><img src="http://img180.imageshack.us/img180/5752/screenshot16ak8.th.jpg" border="0" alt="" /></a><br />
12) go to the tool bar and select utilities<br />
<a href="http://img180.imageshack.us/my.php?image=screenshot17uj3.jpg" target="_blank"><img src="http://img180.imageshack.us/img180/8315/screenshot17uj3.th.jpg" border="0" alt="" /></a><br />
13)Select max script<br />
<a href="http://img180.imageshack.us/my.php?image=screenshot18nb9.jpg" target="_blank"><img src="http://img180.imageshack.us/img180/5180/screenshot18nb9.th.jpg" border="0" alt="" /></a><br />
14) click the drop down and select R:TW Import/Export<br />
<a href="http://img515.imageshack.us/my.php?image=screenshot19sn4.jpg" target="_blank"><img src="http://img515.imageshack.us/img515/4489/screenshot19sn4.th.jpg" border="0" alt="" /></a><br />
15)select R:TW Import<br />
<a href="http://img180.imageshack.us/my.php?image=screenshot20iq3.jpg" target="_blank"><img src="http://img180.imageshack.us/img180/4965/screenshot20iq3.th.jpg" border="0" alt="" /></a><br />
16) press import cas<br />
<a href="http://img175.imageshack.us/my.php?image=screenshot21xe0.jpg" target="_blank"><img src="http://img175.imageshack.us/img175/9325/screenshot21xe0.th.jpg" border="0" alt="" /></a><br />
17) find and select the unit you want equipment from. In my case unit_greek_hoplite_high.cas(it should be in your rtw folder under data/models_unit)<br />
<a href="http://img180.imageshack.us/my.php?image=screenshot22xo1.jpg" target="_blank"><img src="http://img180.imageshack.us/img180/737/screenshot22xo1.th.jpg" border="0" alt="" /></a><br />
18) open it and zoom in to your model<br />
<a href="http://img515.imageshack.us/my.php?image=screenshot23zn2.jpg" target="_blank"><img src="http://img515.imageshack.us/img515/9040/screenshot23zn2.th.jpg" border="0" alt="" /></a><br />
19)select the piece of equipment you want(in my case the shield) and move it off to the side, Not up or down forward or back just left or right.<br />
<a href="http://img175.imageshack.us/my.php?image=screenshot24em1.jpg" target="_blank"><img src="http://img175.imageshack.us/img175/716/screenshot24em1.th.jpg" border="0" alt="" /></a><br />
20) select everything you do not want<br />
and delete it!<br />
<a href="http://img515.imageshack.us/my.php?image=screenshot25hq1.jpg" target="_blank"><img src="http://img515.imageshack.us/img515/5006/screenshot25hq1.th.jpg" border="0" alt="" /></a><br />
21) select utilities and go down to Max script click it. Make sure Cas importer Exporter is still loaded( if not reload it) And select R:TW Import<br />
<a href="http://img180.imageshack.us/my.php?image=screenshot26ui9.jpg" target="_blank"><img src="http://img180.imageshack.us/img180/7232/screenshot26ui9.th.jpg" border="0" alt="" /></a><br />
22) select the model you wish to add the equipment to. In my case unit_roman_archer_high.cas (should be in same folder as hoplite). And open it<br />
<a href="http://img180.imageshack.us/my.php?image=screenshot27el4.jpg" target="_blank"><img src="http://img180.imageshack.us/img180/5118/screenshot27el4.th.jpg" border="0" alt="" /></a><br />
23)select equipment you wish to replace or remove. In my case the bow and quiver. <br />
and delete them<br />
<a href="http://img515.imageshack.us/my.php?image=screenshot28ln9.jpg" target="_blank"><img src="http://img515.imageshack.us/img515/9403/screenshot28ln9.th.jpg" border="0" alt="" /></a><br />
24) Now select your equipment you are adding and move it back to about its original place.(for normal units that are not in phalanx formation put the center close to hand. For units in phalanx put the center in the middle of the fore arm.)<br />
<a href="http://img180.imageshack.us/my.php?image=screenshot29dg8.jpg" target="_blank"><img src="http://img180.imageshack.us/img180/3567/screenshot29dg8.th.jpg" border="0" alt="" /></a><br />
25) select Graph Editors<br />
<a href="http://img180.imageshack.us/my.php?image=screenshot32au4.jpg" target="_blank"><img src="http://img180.imageshack.us/img180/9408/screenshot32au4.th.jpg" border="0" alt="" /></a><br />
26)Select new schematic view<br />
<a href="http://img440.imageshack.us/my.php?image=screenshot33cs3.jpg" target="_blank"><img src="http://img440.imageshack.us/img440/3/screenshot33cs3.th.jpg" border="0" alt="" /></a><br />
27) click and drag you equipment to nearby the bone you will attach it to.( in my case left hand)<br />
<a href="http://img180.imageshack.us/my.php?image=screenshot34ml5.jpg" target="_blank"><img src="http://img180.imageshack.us/img180/8912/screenshot34ml5.th.jpg" border="0" alt="" /></a><br />
<a href="http://img180.imageshack.us/my.php?image=screenshot35ym6.jpg" target="_blank"><img src="http://img180.imageshack.us/img180/7932/screenshot35ym6.th.jpg" border="0" alt="" /></a><br />
28) press connect on the tool bar<br />
<a href="http://img515.imageshack.us/my.php?image=screenshot36vw5.jpg" target="_blank"><img src="http://img515.imageshack.us/img515/3984/screenshot36vw5.th.jpg" border="0" alt="" /></a><br />
29) Click and drag from the equipment to the bone.(phalanx shield should be attached to left elbow.) In my case shield to left hand.<br />
<a href="http://img515.imageshack.us/my.php?image=screenshot37xc8.jpg" target="_blank"><img src="http://img515.imageshack.us/img515/5648/screenshot37xc8.th.jpg" border="0" alt="" /></a><br />
30) Exit the graph editor and hit m<br />
<a href="http://img440.imageshack.us/my.php?image=screenshot38ln0.jpg" target="_blank"><img src="http://img440.imageshack.us/img440/9914/screenshot38ln0.th.jpg" border="0" alt="" /></a><br />
