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  1. #1
    icydawgfish's Avatar Campidoctor
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    Default City mod for RS

    I'm brainstorming with my basic modding knowledge on making a city mod for RS w/BI similar to that of EB and RTR and plan on releasing it with DVK's permission after completion. What I need from you, the community, is suggestions on what cities should be able to reach the levels of huge and large (all other cities will be minor cities). This must be based off what cities were important, but there must be huge and large cities scattered across the map so all factions can recruit elites in some provinces. Here's what I have so far.

    Huge: Rome, Syracuse, Carthage, Athens, Pella, Alexandria, Antioch, Pergamon, Seleucia, Babylon, Byzantion, and all factional capitals

    Large: Sparta, Capua, Persepolis, Londinium, Memphis, Carthago Nova, Sinope

    This is all I have so far but I need suggestions especially regarding Spain, Gaul, Germania, Central Europe, the Steppes, the Far East, Caucasia, and Anatolia. I also have a few questions:

    1. At what barracks level does Rome recruit named legionaries and early legionaries?
    2. At what city level does Rome gain the ability to build highways? I believe that it's at 4 and if I'm correct, how can I make it buildable at the minor city level?

    Last edited by icydawgfish; May 04, 2008 at 11:23 PM.


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  2. #2

    Default Re: City mod for RS

    The named legions are scattered throughout the map and require a high level of barracks. The Army barracks and the last level of barracks.(Forgot the name)

    So those cities I guess have to be excluded.
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  3. #3
    icydawgfish's Avatar Campidoctor
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    Default Re: City mod for RS

    Hmm, while I guess I could make it so that all those cities could become Huge, I don't see that as being very realistic while the goal of this is to fix a pet peeve of mine. I'd rather not exclude the Roman playing community by breaking the reforms, so is it possible to move down the reforms units and early legionary units to the 3rd tier barracks without any complicated work?


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  4. #4

    Default Re: City mod for RS

    Quote Originally Posted by icydawgfish View Post
    Hmm, while I guess I could make it so that all those cities could become Huge, I don't see that as being very realistic while the goal of this is to fix a pet peeve of mine. I'd rather not exclude the Roman playing community by breaking the reforms, so is it possible to move down the reforms units and early legionary units to the 3rd tier barracks without any complicated work?
    I beleive that will require major work(But I could be wrong). And create inbalance issues if the AI is playing as Rome.

    The 3rd tier barracks is easy to get and the players will trigger the reforms super quick all they need to do is build a Imperial palace in te proper city and thats it. Reforms
    Last edited by century x; May 04, 2008 at 11:34 PM.
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  5. #5
    icydawgfish's Avatar Campidoctor
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    Default Re: City mod for RS

    Well, I only play as Greek factions and Carthage, so it wouldn't bother me but it would bother a large portion of the RS community. But it would essentially contain the Romans to Italy, Gaul, and Greece with the pre-Marian legions. Maybe this issue will be fixed in RS2 or maybe I should just get over my peeve of having the map littered with huge cities.


    "I used to eat people, but now I'm full."

  6. #6

    Default Re: City mod for RS

    Well Yes its understandable that the Huge cities can be everywhere in the map.. But this will probaly hurt a huge part of the community due to that there all Roman Players(I myself is one of them).

    If you look around some more maybe there is something you can do without affecting the named legions.
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  7. #7

    Default Re: City mod for RS

    Quote Originally Posted by century x View Post
    Well Yes its understandable that the Huge cities can be everywhere in the map.. But this will probaly hurt a huge part of the community due to that there all Roman Players(I myself is one of them).
    I don't think it'd hurt anyone who was downloading it due to them knowing what it'd do, and also i believe a great many of us RS players dont ever touch Rome. I know that i dont, and i dont have any plans to start.
    Life goes on, and Carthage keeps killing Romani like its nothing.



  8. #8

    Default Re: City mod for RS

    Quote Originally Posted by icydawgfish View Post
    This is all I have so far but I need suggestions especially regarding Spain, Gaul, Germania, Central Europe, the Steppes, the Far East, Caucasia, and Anatolia.


    in germania there were only 2 big and important cities. cologne agrippina (cologne today) and augusta treverorum (trier today).

    augusta treverorum was the biggest city northern the alps.

    Quote Originally Posted by icydawgfish View Post
    1. At what barracks level does Rome recruit named legionaries and early legionaries?
    early legionaries are available after the marian reforms in city barracks and the named legionaries only in royal barracks.

    Quote Originally Posted by icydawgfish View Post
    2. At what city level does Rome gain the ability to build highways? I believe that it's at 4 and if I'm correct, how can I make it buildable at the minor city level?
    thats correct at level 4 (large_city) you're able to build the highways

    highways requires factions { romans_brutii, }
    {
    capability
    {
    road_level 2
    trade_base_income_bonus bonus 3 requires factions { romans_brutii, }
    law_bonus bonus 1
    happiness_bonus bonus 2
    population_growth_bonus bonus 1 requires factions { romans_brutii, }
    }
    construction 6
    cost 12000
    settlement_min large_city
    upgrades
    change the settlement level from large_city to city, large_town, town or ever you want!

    hope this helps?
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  9. #9

    Default Re: City mod for RS

    Well there you go. FInd out which cities recuit the legions and which ones don't. And do what you do best with those cities.
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  10. #10
    icydawgfish's Avatar Campidoctor
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    Default Re: City mod for RS

    Thanks Legio XV, that's really useful but what I meant by early legionaries was the Caesarean legionaries recruitable before the Marians. How can I move the signature Roman units to lower level barracks tiers? After I know how to do that and more people post suggestios for the cities I'm set.


