Blackleaf suggested it to me and it's working out well.
Blackleaf suggested it to me and it's working out well.
Perfect guide, it is realy helpfull. I cant wait for the dark Ages chapter. Thanks for the guide
UPDATE 8/2/09
5.51(NEW!) How to Change your Faction's Capitol (Tutorial) By BamaToon
Quote:
So you like a certain faction, but you hate their starting position? You want to move the faction, but you can't because your kings must be crowned at a certain city? This tutorial will show you how to change the city in which your king is crowned and open up whole new possibilites for gaming in DLV.
This tutorial will use the Teutonic Order as the example faction. This faction is an excellent choice for a migration game since historically they didn't even exist as a faction at the game start date of 1180. They are also a faction that have great units (I love those Teutonic knights!) but a poor starting position. They are surrounded on three sides by rivals: Lithuania to the east, Kiev to the south, and Poland and the mighty HRE to the west. The remaining border is bounded by the Baltic Sea, so opportunities for expansion are limited.
I will not go into details on how to relocate your faction as experienced DLV players will already know how to do that. I will skip ahead and tell you how to edit the game files. So you've moved your armies through enemy territory and established yourselves in your new homeland. Now the only thing remaining is to move your capital to ensure that future rulers will be crowned at your new capital. This example assumes that you have migrated your Teutonic hordes through Russian territory to the Crimean Peninsula and conquered the city of Cherson.
The first thing to do is save your game and exit. Then you're going to open the game files. These are usually found in C:\Program Files\SEGA\Medieval II Total War\mods\DLV_ext\data, but your configuration may be different. Look for a file called export_descr_ancillaries and double-click on it to open it. You will see a bunch of text that makes no sense, but just ignore that. Be sure to save a backup of this file just in case something goes wrong.
You are looking for a specific file, so the best thing to do is use the CTRL+F function to find it quickly without having to scroll through all that text. Type "crown_teutons" into the box that comes up, and you will immediately be taken further down the text. You will still need to click the "find next" button three times in order to find the appropriate section. You should now see the following text:
Trigger crown_teutons_01
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and SettlementName Thorn
and IsFactionLeader
and not CultureType middle_eastern
and not CultureType greek
and not I_WorldwideAncillaryExists crown_teutons
AcquireAncillary crown_teutons chance 100
The next thing you will do is change the line "and SettlementName Thorn" to "and SettlementName Cherson". Your text should now look like this:
Trigger crown_teutons_01
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and SettlementName Cherson
and IsFactionLeader
and not CultureType middle_eastern
and not CultureType greek
and not I_WorldwideAncillaryExists crown_teutons
AcquireAncillary crown_teutons chance 100
This will take effect immediately, so save the edited file and reload your saved game. The next time you have a new ruler, he should be crowned in Cherson instead of Thorn.
You can do the same thing with any faction. Move your armies across Europe and relocate whole factions without being limited by the game!
THIS DOES NOT change seat of power. BE careful. Seat of power is VERY important for some triggers and conditions!\but nice post by BamaToon.
(seat of power is calculated as your real capital for few things and VERY IMPORTANT for some events even if you changed capital it will remain same!)
Look at this
monitor_event CharacterTurnEnd FactionIsLocal
and not IsFactionLeader
and Trait Disobedient >= 1
and Trait Reconciled_to_his_King < 1
and Trait Thrown_in_Dungeon < 1
and FactionLeaderTrait Seat_of_Power > 0
and EndedInSettlement
and SettlementBuildingExists >= dungeon
historic_event dungeon_prepare
end_monitor
monitor_event CharacterTurnEnd FactionIsLocal
and not IsFactionLeader
and Trait Not_Retired < 1
and Trait Retired < 1
and Trait Path_General >= 1
and FactionLeaderTrait Seat_of_Power > 0
and CharacterAge > 59
and EndedInSettlement
and SettlementBuildingExists >= town_hall
historic_event retire_prepare
end_monitor
an so on
There are 240 lines that concearn Seat_of_Power for JUST in the export_descr_character_traits.txt better to use console command if you just want crown.
Last edited by Grimblade; August 02, 2009 at 05:02 PM.
Last edited by Grimblade; August 03, 2009 at 07:32 AM.
Thanks, Grimblade. I'll have to check that out when I get home. I'll see about adding a line to my Desert Tribes mod to make sure that their king gets that trait as well.