31) select the first material and and select maps in the dropdown<br />
<a href="http://img440.imageshack.us/my.php?image=screenshot39cy0.jpg" target="_blank"><img src="http://img440.imageshack.us/img440/4785/screenshot39cy0.th.jpg" border="0" alt="" /></a><br />
32) Select diffuse color's map<br />
<a href="http://img440.imageshack.us/my.php?image=screenshot40ku7.jpg" target="_blank"><img src="http://img440.imageshack.us/img440/1521/screenshot40ku7.th.jpg" border="0" alt="" /></a><br />
33) select bitmap<br />
<a href="http://img515.imageshack.us/my.php?image=screenshot43xw3.jpg" target="_blank"><img src="http://img515.imageshack.us/img515/4812/screenshot43xw3.th.jpg" border="0" alt="" /></a><br />
34) find your skin(mine is on the desktop) and hit open<br />
<a href="http://img180.imageshack.us/my.php?image=screenshot44hy2.jpg" target="_blank"><img src="http://img180.imageshack.us/img180/1298/screenshot44hy2.th.jpg" border="0" alt="" /></a><br />
35) click and drag the skin to the model to apply it.<br />
<a href="http://img440.imageshack.us/my.php?image=screenshot46co4.jpg" target="_blank"><img src="http://img440.imageshack.us/img440/9982/screenshot46co4.th.jpg" border="0" alt="" /></a><br />
36) check to make sure there are no warped texture spots( if their are then you have to apply a uv map to the object and edit its coordinates)<br />
 <br />
37) when satisfied with your model select utitlities and click on max script. make sure cas importer exporter is loaded and select R:TW Export.<br />
<a href="http://img440.imageshack.us/my.php?image=screenshot47en0.jpg" target="_blank"><img src="http://img440.imageshack.us/img440/3460/screenshot47en0.th.jpg" border="0" alt="" /></a><br />
38) Click export cas and save your model! We are all done!!!<br />
 <br />
Hope this helps^^ It took forever to make.<br />
 <br />
EDIT: I am updating the text edit parts as well written by my friend and tem member Hannibal Ceasar<br />

</fieldset></div>

]]></content:encoded>
			<category domain="http://www.twcenter.net/forums/forumdisplay.php?157-Scriptorium">Scriptorium</category>
			<dc:creator>Princess Luna</dc:creator>
			<guid isPermaLink="true">http://www.twcenter.net/forums/showthread.php?600434-Tutorial-How-to-mix-skins-and-models</guid>
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			<title><![CDATA[[Modding] Easy tips for mapping]]></title>
			<link>http://www.twcenter.net/forums/showthread.php?600161-Modding-Easy-tips-for-mapping&amp;goto=newpost</link>
			<pubDate>Sat, 11 May 2013 09:46:05 GMT</pubDate>
			<description>Image: http://img101.imageshack.us/img101/2206/moddw3.jpg  
 
Original: Easy...</description>
			<content:encoded><![CDATA[<div><div style="text-align: center;"><img src="http://img101.imageshack.us/img101/2206/moddw3.jpg" border="0" alt="" /></div><br />
Original: <a href="http://www.twcenter.net/forums/showthread.php?582897-Easy-tips-for-mapping" target="_blank">Easy tips for mapping</a><br />
Poster: <a href="http://www.twcenter.net/forums/member.php?130152-Alejandro-Magno" target="_blank">Alejandro Magno</a><br />
<br />
<fieldset class="fieldset" style="border:1px solid black; padding:5px">
<legend style="margin-left: 5px; margin-right:5px;">Article</legend>
Hey there, my name is Oz,<br />
<br />
For the basics of mapping please consult our holy bible, since here i'm going to give some tips to make the painful job of making new world a little bit easier.<br />
<br />
<div style="text-align: center;">The Chaos Theory</div><br />
Alright, when making a map sometimes what you need to remeber is despite the fact that we can olnly create and edit pixel by pixel, natures is not measured by squares. So in order to give the wild feeling to our maps we need to let the chaos be within, and here is how to:<br />
<br />
THE MOUNTAINS:<br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> I think one of the greatest things about a 3D map like the one in RTW is the magic of having mountains all over the world, but as many things in life such beauties come at a high cost in the making of the map. Many times i've seen maps that basically create a &quot;circle&quot; of low_mountains ground_type and fill it with high mountains. The result is usually a big block in game. I must say that way is actually easy, but at the same too simple for a map. So, what to do then? Let's begin<br />
<br />
1.- First you'll need your basic map_heights.tga. Make a new document where you will be using several layers to get the results. Here's my basic heights.tga<br />
<br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <img src="http://i1184.photobucket.com/albums/z339/elmago_d_oz/Map%20Guide%20-%20Mountains/01Heights_zps131e0041.png" border="0" alt="" /> </div> </div> </div><br />
<br />
2.- Now, using the color for high_mountains (you can find the guide here) we will use the &quot;Paint Bucket&quot; (i don't know the exact name in english, i speak spanish and my photoshop is in spanish too) to star coloring the withest pixels in our map. I've highlighted 2 more features of photoshop that should help this job, first the &quot;tolerance&quot;? (tolerancia in my image), set to a value of 3. This features will allow pixel with upper and lower values of white/gray that we are giving color get the &quot;high_mountains&quot; ground type too (speeding up the process A LOT).<br />
<br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <img src="http://i1184.photobucket.com/albums/z339/elmago_d_oz/Map%20Guide%20-%20Mountains/02Colorearmontantildeasaltas_zps642d8c16.png" border="0" alt="" /> </div> </div> </div><br />
<br />
