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Thread: Mod: higher income mod for all factions

  1. #1

    Default Mod: higher income mod for all factions

    What this mod does:
    Adding 1600 denarii per round as fix income to all factions.

    What this mod not does:
    Improving the way the AI will spend the money

    Why this mod:
    In vanilla, some factions already got 800 Denarii per turn via a hidden faction trait.
    Someone requested to do a mod that adds denarii to all factions.
    I liked the idea, and now here is the mod. ;-), should prevent that some factions will become too strong too soon, and with other mods this should increase the difficult for the player.

    Compatibility:
    With all mods that are not changing the:
    effect_bundles_to_effects_junctions_tables

    Installation:
    movie.pack format:
    1. extract the archive
    2. coy the file "mod_economy_additional_income_allFactions.pack" and paste it your Rome 2 data folder
    3.Start a new campaign (not sure if this is save game compatible, I doubt it)


    mod.pack format:
    1. extract the archive
    2. coy the file "mod_economy_additional_income_allFactions.pack" and paste it your Rome 2 data folder
    3. use the "mod manager" by .Mitch. to activate the mod
    4. Start a new campaign

    Recommended mods:
    http://www.twcenter.net/forums/showthread.php?618614 ==> Grand Campaign minimod by Livebyte
    http://www.twcenter.net/forums/showthread.php?618583 ==> Squalour and Hunger reduction by Livebyte
    http://www.twcenter.net/forums/showt...t-train-armies ==> Champions canīt train armies mod, by me
    http://www.twcenter.net/forums/showt...2#post13250602 ==> Mod_CAI_higher agressiveness and higher military spending by me

    Other mods:
    A combat mod you like
    Unit mods as long as they are just visual
    Graphic mods you like

    External download links:
    mod.pack format: http://www.2shared.com/file/VwNWa9yp...l_income_.html
    movie.pack format: http://www.2shared.com/file/a7lUjwOH...l_income_.html

    Feedback regarding balancing would be nice, perhaps I will create another version with a bit higher income for the "major factions" like Carthage, Arverni etc.

    THANKS to VIALABO for releasing the "God Save Carthage" mod!

    If you dont like additional income and you want to get rid of the additional income for only a few factions in vanilla, you can download the mod here:
    http://www.twcenter.net/forums/showt...0#post13253750


    As always, feel free to play around with this mod, use it in your own or whatever, permission is granted, feedback and crediting me would be nice.
    If you want to change the income, deleting it for some factions etc, the tutorial you will find here:
    http://www.twcenter.net/forums/showt...-faction_trait
    Last edited by Andonai; September 18, 2013 at 10:12 AM. Reason: adding external download links

  2. #2

    Default Re: Mod: higher income mod for all factions

    N1, I ended up adding 4k per faction, apart from the one I was playing, and the war between Carthage/Libya and Rome is an epic 3 stack a side affair around Sicily. Iv since realised this buff is for every AI city, not just the capital so I might have to tone it down later. I used your other mod, with half food and squalor reduction to boot, and still found a lot of fish ports, temples and agricultural buildings in most minor settlements. To be fair to the AI, they don't have much choice at the start. Athens and sparta both upgraded their starting mustering field into a skirmish camp, and I struggled to find a hoplite barracks anywhere in the Greek areas. Army composition seemed good though, Athens had a full stack of hops, and a half stack of slingers, sparta a lot of spears. Crete and Rhodes still just militia hoplites due to lack of a barracks of any kind. If the AI are willing to knockdown buildings when they take a province, this shouldnt be a problem. If they dont knock stuff down, just convert it to a building of the same class in their own culture group, then they will end up taking over a lot of settlements with just temples and grassland. The root problem being its impossible to balance a single province with a recruitment/upgrade building, the single province factions are forced into a food building and a public order one, at least that's how it appears. Iv played a campaign with no food/squalor and most provinces had a military building of some sort.

  3. #3

    Default Re: Mod: higher income mod for all factions

    Because it may be difficult to tell if a particular mod or patch changes that file (or if there is a way, please let us know), can you tell us if this is compatible with Radious Total War Mod and the patch 3 beta?

  4. #4

    Default Re: Mod: higher income mod for all factions

    Radious implemented the same files already in one of his mods, think is the economy or Ai one. The only difference is, he set the bonus money to 400 denarii.
    If you want to change the money, its easy to do, the tutorial you will find here:

    http://www.twcenter.net/forums/showt...-faction_trait

  5. #5

    Default Re: Mod: higher income mod for all factions

    Tried your mod out. Interesting change. Makes small factions quite dangerous in early game. Unfortunately, AI building logic is still borked and so AI factions enter mid-game with full stacks of weak early-game units.

    Tried to D/L your other mods but get only a blank page after clicking link.
    Can you please provide valid links as per the rest of the TW modding community?