DLV rules!
What is the console command for Getting Crown?
So the bottom line is Changing the Capitol does not change the seat of power?
give_ancillary this ANCILLARYNAME
Changing the Capitol does not change the seat of power. Why? Because they exist as separate variables AND A MECHANIC in M2TW engine.
Seat of Power is something that people just added through script ( as script variable so it is execute on a different level then something programmed in the core of the engine) , faction capital is something that is actually properly implemented as A MECHANIC by CA (in engine core), referenced, is REFLEXIVE AND CHAIN/CROSSLINKED throughout the M2TW engine (used for many calculations).
Last edited by Grimblade; August 03, 2009 at 01:48 PM.
UPDATE 8/4/09
5.51(UPDATED and Revised!) How to Change your Faction's Capitol (Tutorial) By BamaToon
So you like a certain faction, but you hate their starting position? You want to move the faction, but you can't because your kings must be crowned at a certain city? This tutorial will show you how to change the city in which your king is crowned and open up whole new possibilites for gaming in DLV.
This tutorial will use the Teutonic Order as the example faction. This faction is an excellent choice for a migration game since historically they didn't even exist as a faction at the game start date of 1180. They are also a faction that have great units (I love those Teutonic knights!) but a poor starting position. They are surrounded on three sides by rivals: Lithuania to the east, Kiev to the south, and Poland and the mighty HRE to the west. The remaining border is bounded by the Baltic Sea, so opportunities for expansion are limited.
I will not go into details on how to relocate your faction as experienced DLV players will already know how to do that. I will skip ahead and tell you how to edit the game files. So you've moved your armies through enemy territory and established yourselves in your new homeland. Now the only thing remaining is to move your capital to ensure that future rulers will be crowned at your new capital. This example assumes that you have migrated your Teutonic hordes through Russian territory to the Crimean Peninsula and conquered the city of Cherson.
The first thing to do is save your game and exit. Then you're going to open the game files. These are usually found in C:\Program Files\SEGA\Medieval II Total War\mods\DLV_ext\data, but your configuration may be different. Look for a file called export_descr_ancillaries and double-click on it to open it. You will see a bunch of text that makes no sense, but just ignore that. Be sure to save a backup of this file just in case something goes wrong.
You are looking for a specific file, so the best thing to do is use the CTRL+F function to find it quickly without having to scroll through all that text. Type "crown_teutons" into the box that comes up, and you will immediately be taken further down the text. You will still need to click the "find next" button three times in order to find the appropriate section. You should now see the following text:
Trigger crown_teutons_01
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and SettlementName Thorn
and IsFactionLeader
and not CultureType middle_eastern
and not CultureType greek
and not I_WorldwideAncillaryExists crown_teutons
AcquireAncillary crown_teutons chance 100
The next thing you will do is change the line "and SettlementName Thorn" to "and SettlementName Cherson". Your text should now look like this:
Trigger crown_teutons_01
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and SettlementName Cherson
and IsFactionLeader
and not CultureType middle_eastern
and not CultureType greek
and not I_WorldwideAncillaryExists crown_teutons
AcquireAncillary crown_teutons chance 100
This will take effect immediately, so save the edited file and reload your saved game. The next time you have a new ruler, he should be crowned in Cherson instead of Thorn.