3.- We keep using the paint bucket to color all the &quot;pikes&quot; of our mountains, only the withest areas.<br />
<br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <img src="http://i1184.photobucket.com/albums/z339/elmago_d_oz/Map%20Guide%20-%20Mountains/03Colorearmontantildeasaltas2_zps761978be.png" border="0" alt="" /> </div> </div> </div><br />
<br />
4.- Next we will need to add the low_mountains ground type too, so, using the same principle as before we keep selecting from the withest pixels to the next, so we create the lower parts of the mountains.<br />
<br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <img src="http://i1184.photobucket.com/albums/z339/elmago_d_oz/Map%20Guide%20-%20Mountains/04Montantildeasbajas_zpsdf3e8a0e.png" border="0" alt="" /> </div> </div> </div><br />
<br />
<br />
5.- After some insane clicking we should have some results like this<br />
<br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <img src="http://i1184.photobucket.com/albums/z339/elmago_d_oz/Map%20Guide%20-%20Mountains/05rawresults_zps7dd42297.png" border="0" alt="" /> </div> </div> </div><br />
<br />
<br />
6.- Now the bad things about this method. Depending on the scale of you map you may end up with some areas that turn into impassable lands (in my map those areas would be Armenia and Iran). But fear not, all you'll have to do is use some other textures to add mountain passes in those areas, a very little tiny price for saving some hours of painful mountain creation if you ask me.<br />
<br />
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]]></content:encoded>
			<category domain="http://www.twcenter.net/forums/forumdisplay.php?157-Scriptorium">Scriptorium</category>
			<dc:creator>Princess Luna</dc:creator>
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			<title><![CDATA[[Tutorial] IWTE - Custom settlements - Step by Step for creating. Most impportant things you must know.]]></title>
			<link>http://www.twcenter.net/forums/showthread.php?599954-Tutorial-IWTE-Custom-settlements-Step-by-Step-for-creating-Most-impportant-things-you-must-know&amp;goto=newpost</link>
			<pubDate>Thu, 09 May 2013 22:25:56 GMT</pubDate>
			<description>Image: http://img101.imageshack.us/img101/2206/moddw3.jpg  
 
Original thread:...</description>
			<content:encoded><![CDATA[<div><div style="text-align: center;"><img src="http://img101.imageshack.us/img101/2206/moddw3.jpg" border="0" alt="" /></div><br />
Original thread:<a href="http://www.twcenter.net/forums/showthread.php?591729-IWTE-Custom-settlements-Step-by-Step-for-creating-Most-impportant-things-you-must-know" target="_blank"> IWTE - Custom settlements - Step by Step for creating. Most impportant things you must know.</a><br />
Original poster: <a href="http://www.twcenter.net/forums/member.php?88332-leo-civil-uefs" target="_blank">leo.civil.uefs</a><br />
<br />
<fieldset class="fieldset" style="border:1px solid black; padding:5px">
<legend style="margin-left: 5px; margin-right:5px;">The article</legend>
<div style="text-align: center;"><b><font size="6">THE FIRST STEPS<br />
<br />
</font></b></div><br />
This is a STEP BY STEP guide to show you how to create a custom settlement using IWTE. It does not replace the King Kong's Tutorial, just guides you in a more friendly and didactic way. <br />
<br />
1 – Download <a href="http://chumbalum.swissquake.ch/ms3d/download.html" target="_blank">Milkshape 3d</a><br />
<br />
2 - Download <a href="http://www.twcenter.net/forums/downloads.php?do=file&amp;id=2741" target="_blank">IWTE</a><br />
<br />
3 - Download <a href="http://www.twcenter.net/forums/showthread.php?323503-IWTE-World-editing(Added-tutorial)/page16&amp;p=8619943#post8619943" target="_blank">King Kong's tutorial</a><br />
<br />
4 – Do <a href="http://www.twcenter.net/forums/showthread.php?355307-Unpacking-The-very-first-steps-amp-simplest-method-for-new-modders" target="_blank">this</a>.<br />
<br />
5 - Create a new text file in C:\Program Files (x86)\SEGA\Medieval II Total War and rename the file extension to .bat. Open this file and place the following code on it:<br />
<br />
    <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><i>medieval2.exe @mod.cfg</i></code><hr />
</div>    Save it and close it. Then create a copy of your <font color="#b22222">medieval2.preference.cfg</font>, rename it to <font color="#a52a2a">mod.cfg</font>. Then create a shortcut to your newly-created .bat file, you will use that shortcut to acess the      game and see your custom settlement.<br />
<br />
6 - Open IWTE.<br />
<br />
7 - If you want to edit your terrain, you can do it by the following 3 ways, if not go for step 11.<br />
<br />
- In milkshape 3d. (Only use this if you want to make very small changes or flat ramps)<br />
- In IWTE. (Only for very small and simple modifications)<br />
- In photoshop. (This is where you will make 90% of the edit, the rest can be made using the 2 other ways. Its the only way to get smooth natural surfaces).<br />
<br />
8 - In IWTE, go for <font color="#800000">Terrain 1</font> tab. Click <font color="#800000">create terrain TGA´s</font><font color="#000000">, find your </font><font color="#a52a2a">.terrain</font><font color="#000000"> file in </font><font color="#A52A2A">C:\Program Files (x86)\SEGA\Medieval II Total War\data\settlements\</font><font color="#a52a2a"><i>select the one you want to edit (north_european, south_european etc.)</i>\settlements\</font><i><font color="#a52a2a">select the one you want to edit (city, large_city etc)</font>. </i><i><font color="#000000">Select it. </font></i><i><font color="#000000">Keep the settings as they are in the boxes, dont change it. Click OK. Go in the folder and find the file you created (there will be 3 TGAs, open the &quot;terrainbase&quot; one. Edit it in photoshop (</font></i>the lighter a zone is the higher it is, the darker it is the deeper it is<i><font color="#000000">). Save your file in photoshop.<br />
