[RELEASED] CJA's MONSTER STARTPOS >>>All Minors playable for DMUC 6.5, 6.6, 6.7, 6.8 + 6.9<<< and IMPROVED MINOR FACTION GOVERNMENT BUILDINGS
Hello everyone,introducing
CAPTAIN JACK AUBREY's MONSTER + COMPLETE TECH STARTPOS'
>>>>IMPORTANT NOTE: DO NOT CHANGE THE TURNS PER YEAR INSIDE THE DMUC LAUNCHER AS THIS WILL REPLACE THIS STARTPOS WITH A DMUC STANDARD STARTPOS, RENDERING THIS POINTLESS. THIS CAN BE RECTIFIED BY MAUNALLY RECOPING THIS STARTPOS FILE BACK INTO THE RIGHT DIRECTORY.<<<<
Heres what i have done:
Spoiler Alert, click show to read:
-All factions are playable, with the exception of the pirates who have diplomacy issues that i cant fathom
-Hungary and Naples-Sicily and Hessen are enabled from start as that is slightly more historical (and cooler )
-removal of the starting protectorate nations (13 Colonies, Louisana, New Spain, Courland, Saxony, Barbary States and Crimean Khanate) protectorate status to make playing them actually worthwhile, otherwise player cannot unilaterally declare war.
-Script file has the 'big 3' protectorate handover removed, meaning that you can play as the 3 colonial factions (e.g. New Spain, Louisana, 13 Colonies) without issues, (the scripting file is not a mandatory inclusion for the mod to work)
Complete tech starpos only
Spoiler Alert, click show to read:
-Thirteen Colonies now can successfully have revolution
-New Spain can effectively have revolution
-Flanders rebellion spawns a Dutch army
-New Spainish capital changed to new undulasia to facilitate the new spain revolution
-Cannister shot, Fire by Rank and Square formartion researched for all factions (excluding native americans)
Installation
Spoiler Alert, click show to read:
just extract the 2 files (startpos and scripts and put them into the
C:\Program Files\Steam\SteamApps\common\empire total war\data\campaigns\DMUC_Umain or DMUC_Cmain if you wish to replace the custom campign
Known problems
Spoiler Alert, click show to read:
-Minor factions do not have faction descriptions, even if says non playable, its lying, it is indeed playable
-Turns per year changer on the launcher main screen will render this mod useless as it will use a different vanilla DMUC startpos, obviously without the minors playable
-some nations have a bug in which they cannot move armies in the very opening turn of the game, seems to rectify itself after by the next turn
AND INTRODUCING
CAPTAIN JACK AUBREY's IMPROVEMENT FOR MINOR FACTION CAPITALS
(UMFGB, Useful Minor Faction Government Buildings)
Spoiler Alert, click show to read:
This mod aims to help those smaller Minor Nations that lack resources have a chance a success by allowing them bonuses to population growth (to aid minor nations without farms, Hannover etc) and sea trade routes (for port countries) and to give a slight technology research capability to those that do not have space for a university, although the bonuses for research are 1/4 less that abasic university
What this simple mod does is improve the highest tier Govenment building available to Minor nations, usually a Royal Palace if your an Absolute Monarchy. As a result this only effects Minor Nations which do not have access to a 4 or 5 slot city (eg Bavaria, 13 Colonies, Papal States) as this building type can only be constructed in single slot capital cities, of course over time you may capture of nations capitals and get two, but hey, its the spoils of war.
What the Building now does; (please note these are the new values, not added bonueses on top of the existing values)
POSITIVE EFFECTS
- +1 base happiness to Lower class (if applicable to Government Type)
- +1 base happiness to Middle class (if applicable to Government Type)
- +1 base happiness to Upper class (if applicable to Government Type)
- +5 Building Repression
- +11 Bonus to region Tax income
- +2 per turn to Town wealth
- +3 Sea trade Routes (if region has trading port)
- +0.8 to population growth
- Reduces the chances of food shortages
- 3 recruitment slots avaliable per turn
- Aids in the spawing of Rakes, Gentlemen and Missionaries
- +1 increase in agent limit for Rakes, Gentlemen and Missionaries
- +5% increase in research technology rate
- +2 research points for Military Technology
- +2 research points for Industrial Technology
- +2 research points for Cultural Technology
NEGATIVE EFFECTS
- -3 Clamour for reform
- -2 happiness industrialisation penalty to lower class
INSTALLATION
-This mod is very simple to install, simply copy and paste the umfgb.pack file into your
C:\Program Files\Steam\SteamApps\common\empire total war\data
folder then load Darthmod, click on Ultimate campaign and then select edit user scripts, you can either copy and paste the text from the included script file if you have no other .pack mods installed or if you do simply copy and paste the line
mod umfgb.pack;
to the top of the list, see the included script file for reference.
please feel free to discuss strategies, fun battles or random boloks on this thread, its a community thread for you, the minor nations community!
Credits
Spoiler Alert, click show to read:
-Tango 12345, Thread help, Troubleshooting
-HusserlTW, Tutorials, FoW data
-Erasmus777, Tutorials, FoW data
-Fortes, Thread help, Troubleshooting
-Xwyzed, Thread help, Troubleshooting
-Captain Jack Aubrey
(if you like it, throw out a rep for an ol' pal and the above invaluable persons)
Last edited by Captain Jack Aubrey; July 18, 2011 at 02:21 PM.
I know this sounds like a stupid question but since am new to the game I would like to know what do I have to do to be able to build an army encampment building in Naples when playing in Naples & Sicily in DMUC campaign. Thank you.
Hi Wilbur,
i would first suggest copying the originals somewhere safe then simply copy and replace the the new files for the originals, hope this is handy
Ok silly question #2 I see those two files listed in like 6 different DMCU folders and they are of different sizes to each other , so which ones do I replace?
Hi,
thanks got it installed and unlocks the other nations perfectly thank you.. That was my biggest complaint for empire lol.. Hey strange thing happened that Im not sure related to your mod, I was allied with iroquois witha very friendly rating then went to war with the french and suddenly the iroquois declared war then canceld trade agreement seems a bit odd, could that be affected by something in the mod?
I honestly couldn't say. I didn't fiddle with the diplomacy things so if it is it's not intentional. What I would think is that the Iroquois were allied to French as well or they secretly didn't like you or spied that you were weak on the border and decided it would profitable to attack.
it probably can although there are many better minor faction mods out there for vannila, Empire Total factions is one i think, and Husserl TW has made at least one in which every faction isnt dark at the beggining, just use the search thing in the top right and it will probably bring up loads
I'm pretty sure it works with 6.6 as I don't think there has been any startpos changes. I play with this startpos in 6.6 and it hasn't had any problems and the new changes are still noticeable, so I can only assume that it works fine.
I'm pretty sure it works with 6.6 as I don't think there has been any startpos changes. I play with this startpos in 6.6 and it hasn't had any problems and the new changes are still noticeable, so I can only assume that it works fine.