Now to make this a true capital and give your ruler the "at the seat of power" trait, you will need to edit the "export_descr_character_traits" file, which is also located in C:\Program Files\SEGA\Medieval II Total War\mods\DLV_ext\data. When you open it, you'll want to find (CTRL+F) "seat_of_power_teutons". You should see the following lines:
;------------------------------------------
Trigger Seat_of_Power_teutons_01 ;King get +1 Authority when at the capitol
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and SettlementName Thorn
and FactionType teutons
and IsFactionLeader
and Trait Seat_of_Power = 0
Affects Seat_of_Power 1 Chance 100
;------------------------------------------
Trigger Seat_of_Power_teutons_02a ;when the King is away from the capitol, he loses this benefit
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and not SettlementName Thorn
and FactionType teutons
and IsFactionLeader
and Trait Seat_of_Power = 1
Affects Seat_of_Power -1 Chance 100
;------------------------------------------
Trigger Seat_of_Power_teutons_02b ;when the King is away from the capitol, he loses this benefit
WhenToTest CharacterTurnEnd
Condition not EndedInSettlement
and FactionType teutons
and IsFactionLeader
and Trait Seat_of_Power = 1
Affects Seat_of_Power -1 Chance 100
;------------------------------------------
Trigger Reconciled_to_Nobility_teutons_01
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and SettlementName Thorn
and FactionType teutons
and IsFactionLeader
and FactionIsLocal
and Attribute Authority > 5
and Attribute Subterfuge > 8 ;has the crown
and Trait Offensive_To_Nobles = 1
Affects Reconciled_to_Nobility 1 Chance 33 ;we've averted civil war
;------------------------------------------
On each line, edit the "SettlementName" line so that it reads Cherson instead of Thorn. The edited file should look like this:
;------------------------------------------
Trigger Seat_of_Power_teutons_01 ;King get +1 Authority when at the capitol
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and SettlementName Cherson
and FactionType teutons
and IsFactionLeader
and Trait Seat_of_Power = 0
Affects Seat_of_Power 1 Chance 100
;------------------------------------------
Trigger Seat_of_Power_teutons_02a ;when the King is away from the capitol, he loses this benefit
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and not SettlementName Cherson
and FactionType teutons
and IsFactionLeader
and Trait Seat_of_Power = 1
Affects Seat_of_Power -1 Chance 100
;------------------------------------------
Trigger Seat_of_Power_teutons_02b ;when the King is away from the capitol, he loses this benefit
WhenToTest CharacterTurnEnd
Condition not EndedInSettlement
and FactionType teutons
and IsFactionLeader
and Trait Seat_of_Power = 1
Affects Seat_of_Power -1 Chance 100
;------------------------------------------
Trigger Reconciled_to_Nobility_teutons_01
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and SettlementName Cherson
and FactionType teutons
and IsFactionLeader
and FactionIsLocal
and Attribute Authority > 5
and Attribute Subterfuge > 8 ;has the crown
and Trait Offensive_To_Nobles = 1
Affects Reconciled_to_Nobility 1 Chance 33 ;we've averted civil war
;------------------------------------------
You will have to cycle through one turn for the changes to take effect, but you ruler should now have the "at the seat of power" trait.
You can do the same thing with any faction. Move your armies across Europe and relocate whole factions without being limited by the game!
Thanks i'll start a new campaign after reading that now who should i be
One Small Update!
(NEW!)5.21: Example of a 'Stagnated' Large Town
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).*
(UPDATE)* There are exceptions. It's worthwhile to upgrade certain towns to 'Stone Walls'. Cities surrounded by four or more other provinces with a port will pay off better than a 'Large Town'. The trade boost from the upgraded ports 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.
More tips for your other cities:
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.
2) Competent Career Governors maximize 'Economic' cities efficiency. 'Stagnated' Cities require a governor to manage them properly. ( You need a Governor present to micro-manage tax rate)
3) Avoid building unnecessary military buildings in these cities. Maintenance costs will add up and cut into your profits quickly.
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.
5) Be vary careful when you upgrade Agriculture beyond Second Tier in these cities. You may regret it later.
[/spoiler]
----------------------------------------------------------------------------------------------------
Well, I've got the open beta loaded and I'm checking it out this week. Over the next month I will be doing a series of updates to get the SGFNP current with 6.2.
Big props to REPMAN for keeping the DLV dream alive all these years
First up: Updated chapters in the Economy section on the new inflation script and how it effects your ability to acquire GOV points.
If there are any experienced players that would like to make a contribution to the guide, We really need a chapter on DLV's 'Dark Ages' event.
Also we need a chapter on 'Army Management' ( Recruitment limits and how it is tied to how many and types of settlements you have, War Draft, Generals needing to be present for troops to refresh troop ques, ect)
Amazingly, even after all the quality contributions from the guide's many contributors over the last 10 months, we still aren't even close to covering all the unique features in DLV in the SGFNP! That is a tribute to how amazingly sophisticated DLV really is and how much original content has been created by the community over the years.
Enjoy DLV 6.2 Beta everybody.
Cheers,
Xtiaan
Last edited by Xtiaan72; September 09, 2009 at 09:13 PM.