</font></i><br />
9 - In IWTE in <font color="#800000">Terrain 1</font> tab, click &quot;replace with terrain base TGA&quot;, select your recently modified TGA file and your .terrain file, they are in the folder you previously choosed. Click ok (again, dont change the values on the boxes). Go to settlement's folder in windows explorer, you will find your new .terrain file created, delete the original one (keep a backup on your junkbox), and then rename the new one with exactly the same name from the original one.<br />
<br />
You can now go in the game and check your modifications (enter the game using the shortcut your created on step 4!<br />
<br />
Detailed explanations about editing the terrain are <a href="http://www.twcenter.net/forums/showthread.php?478123-Editing-worldterrain-files-(IWTE)&amp;p=10188991#post10188991" target="_blank">here</a><br />
<br />
10 - In IWTE, go for the <font color="#800000">Terrain1</font> tab and then click <font color="#800000">create terrain .ms3d, </font>select the<font color="#800000"> .worldterrain </font><font color="#000000">file in the folder you are working on</font><font color="#000000">,</font> now go to this folder , and you will find your terrain in a 3d file.<br />
<br />
10 - Open the 3d terrain file you just created. In milkshape 3d, go to <font color="#800000">Vertex</font> and then <font color="#800000">Mirror Left &lt; -- &gt; Right</font>. <font size="2"><b>Save and keep that file separated, it will be the basis for you to place the buildings on your settlement. You can now fit the terrain with your objects (walls, houses etc)</b></font>. So your game editor is actually Milkshape 3d, its your pick and place tool.<br />
<br />
11 - In your terrain file, inside milkshape 3d, merge already done models (file -&gt; merge) or create your own in milkshape 3d, then place it where you want, this represents exactly what you will see in the game. Delete the <font color="#a52a2a">terrain</font> GROUP in milkshape 3d (<font color="#a52a2a">Groups</font> tab on the right), get back to <font color="#a52a2a">model</font> tab, click <font color="#a52a2a">comment, </font><font color="#000000">delete all text in it. Now you have only your object (a house for example), and it is ready to be inserted on your custom settlement.<br />
<br />
With this procedure, you can place as many objects you want inside your settlement. You cant work in too much objects at the same time since milkshape 3d has a vertex limit, so maybe you will need to create various 3d files containing your buildings for the settlement.<br />
<br />
</font>12 - In IWTE, click <font color="#a52a2a">Read 3 Binary Files</font><font color="#000000"><br />
</font><br />
13 - Go to <font color="#000000">the folder of the settlement you choose before.<br />
</font><br />
14 – It will show up a <font color="#800000">.world</font> file, select it, then it will show a <font color="#800000">.worldcollision</font> file, select it, then it will show up a <font color="#800000">.animinstances</font> file, select it. These are the three main files of you settlement. Now the settlement is loaded in IWTE.<br />
<br />
15 - Click on the <font color="#a52a2a">Structure</font> tab<font color="#a52a2a">. </font><font color="#000000">In the structures window (right side of IWTE) select anyone (I recomend to select the last one, then your new one will be the new last one, easier to find on the list) </font>and then click <font color="#A52A2A">Add structure. </font>Find the .ms3d files you created before and select it. Select the texture you want to apply on your model. Click ok and then your model will be added on the settlement.<br />
<br />
Check King Kong's tutorial for adding new textures.<br />
<br />
16 - Click on the <font color="#b22222">Worldfiles</font> tab, click <font color="#b22222">save 3 binary files</font><font color="#000000">, go to the folder of the settlement in windows explorer, you see now there is 3 new files created, with number added to its name. Keep these 3 new ones, delete the original 3 ones (but keep them on your junkbox as a backup!). Change the name of the new ones so they will look axactly as the old ones, replacing them. Your settlement is now changed, go inside the game (using the shortcut you created before!) and check your changings.</font><br />
<font color="#000000"><br />
<br />
<br />
<br />
<br />
This is the most basic steps to start messing up with IWTE but is the most difficult part to someone who is starting to deal with it. After that, you can now go changing your terrain and adding your own structures. The rest is just about small procedures and tricks you must learn by yourself and use your imagination.<br />
<br />
Remember to check the tutorial by King Kong.<br />
<br />
<a href="http://www.twcenter.net/forums/showthread.php?323503-IWTE-World-editing(Added-tutorial)" target="_blank">Here</a> you find a very extense thread with lots of doubts already solved, look for your answers there.<br />
DO SEARCHES BEFORE POSTING ANY DOUBT, DONT WASTE THESE GUYS TIME AS THEY ALREADY GAVE TOO MUCH CONTRIBUTIONS AND DESERVE A REST.<br />
<br />
</font><div style="text-align: center;"><b><font size="6"><br />
Planning your settlement's layout<br />
