Update 25/08/08
-irrigation is now a far more expensive and lengthy system to construct but gives a large increase in farming income
-2 nile delta settlements are started out with irrigation to reflect the status of the region for vast grain production
-Ballista/Cannon towers given a small happiness bonus
-Population tax penaty reduced to help the AI maintain its capital city populations better.
-Tunis no longer hugely populous but has silver deposits instead.
-Mayors Palace building gives a Taxable Income boost.
Maybe other very fertile lands will get the same treatment and start out with irrigation (baghdad? any others?).
Update 24/08/08
-minor rebalancing
-redone all resources added some historically accurate german silver, increased timber trade
-modified some capital city starting populations
-decreased incidents of plague in highly populated cities (this is normal plague NOT black death)
Update 20/08/08
-increased the difference in income between the different levels of merchant buildings.
-boosted income from Admin as an anti corruption measure
I never liked how corruption was used to control player income in some mods. I understand the logic but sometimes no matter what you do, a far away province always have a lot of corruption. I have countered this by increasing income from Admin.
Now a far off province with no governor will suffer income loss from corruption BUT if you install a governor, the boosted income from Admin will counteract this (consider it functioning like a court of law, an anti corruption measure). It's way better like this imo. Also some further minor trade, building and tax changes based on my playtesting. It's getting quite well balanced now.
Also before the diference in income from a grain exchange to a market/fairground was tiny. I've made the trade income difference between the buildings greater, to motivate the player to build the trade tree.
Update 19/08/08
-London, Genoa, Novgorod, Jerusalem, Constantinople, Cairo, Urgench, Mecca, Venice, Naples, Rome, Paris, Vienna, Cordoba, Baghdad and Tunisia have had their tax income INCREASED to reflect their importance. Tax from other settlements is still low so it's vital to capture and defend these settlements both for tax and trade reasons.
- other smaller settlements still make money in trade even if they are not on the above list for improved tax rates, so they are still vital.
- Increased income from Gold & Silver mines. Gold mines are now real...err. gold mines
-minor changes to trade for certain regions
Overall it's an excellent campaign I'm having I am convinced players will love it when they try it out, I hope to put together a good install/uninstall utility. More updates to come but the economy side seems almost done now.
Update 18/08/08
-Ports can be built at the lowest level of town/catle
-slowed population and made trade have a slightly greater influence on pop growth for settlement variety
-Improved trade resources for specific cities listed below and certain mined resources (marble, silver, gold)
moscow, london, paris, vienna,constantiople,lisbon,leon,marrakesh,tunis, palermo, milan, genoa, venice, krakow, moscow, oslo, baghdad, urgench
iconium, cairo, alexandria
Update 06/08
- Improved trade from roads and byzantine Highways
- Improved sea trade
- Added recruitment of low quality units from farms
- Added recruitment of religious fanatics from Abbeys/Cathedrals for FRANCE and HRE only so far
- Boosted the religious conversion bonus from all religious buildings
- Balanced the build costs for all buildings
- Balanced tax and farming income
- Balanced population growth
To do
- Mercenaries for hire from Ports/Shipyard buildings (no eye patch required )
- More variety in religious warrior recuitment from Churches/Temples etc
- More unit variety in peasant levy from farms ("slingers" for the greeks etc)
- Caravan guard recruitment from the Market building tree
- Add higher tier religious warrior recruitment from Temples/Churches only triggered by an active Crusade/Jihad
- Scripted "People's Crusade", 3 or 4 large stacks of unruly Christians spawning near Constantinople (Europe's answer to the mongols... kinda )
This is getting messy, need a tidy up. I'm avoiding calling this anything so grand as a "mod" or a "release". I'm enjoying playing it, so thought I would share it with others.
The purpose of these tweaks are to improve campaign gameplay by increasing the importance of trade to the player. Trade is now an important consideration when deciding where to expand your kingdom and whom you go to war with.
The main aim is for better interaction between the player, their income and their diplomatic decisions. Players will build their income around key cities that will be responsible for revenue generation.
The campaign_script.txt included contains a script to reduce the frequency of winter to once every 4 turns. The descr_strat.txt timescale is set to 0.5. The combine fine characters just live a little longer
Summary of changes
- Large increased in income from trading
One of the first points of refence when deciding where to expand your kingdom may be your Trade Summary scroll.
- Decreased income from tax and farming
Tax and farming involve very little player interaction, the purpose of these tweaks is for more interaction/decision making from the player that will impact player income.
- Kings purse removed
Again zero scope for interaction by the player, Kings Purse is just a constant.
- No marchant & Priest Spam
Merchants only recruitable from higher tier trade buildings gearing larger cities towards income production. Merchant limits increased by higher tier trade buildings and sea trade buildings (Merchants Wharf etc).
Priests recruitable from cathedral and above tier buildings, I've increased religious conversion bonuses for all religious buildings.
- Slower population growth
Some settlements may always be larger than others - not every settlement on earth is destined to be a Huge City or Citadel. This also will also lead to greater variety in terms of seige battles.
In addition the merchant changes should make the campaign map easier to manage, it's a common complaint that players get fed up managing 30+ settlements and 40+ agents each turn. Some just stick everything on auto-manage - that's exactly the type of thing these tweaks are designed for. To have fun managing the kingdom rather than get fed up and sticking on auto-manage.
To that end I have also made priests for al religions only recruitable from "Cathedral" and above tier buildings. This should help take some of the pain out of managing a medium or above kingdom.
Installation
Manual for now until I tidy all this up - if you don't mind winter every other turn don't perform step 3 it's not necessary to see the trade and agent changes.
Until then manual Installation (assuming M2TW is installed on C drive)
1) After backing up your originals files, place the export_descr_buildings.txt & descr_settlement_mechanics.xml files in the folder:
C:\Program Files\SEGA\Medieval II Total War\mods\Stainless_Steel_6\data
2) After backing up your original file, place the descr_strat.txt in the folder:
C:\Program Files\SEGA\Medieval II Total War\mods\Stainless_Steel_6\data\world\maps\campaign\imperial_campaign
3) After backing up your original, place the descr_disasters.txt file in the foler:
C:\Program Files\SEGA\Medieval II Total War\mods\Stainless_Steel_6\data\world\maps\base
Compatible with the latest Real Recruitment/Byz Grim Reality & SSTC, if you do not have these installed I have no idea what will happen (probably nothing though it should work fine)