Update:
In the Getting Started Sections;
Courtesy of Blackleaf-Wiile;
How to get Kingdoms Movies Working for DLV
6.2 Version coming soon!
There are a lot of new players asking questions that are covered in-depth in the guide, please check it out. If you have a question on gameplay that isn't covered in the hand-book or guide, ask it here so that the whole community can benefit from the discussion
Currently i play DLV 6.2 (Byzantines), and i don't need Jewish Synagogue to recruit merchants...To build Merchants in a city you must first build a Jewish Synagogue.
In every city if i have at least a Corn Exchange, then i able to recruit merchants.
In the Export_Desc_Buildings file, there is a line:
"agent merchant 0 requires factions { byzantium, } and region_religion judaism 3 and event_counter introduction_byzantium 1"
I don't remember having an event concerning Byzantium, or it's "hidden" ?
Edit:
I'm fairly sure, that Merchant income IS affected by war, and trade agreements.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 completely unaffected by war, trade agreements or the current economic conditions in your Kingdom.
I noticed my merchant get lower income, if i lose the trade agreement with a faction, which territory i have a merchant.
Hope you will understand, my English is not too good.
Last edited by Madigan; October 02, 2009 at 05:18 AM.
Thorolf was thus armed. Then Thorolf became so furious that he cast his shield on his back, and, grasping his halberd with both hands, bounded forward dealing cut and thrust on either side. Men sprang away from him both ways, but he slew many. Thus he cleared the way forward to earl Hring's standard, and then nothing could stop him. He slew the man who bore the earl's standard, and cut down the standard-pole. After that he lunged with his halberd at the earl's breast, driving it right through mail and body, so that it came out at the shoulders; and he lifted him up on the halberd over his head, and planted the butt-end in the ground. There on the weapon the earl breathed out his life in sight of all, both friends and foes. [...] 53, Egil's Saga- The pranks played on the knight Jean de Joinville, 1249, 7th crusade.I must tell you here of some amusing tricks the Comte d'Eu played on us. I had made a sort of house for myself in which my knights and I used to eat, sitting so as to get the light from the door, which, as it happened, faced the Comte d'Eu's quarters. The count, who was a very ingenious fellow, had rigged up a miniature ballistic machine with which he could throw stones into my tent. He would watch us as we were having our meal, adjust his machine to suit the length of our table, and then let fly at us, breaking our pots and glasses.
http://imgur.com/a/DMm19
Another thing: the -4 Law and -4 Happiness for Jewish Synagogue also not working.Your right about both! Looks like merchants are avileble anytime.
It requires the same criteria: "event_counter introduction_byzantium 1"
Looks like this event counter is disabled, or not working for some reason.
Definitely post it on the bug thread, seems like an easy fix. Seems like the script got nerfed in 6.2 some how. Don't think we should revise the guide based on a bug that should be fixed though
''''''''''''''
About the Merchant income observation. I have never noticed trade agreements or anything else affecting merchant income. The only thing I noticed is the skill of your agent affecting it by developing the 'monopolist' trait and the distance your agent is from home. I've also noticed income from very good spots going down slightly if you sit on them too long.
Obviously, Merchant income is not dramatically effected by 'politics' because it's one of the best ways to survive 'dark ages' events. How much do you guys think merchant income is effected by politics? To be completely correct, do you think it should say something like..." Merchant income is only slightly affected by 'trade deals, war, ect'?
We are all in agreement here, right? That six merchants with the monopolist trait on six good spots, that income is going to kick ass regardless of your political situation, no?
I ran a test, here is the result.
My Byz merchant traded silk in Venice territory, (he's finance was 10) for 1248 gold.
I signed a trade agreement with Venice, and checked my merchant right after that (not
after end turn),
his income was 1664.
So, after the agreement was made, the income was exactly 1/3 higher than the
original value.
About the synagogue fix: it seems, if the line "introduction_<faction name> 1" is replaced
with "is_the_ai 0" then it's OK.
But it's my personal fix and i not a modder, so i will definitely report it in the bug thread.
This is a very useful guide, keep up the good work!
I remember something I read on some TWC forum about merchants: take some cheap unit and join with the merchant (or few of them - but that will be a cheating ) then place this unit on a really valuable resource. This way all assembled merchants are making money from the same resource and foreign merchants can't take over their business. Also our merchants are safe from pushing off from the spot by passing by agents or military forces.
I must say that I've never tried this so I can't tell how it works but I thought maybe someone will find it useful.
Last edited by Slon80; October 04, 2009 at 04:00 PM.