<br />
</font></b></div>The first thing you must plan for your settlement is the layout. It includes the plaza position, the position of walls/gates and the paths that the AI/Player can use to move inside/arround it.<br />
<br />
<font color="#ff0000"><b>Do not conveive bizarre layouts! It will not work, you must follow the engine laws!</b></font><br />
<br />
<b><font color="#ff0000">I recommend you to firstly make a sketch of it with paper and pen.<br />
</font></b><br />
<font color="#000000"><b><font size="4">1 - Edit the pathfinding:</font></b></font><br />
<br />
<b><font color="#ff0000">Combined with the plaza position ,this is the most impportant, it defines if your settlement will work or not, for the attacking AI. </font></b><b><font color="#ff0000">Actually, you should first of all edit your pathfinding the way you want your settlement, even without inserting buildings etc. Then place the walls/gates (if there are), and then test it. This way you can test your settlement very early and save lots of future work.<br />
</font></b><b><font color="#ff0000"><br />
Do not insert your buildings before beeing sure your layout totally works!<br />
<br />
Basically, the AI in med 2 is made to handle the vanilla layouts. If you just mimic a vanilla pathfinding for your layout, there is big chances things will work then. <br />
<br />
They need multiple routes, a direct one, and side roads to circle and then reach the plaza. Playing some custom battles in vanilla will make you understand what Im talking about. However, we have seen places like esgaroth working well, and it has such a singular layout. You can dare making something different, but no guarantees it will work.<br />
<br />
</font></b><font color="#000000">Block the pathfinding where there are walls/gates but also in any region you want the terrain to be unpassable.<br />
<br />
While testing your layout, you should flat your's settlement terrain, so there will be no heigh blockages for the units. And now you start editing your pathfinding.<br />
<br />
This is an example of a working layout I did by editing pathfinding in photoshop:</font><b><font color="#ff0000"><br />
<br />
</font></b><a href="http://imageshack.us/photo/my-images/703/semttulocse.jpg/" target="_blank"><img src="http://img703.imageshack.us/img703/2174/semttulocse.jpg" border="0" alt="" /></a><br />
<br />
Place the plaza where you want.<br />
<br />
Notice that after each gate, there must be a working layout. If you look in a vanilla city layout, wich has 4 entrances (gates), there is a different layout after each one. They all work well for the AI. If you plan a layout with more than 1 entrance, you must test them all, just rotate the settlement so the attacking army will be spawn in front of another gate.<br />
<br />
If your settlement has 2 or 3 wall/gate lines, the layouts between lines needs no worry, they can be anything, as far as there is a next wall/gate line, the AI will cross this layout and find this next line. But that must be tested of course, some times the AI get stuck, some times not... The last layout, wich is after the last gate, and contains the plaza, must be made carefully. I suggest copying this one from vanilla.<br />
<br />
<b><font color="#ff0000">BEWARE! Even the smallest pathfinding changing can cause the AI to change his behavior! I got some experiences with AI change the way they move after I added some blocked pathfinding arroung a pillar. So keep in mind that after every change in pathfinding you need to test the AI behavior and see if they act the way you want.</font></b><br />
<br />
<font color="#000000"><b><font size="4">2 - Testing your layout:<br />
</font></b></font><br />
<br />
Now you must test your settlement. Load a battle on the custom battle menu.<br />
You will need to test it with some setups.<br />
<br />
Ai will properly defend any layout, you dont need to test the AI defense.<br />
<br />
<b><font color="#000000">The attacking AI behavior:</font></b><br />
<b><font color="#ff0000"><br />
</font><font color="#ff0000">The AI will break the walls/gates, join the settlement, organize, and then try to reach the paza. They will divide in groups, some groups will try to circle the plaza using latteral roads, another groups will just go ahead to the plaza. They will put all their units in the plaza, if they are not running for the plaza will all men, that means your layout is not working well. The more units left without fighting, lost anywere in the city, the more your layout is wrong. A layout where only 1 or 2 enemy attackers are stuck doing nothing can be considered good, as it is very difficult to make it perfect and vanilla med2 never worked perfectly anyway.<br />
<br />
If they flee, they will ocasionally back to fight or get stuck and doing nothing. Sometimes it happens that they flee and just stay some meters from the palza, doing nothing. No problem, it is like that in vanilla med2. THIS IS HOW AI SHOULD ACT WHEN ATTACKING.</font></b><font color="#000000"><br />
<br />
</font><font color="#ff0000"><b>Pay attention in what they are doing. Sometimes they get confused and keep moving in a small area, going on and going back, shouting &quot;foward!&quot; or &quot;move!&quot;.<br />
This is caused by pathfinding.<br />
</b></font><font color="#000000"><br />
</font><b>2.1 - Testing:</b><font color="#000000"><br />
</font><br />
You should test your settlement for diferent AI attacking army setups. Give them rams, then give them siege towers, try them with only infantary, then try with a combination of archers, cavalary etc... try ginving them no siege engines but just siege weapons (catapults etc), try everything!<br />
