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Thread: Build Times on 2 Turns per Year

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  1. #1

    Default Build Times on 2 Turns per Year

    As much as I prefer playing the game at 6 months per turn rather than 2 years, I am really getting sick of seeing 15th century units on 12th century battlefields. So, when I finish my current campaign I want to play with build times that are more appropriate to the Turns setting. I remember someone a while ago mentioning it should be done but not how to do it.

    Please note I know nothing about modding, and can't even remember how I modified the Turns in the first place, so I need detailed instructions on how to do this.

  2. #2
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Build Times on 2 Turns per Year

    It is in the export_descr_buildings file. And it is this part of the entry:

    material wooden
    construction 2
    cost 1200
    settlement_min town










  3. #3

    Default Re: Build Times on 2 Turns per Year

    15th century units in the 12th century? I play with timescale 0.50 as well, but I've yet to see any gunpowder units, and I'm in the 13th century already, no less.

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    Default Re: Build Times on 2 Turns per Year

    Quote Originally Posted by assimilateur View Post
    15th century units in the 12th century? I play with timescale 0.50 as well, but I've yet to see any gunpowder units, and I'm in the 13th century already, no less.
    Gunpowder units are dependent on the 'Gunpowder discovered' event. No event, no gunpowder. And that is where the game still works fine, no matter the timescale.
    Units that are only dependent on the building will appear earlier than normal if the build times are not adjusted.










  5. #5

    Default Re: Build Times on 2 Turns per Year

    Quote Originally Posted by gigantus View Post
    Gunpowder units are dependent on the 'Gunpowder discovered' event. No event, no gunpowder. And that is where the game still works fine, no matter the timescale.
    Units that are only dependent on the building will appear earlier than normal if the build times are not adjusted.

    Yeah, forgot about those events. Still, that's disappointing. I've got a lot of my provinces on the "huge city" or "citadel" level, some of them fully developed, but I was kind of hoping for more variety as time goes by.

    So the most advanced units I got are English Knights, Retinue Bowmen, Armored Swordsmen, Heavy Billmen, Demilancers - is that pretty much all I'm ever going to get (not counting gunpowder units)?

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    Default Re: Build Times on 2 Turns per Year

    I am not sure about other events. "Pavise shield" for the Milanese crossbowmen comes to mind. Easiest way would be to check the EDB for any events on the last tier of the army buildings.










  7. #7

    Default Re: Build Times on 2 Turns per Year

    Quote Originally Posted by gigantus View Post
    I am not sure about other events. "Pavise shield" for the Milanese crossbowmen comes to mind. Easiest way would be to check the EDB for any events on the last tier of the army buildings.
    I've seen pavise crossbowmen since pretty much forever, so if that's normally a late tech, it got broken in my campaign.


    Edit: While we're at it, I noticed that my thread is hardly getting any views.

    You seem like you know your shiat. Care to try and shed any light on my problem?
    Last edited by assimilateur; April 30, 2008 at 04:03 AM. Reason: typo

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    Default Re: Build Times on 2 Turns per Year

    The "Pavise Shield" was in PDER. Sorry for the mix up.










  9. #9

    Default Re: Build Times on 2 Turns per Year

    Quote Originally Posted by gigantus View Post
    The "Pavise Shield" was in PDER. Sorry for the mix up.
    No problem, especially since I don't even know what that acronym means.


    The bottom line however, as far as I can tell, is that the rather meager unit selection I got now isn't going to get better with time, save for a couple of gunpowder units.

  10. #10
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    Default Re: Build Times on 2 Turns per Year

    Quote Originally Posted by assimilateur View Post
    No problem, especially since I don't even know what that acronym means.


    The bottom line however, as far as I can tell, is that the rather meager unit selection I got now isn't going to get better with time, save for a couple of gunpowder units.
    That is correct. Only way to stretch the building is to alter the construction time (and maybe cost) in the EDB .










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