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Thread: [SUBMOD] Reduce Squalor, Increase Food production

  1. #1
    FlashHeart07's Avatar Praepositus
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    Default [SUBMOD] Reduce Squalor, Increase Food production

    I have put together a small submod which increases food production. Buildings like fishing ports, grain producing cities, farms and cattle will produce 1.5 more (Numbers that reached ex 7.5 was changed to 8) and I have also reduced the PO penalty from squalor from these buildings by x2 (Numbers that reached ex 1.5 was changed to 2, so it wont be too easy)

    I was very quickly put together so there might be mistakes or buildings missing.
    Please feel free to give feedback and suggestions. As I now have the main submod finished it shouldnt be too hard to add or change this.

    Spoiler for Newest Version
    Last edited by FlashHeart07; July 24, 2015 at 03:48 AM. Reason: Updated Mod

  2. #2

    Default Re: [SUBMOD] Reduce Squalor, Increase Food production

    Playing as Rome, it looks like you've accidentally removed all of the effects on the religious building, city center, and industry chains.

  3. #3

    Default Re: [SUBMOD] Reduce Squalor, Increase Food production

    Since I can't edit my post to add it on, the Hellenic chains have a similar problem.

  4. #4
    FlashHeart07's Avatar Praepositus
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    Default Re: [SUBMOD] Reduce Squalor, Increase Food production

    Yeah. And I think I know why. Will have a fix for it tomorrow Unless you want to try yourself.? Just open up the file with PFM. Open up all tables. dB -> building_effect_junctions -> what its name is. Then rename it. Just add _"something" at the end. That way it wont overwrite the original DeI files

  5. #5

    Default Re: [SUBMOD] Reduce Squalor, Increase Food production

    Yes, that fixed it. Thanks for the help.

  6. #6
    FlashHeart07's Avatar Praepositus
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    Default Re: [SUBMOD] Reduce Squalor, Increase Food production

    Np. Will do it to the other files aswell. Are my changes still in effect?

  7. #7

    Default Re: [SUBMOD] Reduce Squalor, Increase Food production

    Unfortunately, no. I think you're going to have to have to overwrite the DeI file completely.

  8. #8
    FlashHeart07's Avatar Praepositus
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    Default Re: [SUBMOD] Reduce Squalor, Increase Food production

    Yeah I thought so. Bummer. Will take a little while but will have a new version uploaded later today

  9. #9
    FlashHeart07's Avatar Praepositus
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    Default Re: [SUBMOD] Reduce Squalor, Increase Food production

    Mod have been updated. Should work.

  10. #10
    thomas_r's Avatar Decanus
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    Default Re: [SUBMOD] Reduce Squalor, Increase Food production

    I will use your mod
    I had one before but with all these changes I prefer use a new version

    Did you reduce the corruption from building ? (I had personally done it, I think we have enough corruption, thats why I reduce by 2 all buildings that give corruption)

  11. #11
    FlashHeart07's Avatar Praepositus
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    Default Re: [SUBMOD] Reduce Squalor, Increase Food production

    Nope. Only reduced squalor and increased food. And only did it for food producing buildings. Therefore I havent done anything to trade buildings that gives food. Should I make a version with decreased corruption for the same buildings or all?

  12. #12
    thomas_r's Avatar Decanus
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    Default Re: [SUBMOD] Reduce Squalor, Increase Food production

    It really depends, do you find the game too easy / too challenging ?

    If it is too easy for you dont change anything.
    Personally, I already modified your mod, all building that give -10 PO I put it to -8, its not a lot but its something.

    Because if you cumulate, a tier 4 minor and big city you have easy -16 PO. It's hard to manage cities in DEI (still my thoughts)

  13. #13
    FlashHeart07's Avatar Praepositus
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    Default Re: [SUBMOD] Reduce Squalor, Increase Food production

    I dont play with this submod myself. I just created it on request. Most of the time I find the normal mod too easy so submods reducing squalor and increasing food is not needed. Besides. Im playing version 1.1 and I dont want to mess up the balancing with submods.

  14. #14
    thomas_r's Avatar Decanus
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    Default Re: [SUBMOD] Reduce Squalor, Increase Food production

    In what difficulty you're playing your campaigns ? (Before 1.1)

    Does 1.1 get improvements for buildings ? (except the millitary ones)

  15. #15
    FlashHeart07's Avatar Praepositus
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    Default Re: [SUBMOD] Reduce Squalor, Increase Food production

    Usually Hard, sometimes VH depending on what faction I play.
    Some changes I believe mainly because of the new supply system. Other than that I cant really remember. Too many changes already.

  16. #16
    thomas_r's Avatar Decanus
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    Default Re: [SUBMOD] Reduce Squalor, Increase Food production

    Hum yeah the same, it depends I think.

    Good to know ! Have fun with this version, I hope we will test it soon :p

  17. #17

    Default Re: [SUBMOD] Reduce Squalor, Increase Food production

    Enjoyed this mod due to the increase in building diversity. Any chance for an update?

  18. #18
    FlashHeart07's Avatar Praepositus
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    Default Re: [SUBMOD] Reduce Squalor, Increase Food production

    No problem any preferences?

  19. #19
    Tiro
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    Default Re: [SUBMOD] Reduce Squalor, Increase Food production

    Hey Flash,

    Bit off topic of this, just curious if you could help me figure out what is causing the conflict.

    I was using the alternate religious system submod with 1.1 and it was working fine. I added the no PO penalties for stationing armies in cities, reduced upkeep, and the beta 1.1b mod/patch. Any idea which of the three would be causing the issue? Or would it be a stacking problem? I would think the mods would be fine stacking since the alternate religion mod only changes the province stuff and the other two I don't believe would cause a conflict there.

    Also, I do apologize again for how off topic this is, but for the no PO penalties to stationing units in cities are you still supposed to get troops earning xp in the city? Tool top says they would, however I noticed they would not gain xp. Not sure if broken mod, mod conflict, or bad tooltip.

    Just wanted to catch you while you were around since I trust you on this kind of stuff. I would do some self testing to try to figure it out, but since I'm not able to use my computer atm and am a pretty big novice with steam file editing, figured I'd ask you
    Historical aide for Divide et Impera (DeI). I'm not cool enough for image signatures.

  20. #20
    FlashHeart07's Avatar Praepositus
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    Default Re: [SUBMOD] Reduce Squalor, Increase Food production

    Without knowing exactly what tables each of the submods change I cant say which is the conflicting one.
    Your load order would also be nice to know
    But in the end the best way to track down the conflict is, as you say, to remove them one by one till the game doesnt crash. And when I say remove, I mean removing them entirely from the data folder. This also means unsubscribing them on steam to avoid a redownload. You can just move them to the dashboard, as long as they are not in the data folder
    About the XP, you could have some decrease but that is unlikely. Try without the submod and see if the XP goes up.
    Other than that, you are always welcome to write me a PM

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