<br />
The most known AI issues are:<br />
<br />
- They get in the settlement but stuck right after the walls.<br />
- They try to circle the settlement from outside and get loss in the corners of the battlemap.<br />
- They attack the plaza with some units but other ones gets lost in the settlement or outiside it.<br />
<br />
<b><font color="#ff0000">All that issues are fixed by editing the pathfinding and relocating the plaza!</font></b><br />
<br />
Set the speed to 6x and give them some time. <b><font color="#ff0000">Sometimes they keep organizing the army and only then they attack properly, so give them some time.</font></b><br />
<br />
So if it shows any of these issues, your settlement is not working well. Time to remodel it.<br />
<br />
<b><font color="#ff0000">Settlements without any line of gates/walls will work perfect for the AI.<br />
After each line of walls/gate, there must be a handable pathfinding layout in order to get the AI attacking it properly.<br />
</font><font color="#ff0000">Notice that each gate must have a handable layout behind it, that means if you want a settlements with 4  gates in the first line of walls, you will need to edit the pathfinding and test with attacking AI comming from all 4 directions... I recommend you to use vanilla layout and walls/gates, and just edit the buildings... otherwise... prepare to suffer...</font></b><br />
<br />
<font size="3"><font color="#ff0000"><b>Very important!:</b></font></font><br />
<br />
<b><font color="#ff0000">Cavalary seems to have problems with too tight pathfinding passages. Do not make any passage too tight, otherwise cavalary will get confused without knowing what to do and that will compromise the behavior of all their army. I got that problem once, enlarging pathfinding passages was the fix for it. So you must use cavalary while etsting it, not only infantary or archers. </font><font color="#ff0000">In the other hand, infantary seems to have problems with too large paths. So you must find the ballance.</font></b><br />
<br />
The AI is capable of handling very complex settlements when you have 2 or 3 lines of walls/gates. They lead the ram/ladders in very difficult paths to reach the consecutive lines.<br />
<br />
<b><font color="#ff0000">Catapults and ballistas can pass under gatehouses</font></b>, that means if your settlement has no walls, they can break the gate and enter the settlement with these siege weapons (i.e Moria). If your settlement has 2 or 3 line sof walls, the AI is also very smart in leading the catapults/ballistas to the consecutive walls, they can handle complex layouts with this siege equipment.<br />
<br />
<font size="4"><b><font color="#ff0000">Trebuchets cannot pass under gatehouses</font></b></font>. That means they cannot, for example, enter Moria. For they beeing able to, there must be walls. Trebuchets can break and then pass through broken walls, getting near the next line. The trebuchets will break line after line until their army can reach the plaza. <b><font color="#ff0000">If the lines are at a short distance, they can fire and break them all even without entering the settlement! In that case they just fire from outise it.<br />
</font><font color="#ff0000">Do not put any big blockage that could avoid the trebuchets hitting the walls. Like buildings or mounts.<br />
</font></b><br />
Trebuchets seems not capable to handle complex routes, <b><font color="#ff0000">if your settlement will have 2 or more lines of walls/gates then they should be parallel.</font></b> The trebuchet is not good at rotes with curves. However, I've managed to make the trebuchets to handle Minas Tirith path until a second gate on the 6th level, so you can try it and &quot;fool&quot; the AI.<br />
<br />
<b><font color="#ff0000">I really recomend you repeating the tests with different AI attacker army setups, give them more, then give them less units. Use infantary or just cavalary or both. The more tests you do, the more you will know if your layut is ok.</font></b><br />
<br />
<font color="#000000"><b>Sally Forth testing:</b></font><br />
<br />
For testing it, you must have your settlement already implemented in the strat map. Just start a new campaign, take all your armies out of the city, destroy all the buildings that gives public order and level up the taxes. There will be a revolt and rebels will take the settlement, Siege it but just with 1 unit, so this way the AI will have courage enought to sally fort. Now observe if they act normal when salling forth. If not, the solutions would be the same presented before.<br />
<br />
If your settlement has a gate/walls line, sally forth will work with no difficulties.<br />
If not, I really recommend you to copy and use a vanilla pathfinding layout, I did Fangorn like that, used a village layout.<br />
<br />
<b>Impportant notes:</b><br />
<br />
<b><font color="#ff0000">Remember that the 3d wall model you will use must match the settlement type.</font></b> So if you use a huge wall model, then the settlement must be a huge city (wich is the only settlement type that uses huge walls). Otherwise the engine will produce wrong siege equipment while in siege (ladder and siege towers sizes) and would result in fail.<br />
<br />