    "I used to eat people, but now I'm full."

  11. #11

    Default Re: City mod for RS

    Quote Originally Posted by icydawgfish View Post
    Thanks Legio XV, that's really useful but what I meant by early legionaries was the Caesarean legionaries recruitable before the Marians.
    ok... i think you meant the VE legions (VE = Very Early)! the ve legionaries are available before the marian reforms like the early (cesarean legions) in the city barracks!

    and to suggest some more... in gaul there were 3 important cities...
    Alesia, Lutecia and Massilia. massilia had influence from 3 different cultures... first started by the greeks as a colonial city, later conquered by the romans but most of the citizens were gauls!

    Quote Originally Posted by icydawgfish View Post
    How can I move the signature Roman units to lower level barracks tiers? After I know how to do that and more people post suggestios for the cities I'm set.
    thats a lot of work m8 ... you have to change the whole recruitment system for the romans!

    as example:

    recruit "legio iii gallica" 0 requires factions { romans_brutii, } and marian_reforms and hidden_resource legio1 and hidden_resource home
    the "0" stands for the experience level the unit have if you recruit them!
    the "requires factions" stands for... i think you know it!!
    the "and marian_reforms" stands for the unit i firstly available after the marian reforms... if you want a unit to be recruitable before marian reforms you must write "and not marian_reforms"
    the "and hidden_resource legio1" stands for this unit is recruitable in the region legio1. in this case ... legio1 is "Genua"
    the "and hidden_resource home" stand for the homeland from the romans... itlay

    hope this is all right ... im modding myself a little, but my knowledge are only the basics! perhaps someone from the dev team can clear some things out! or go to the rome workshop here at TW Center for further informations.
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  12. #12

    Default Re: City mod for RS

    First, I would like to greet icydawgfish for the great idea!
    Second:

    Quote Originally Posted by Legio XV Apollinaris View Post
    ok... i think you meant the VE legions (VE = Very Early)! the ve legionaries are available before the marian reforms like the early (cesarean legions) in the city barracks!
    Aren't the VE legionaries the 'caesarian' ones? I believe the early named legions are 'consular'.

  13. #13

    Default Re: City mod for RS

    Quote Originally Posted by Octavius-Augustus View Post
    Aren't the VE legionaries the 'caesarian' ones? I believe the early named legions are 'consular'.
    ohh.. yep, thats right! my fault! thanx Octavius!!! i dont know why i had caesarian legions in my mind
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  14. #14
    icydawgfish's Avatar Campidoctor
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    Default Re: City mod for RS

    I don't really think I'm up for the task of rewriting the Roman recruitment system but I may try it later once I start on the mini mod itself which should take no more than a day or so. I just need cities suggestions for Large and Huge in the East, steppes, Germania, and Central Europe.


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  15. #15
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    Default Re: City mod for RS

    I think you have it backwards, if you can't redo the recruitment for Rome then there's no point in doing the mod, since the mod without altering recruitement would cripple Rome to the point it couldn't do anything.
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  16. #16

    Default Re: City mod for RS

    I'm fairly certain they use hidden_resources to define which regions can have larger cities, and given that RS uses all 64 slots, this could be difficult. Some clever combining of existing ones may free up one or two, but make sure to extensively test it.

  17. #17

    Default Re: City mod for RS

    keep in mind that if many cities will remain "minor cities",with the huge population growth bonuses in RS you will get enormous unrest due to overpopulation and squalor...so also the population decrease buildings (suburb,village,town,city) must be available at a lower level of the core building!


  18. #18

    Default Re: City mod for RS

    Unrest caps out at 100%, and squalor kicks in higher at lower city levels... with less population, unrest due to squalor will be more easily fought with garrison troops.

    I have no problem ruling Mediolanum, (61k people) with a decent governor, the right buildings, and a good garrison. The tax and trade from 60k+ people MORE than make up for it.

  19. #19
    icydawgfish's Avatar Campidoctor
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    Default Re: City mod for RS

    Great, I guess this will be more complicated than I thought. I hadn't thought about all of these and I was only concerned with Roman recruitment and I never play the Romans.


    "I used to eat people, but now I'm full."

  20. #20

    Default Re: City mod for RS

    I understand the reason for making Sparta a large city (you need that for those Spartans of old), but it should be a large town at most historically. Thapsus (near Carthage) was pretty important as was Numantia in Spain. Those Numantians gave the Romans hell for quite a while. Damascus was also important to the Romans. The Sarmatians unfortunately had little to claim in terms of cities so I guess you'll just have to fudge that part

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