  6. #6

    Default Re: Mod: higher income mod for all factions

    It's much easier to simply change the faction_gdp_other and faction_gdp_other_minor table within the campaign_variables table. This allows you to add extra income through the "other income" you see in-game, and also separates between major (playable) and minor factions.

  7. #7

    Default Re: Mod: higher income mod for all factions

    Hey andonai, I need a favor. for some reason I am not getting the MM made by mitch to work. so the only way I can upload a mod is with the steam workshop or adding the file to my data folder like you normally would but I need a second file with the exact same mod name that is an image file.

    With the CA MM it will see the pack file but if there is no image to go with it the CA MM will not upload the pack file. Any chance you would be willing to hook that up with a new link please

  8. #8

    Default Re: Mod: higher income mod for all factions

    does it work well with patch 7?

  9. #9

    Default Re: Mod: higher income mod for all factions

    money is the mechanism that ca has tried to use to control game play without ever fixing the ai and that I believe has been true in all of their games. rtw2 is in some ways the worst exploit of their series. (or have I become jaded?) at any rate that is what I have done although not so much for all factions. giving a lot more money to the punic factions did produce various versions of the punic wars although largely in Iberia. still the ai does not know how to use it properly. and in all cases the ai factions will start expeditions of boats filled with troops of poor quality sitting in the water mostly. it is just ca. I have also loosened up the tech tree and to some extent building and of course changed the corruption penalty because it is excessive. I am not claiming that my versions are good, great but that is a way to make the game at least more interesting. still kind of a drag. but use this mod and see for yourself. I am waiting for patch 7 and will try this approach with the Dresden stuff and perhaps some more radious. and having done med1, med2, etw, ntw, rtw1 and rtw2 I am largely done with ever buying from ca again. and btw every CA battle has a solution - use flanking cavalry supported by some infantry and you will destroy every enemy army. works in every game in their series. timing and some method to create opposition in the middle is the only issue. but do try this mod. I should have written try this mod or try this approach.
    Last edited by trk; December 03, 2013 at 11:49 PM.

  10. #10

    Default Re: Mod: higher income mod for all factions

    Quote Originally Posted by Andonai View Post
    What this mod does:
    Adding 1600 denarii per round as fix income to all factions.

    What this mod not does:
    Improving the way the AI will spend the money

    Why this mod:
    In vanilla, some factions already got 800 Denarii per turn via a hidden faction trait.
    Someone requested to do a mod that adds denarii to all factions.
    I liked the idea, and now here is the mod. ;-), should prevent that some factions will become too strong too soon, and with other mods this should increase the difficult for the player.

    Compatibility:
    With all mods that are not changing the:
    effect_bundles_to_effects_junctions_tables

    Installation:
    movie.pack format:
    1. extract the archive
    2. coy the file "mod_economy_additional_income_allFactions.pack" and paste it your Rome 2 data folder
    3.Start a new campaign (not sure if this is save game compatible, I doubt it)


    mod.pack format:
    1. extract the archive
    2. coy the file "mod_economy_additional_income_allFactions.pack" and paste it your Rome 2 data folder
    3. use the "mod manager" by .Mitch. to activate the mod
    4. Start a new campaign

    Recommended mods:
    http://www.twcenter.net/forums/showthread.php?618614 ==> Grand Campaign minimod by Livebyte
    http://www.twcenter.net/forums/showthread.php?618583 ==> Squalour and Hunger reduction by Livebyte
    http://www.twcenter.net/forums/showt...t-train-armies ==> Champions canīt train armies mod, by me
    http://www.twcenter.net/forums/showt...2#post13250602 ==> Mod_CAI_higher agressiveness and higher military spending by me

    Other mods:
    A combat mod you like
    Unit mods as long as they are just visual
    Graphic mods you like

    External download links:
    mod.pack format: http://www.2shared.com/file/VwNWa9yp...l_income_.html
    movie.pack format: http://www.2shared.com/file/a7lUjwOH...l_income_.html

    Feedback regarding balancing would be nice, perhaps I will create another version with a bit higher income for the "major factions" like Carthage, Arverni etc.

    THANKS to VIALABO for releasing the "God Save Carthage" mod!

    If you dont like additional income and you want to get rid of the additional income for only a few factions in vanilla, you can download the mod here:
    http://www.twcenter.net/forums/showt...0#post13253750


    As always, feel free to play around with this mod, use it in your own or whatever, permission is granted, feedback and crediting me would be nice.
    If you want to change the income, deleting it for some factions etc, the tutorial you will find here:
    http://www.twcenter.net/forums/showt...-faction_trait
    Hi sorry, can u made this mods compatible for Patch 7,please and thanks in advance.

  11. #11

    Default Re: Mod: higher income mod for all factions

    this topic has been helpful in discussion alone, thx guys

  12. #12

    Default Re: Mod: higher income mod for all factions

    stopped working when lunch ! . tried deleted cash, prefrence, and no any other mods, still crush

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