<font color="#ff0000"><b>PS: If you use huge walls in your settlement, and set his type as something that uses large walls (like large_castle), the engine will produce smaller siege equipment than what is really necessary for matching the size of the wall. However, th siege ewuipment will work fine, even the animations works fine, the heigh difference between the ladders/towers and the wall is not that much, so it does not look that bad! I can only say that for the example I told. I have no experienced different sizes than that.<br />
</b><br />
<b>PS: If you are planning to make a settlement with a gate but no walls (like Moria), remember that you should not have towers on it. Because in a settlement like that the only siege engine usable will be the ram; with too powerful defences (the towers) the defenders would likely fire the ram very quickly, winning the battle by destroying all attacking capacity from the attacker. You must add a gatehouse circling the gate, like in vanilla.<br />
</b></font><br />
<b><font color="#ff0000">NOTE: If your layout has more than 1 line of walls/gates, I recomend you to place the second one a little bit more high than the first one (and then the 3rd one higher than the second). This is how they are in vanilla medieval 2 and it seems to avoid catapults and trebuchets wasting all ammo by missing the walls when firing.</font></b><br />
<br />
<b>Bridges:</b><br />
<br />
They work well and does not affect pathfinding badly, if you place them in the right position. Barad dur is there to prove it.<br />
<b><font color="#ff0000"><br />
BEWARE: Sometimes your settlement migh present issues in the bridge/gates/walls breach paths after you rotate the settlement! In that case, the units will pas through it strangely, like if the path was very tight. In that case, just delete these breach paths and create new ones.</font></b><br />
<br />
<font color="#000000"><b>Integrating your settlement with the strat map.</b></font><br />
<br />
Once you are in battlemap, of your custom settlement, right at the end of your settlement terrain, the engine fits with terrain generated based in the strat map.<br />
That engine generated surrounding is based on the strat map terrain where your settlement is.<br />
If there is a mountain in the strat map, in any of the 8 tiles that surrounds your settlement (see image), then that mountain will show up in the surrounding of your battlemap custom settlement, exactly in the same position. The same for rivers, sea and any heigh variation. And also textures.<br />
<br />
After implementing your settlement, you might have to edit the borders of your settlement terrain so it matches the surroundings (wich are generated by the engine). Otherwise it would look like strange edges at the end of your terrain, not integrating well with the rest. Thats boring and you must test it lots of times ingame.<br />
<br />
Keep in mind that the strat map arround your settlement will show up axactly the same in the loaded battlemap of your settlement. The same goes to armies involved in a battle on that settlement. When the battle is loaded, they will show up exactly where they were on the strat map. <br />
<br />
For example, Dunharrow is placed in the strat map in a way that if the attacker comes from gondor (south) they will show up behind the settlement, where I edited the terrain of the settlement to be the tight corridor between the mountains. While if the attacker comes from Rohan (north), they will show up in front of the zigzag ramp path of the settlement.<br />
<br />
That could lead to armies spawn on mountains or rivers wich would lead to his death or game crash.<br />
You can avoid that by editing your settlement terrain in a way that there would be no water/mountains in the positions where armies are supposed to deploy. Or even editing pathfinding and terrain on the strat map so no army can approach the settlement from that direction.<br />
<br />
<b><font color="#ff0000">While testing sally forth or your attacking armies comming from multiple tiles, remember that your armies will be spawn in two possible distances from the settleent. If they have sige engines, they will show up right near the gate settlement (or in a certain distance from the defender deployment zone, in case there is no gate.). Now, if they have no siege engines, they will come from the border of the map, more distant. You must test both to be certain about the functionality of the attacking armies.</font></b><br />
<br />
The position of the settlement strat map model is customized by you and does have no relation with the vector your settlement is in battle map. So you might have to rotate your entire settlement (IWTE can do it easly), in order to have it showing up the way you want when loaded. (See image).<br />
<br />
The image shows two examples of the explained (wich concers to the settlement loaded in battlemap and not the strat map model, something tottally different and has no influence here).<br />
<br />
<a href="http://imageshack.us/photo/my-images/541/semttulodp.jpg/" target="_blank"><img src="http://img541.imageshack.us/img541/5088/semttulodp.jpg" border="0" alt="" /></a><br />
<br />
<br />
<font color="#ff0000"><b>ATTENTION: ROTATING YOUR SETTLEMENT CAN (VERY LIKELY) MESS YOUR GATE/WALLS BREACHES, GIVING A STRANGE BUG WHERE UNITS PASS IN A BOTTLENECK. DELETE THESE BREACHES AND GIVE NEW ONES AFTER ROTATION.</b></font><br />
<br />
<b>Integrating your settlement with water from strat map.</b><br />
<br />
