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  1. #1

    Default Distance to Capital

    Is there any way to change this setting?

    I wanted to turn it off. Thanks for the help in advance.



  2. #2

    Default Re: Distance to Capital

    I want to know too, but for different reason. I want it more severe, in an attempt to see if it can be used as a mechanism to stop the large empires developing too fast, thus making the late game tedious with 3-4 superpowers.

    I dug a little in the c:\yourmedievalinstalldirectory\medieval2\mods\...yourmod...\data\descr_settlement_mechanics.xml

    where i found the section:
    ....
    <factor name="SOF_DISTANCE_TO_CAPITAL">
    <pip_modifier value="1.0"/>
    <castle_modifier value="0.5"/>
    <city_modifier value="0.6"/>
    <pip_min value="0"/>
    <pip_max value="16"/>
    </factor>
    ....
    So i am going to see what happens when i play around with these values.
    (always take a copy of the file incase the need to go back to the original values)

  3. #3
    Evolution's Avatar Feel my sting
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    Default Re: Distance to Capital

    But doesn't capital distance maintain realism in the game. I know CA didn't work too much on this but the population of your empire should play a larger and more important role. For example you could get alot of migrants into your empire because say, you have a Relic, Your the 1st to build a Cathedral, the Pope Visits, and other stuff.

    Any way, I suggest you put up with it because it does add alot of realism into campaign map. I'm Guessing you wish to know all this because you've proberly started to attack Jerusalem or a faction with a different religion. You can just re-site your capital to the low order cities until their religion or population happiness is more stable.


    For a more realistic campaign map focusing on not just factions and historical cities but events and Army Food and adding huge amounts of traits I suggest...

    Stainless Steal.
    Total war turned me into a Twcenter religious fanatic
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  4. #4
    Faris ad Din's Avatar Ducenarius
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    Default Re: Distance to Capital

    Quote Originally Posted by Routed Peasant View Post
    I want to know too, but for different reason. I want it more severe, in an attempt to see if it can be used as a mechanism to stop the large empires developing too fast, thus making the late game tedious with 3-4 superpowers.

    I dug a little in the c:\yourmedievalinstalldirectory\medieval2\mods\...yourmod...\data\descr_settlement_mechanics.xml

    where i found the section:
    ....
    <factor name="SOF_DISTANCE_TO_CAPITAL">
    <pip_modifier value="1.0"/>
    <castle_modifier value="0.5"/>
    <city_modifier value="0.6"/>
    <pip_min value="0"/>
    <pip_max value="16"/>
    </factor>
    ....
    So i am going to see what happens when i play around with these values.
    (always take a copy of the file incase the need to go back to the original values)
    I don't want to pretend to know everything for certain, but this part of the file is really simple to figure out and modify. I modified it to both reduce the rate at which Distance to Capital builds up and lower the maximum cap on it.

    <factor name="SOF_DISTANCE_TO_CAPITAL">
    <pip_modifier value="1.0"/> - modifier value for the rate at which distance to capital builds up (both cities and castles). Halve it, and you get half the distance to capital for the same distance in game.
    <castle_modifier value="0.2"/> - modifier value for castles. Looks like it's lower than that for cities.
    <city_modifier value="0.5"/> - modifier value for cities. Lower than that for castles.
    <pip_min value="0"/> - minimum distance to capital result - it's clear you can't get negative distance to capital and hence bonus to public order.
    <pip_max value="16"/> - maximum distance to capital result - note that for each "1" it's a 5% penalty to public order. Hence 16 would give 80%. Lower it to 0 for no Distance to capital.
    </factor>

    It may also be useful to also edit SIF_CORRUPTION to reduce the rate at which corruption builds up. It's influenced by distance to capital as well.
    <factor name="SIF_CORRUPTION">
    <pip_modifier value="1.0"/>
    </factor>

    But messing around with SOF_SQUALOUR not only affects public order but population growth rate as well, so you may end up only creating runaway grown across the campaign. I'm not sure if there's a way to reduce only the public order penalty of squalor while leaving the population growth penalty unaffected.
    Last edited by Faris ad Din; November 17, 2007 at 05:38 PM.

  5. #5

    Default Re: Distance to Capital

    I'd like to know this as well.

    Many like the game realistic, and that's fine, but in this particular savegame I'm concerned with dominating the world. The distance to capital is extremely annoying and I would like to know how to turn it off.
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