As explained, you can edit your terrain in a way that it will integrate with water surfaces generated by the engine, not only surrounding your terrain but also invading it. All you need to do is edit the terrain heighs. The water plane from sea and lakes extends itself &quot;infinitely&quot;, if you can see water near your settlement, that means this water plane is in all the terrain, under it, hidden. Edit the terrain by lowering it and the water will show up in the battle map automatically. This is the way esgaroth was made. I did not added any water surface in IWTE (wich is possible). The water you see there is actually the water from lake esgaroth, generated by the engine on my battlemap.<br />
<br />
<a href="http://www.twcenter.net/forums/showthread.php?323503-IWTE-World-editing(Added-tutorial)" target="_blank">Here</a><font color="#000000"> you find a very extense thread with lots of doubts already solved, look for your answers there.</font><br />
<font color="#000000">DO SEARCHES BEFORE POSTING ANY DOUBT, DONT WASTE THESE GUYS TIME AS THEY ALREADY GAVE TOO MUCH CONTRIBUTIONS AND DESERVE A REST.</font>
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			<category domain="http://www.twcenter.net/forums/forumdisplay.php?157-Scriptorium">Scriptorium</category>
			<dc:creator>Princess Luna</dc:creator>
			<guid isPermaLink="true">http://www.twcenter.net/forums/showthread.php?599954-Tutorial-IWTE-Custom-settlements-Step-by-Step-for-creating-Most-impportant-things-you-must-know</guid>
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			<title><![CDATA[[Tutorial] How to use the Assembly kit (Starpos is now up!)]]></title>
			<link>http://www.twcenter.net/forums/showthread.php?598566-Tutorial-How-to-use-the-Assembly-kit-(Starpos-is-now-up!)&amp;goto=newpost</link>
			<pubDate>Sun, 28 Apr 2013 16:09:03 GMT</pubDate>
			<description>Image: http://img101.imageshack.us/img101/2206/moddw3.jpg  
 
 
Original: How...</description>
			<content:encoded><![CDATA[<div><div style="text-align: center;"><img src="http://img101.imageshack.us/img101/2206/moddw3.jpg" border="0" alt="" /><br />
<br />
</div>Original: <a href="http://www.twcenter.net/forums/showthread.php?583325-How-to-use-the-Assembly-kit-(Starpos-is-now-up!)" target="_blank">How to use the Assembly kit (Starpos is now up!)</a><br />
User: <a href="http://www.twcenter.net/forums/member.php?143567-Ygge" target="_blank">Ygge</a><br />
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<fieldset class="fieldset" style="border:1px solid black; padding:5px">
<legend style="margin-left: 5px; margin-right:5px;">Tutorial: How to use the Assembly kit (Starpos is now up!)</legend>
Hi!<br />
<br />
This will be a tutorial on how to use the assembly kit to make different things. I will have video tutorials on different subjects that I will explain. The first video will be about how to make your own unit. Any feedback and suggestions on new topics are welcome. You'll have to excuse how I express myself or sound since this is my first video where I talk. <br />
Planned tutorials:<br />
*How to create a building<br />
*How to use working data/BOB<br />
<br />
Some things that I make when I do the tutorial will be a part of my mod &quot;Enhanced Rise of the samurai&quot; so if you want to try my creations, then go to this link: <a href="http://www.twcenter.net/forums/showthread.php?t=582604" target="_blank">http://www.twcenter.net/forums/showthread.php?t=582604</a><br />
<br />
<u>Apparently the links are down so I provide them here:<br />
</u>How to make a unit:<br />
<a href="http://www.youtube.com/watch?v=DAAn2JPSF-I" target="_blank">http://www.youtube.com/watch?v=DAAn2JPSF-I</a><br />
<a href="http://www.youtube.com/watch?v=hWO7AVs7qOU" target="_blank">http://www.youtube.com/watch?v=hWO7AVs7qOU</a><br />
<a href="http://www.youtube.com/watch?v=2P5WPr7WXBQ" target="_blank">http://www.youtube.com/watch?v=2P5WPr7WXBQ</a><br />
<a href="http://www.youtube.com/watch?v=xH8UjMHPxug" target="_blank">http://www.youtube.com/watch?v=xH8UjMHPxug</a><br />
<a href="http://www.youtube.com/watch?v=yYGnBZhKUMk" target="_blank">http://www.youtube.com/watch?v=yYGnBZhKUMk</a><br />
How to edit/pack starpos<br />
<a href="http://www.youtube.com/watch?v=dLMcp1G1Zqk" target="_blank">http://www.youtube.com/watch?v=dLMcp1G1Zqk</a><br />
<br />
<br />
<br />
How to make a new unit<br />
<br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <br />
<iframe class="youtube-player" width="640" height="385" src="http://www.youtube.com/embed/http://www.youtube.com/watch?v=DAAn2JPSF-I?wmode=opaque" frameborder="0"> </iframe><br />
<iframe class="youtube-player" width="640" height="385" src="http://www.youtube.com/embed/http://www.youtube.com/watch?v=hWO7AVs7qOU?wmode=opaque" frameborder="0"> </iframe><br />
<iframe class="youtube-player" width="640" height="385" src="http://www.youtube.com/embed/http://www.youtube.com/watch?v=2P5WPr7WXBQ&amp;feature=youtu.be?wmode=opaque" frameborder="0"> </iframe><br />
<iframe class="youtube-player" width="640" height="385" src="http://www.youtube.com/embed/http://www.youtube.com/watch?v=xH8UjMHPxug&amp;feature=youtu.be?wmode=opaque" frameborder="0"> </iframe><br />
<iframe class="youtube-player" width="640" height="385" src="http://www.youtube.com/embed/http://www.youtube.com/watch?v=yYGnBZhKUMk&amp;feature=youtu.be?wmode=opaque" frameborder="0"> </iframe><br />
 </div> </div> </div><br />
<br />
<u>How to edit/pack startpos tables</u><br />
<br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <br />
<iframe class="youtube-player" width="640" height="385" src="http://www.youtube.com/embed/http://www.youtube.com/watch?v=dLMcp1G1Zqk&amp;feature=youtu.be?wmode=opaque" frameborder="0"> </iframe><br />
 </div> </div> </div>
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			<dc:creator>Princess Luna</dc:creator>
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