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June 20, 2008, 03:08 PM
#1
Ethic tension and colonies
Here it goes, my very first topic.
I would like to start by saying that I'm really amazed by this mod, I've been enjoying it very much. One thing in particular caught my attention, and that's the colony-system. It does a good job of representing the various migrations and livens up the game-play (especially role-playing wise).
I'm sorry if this has already been discussed, but I couldn't find it on the forum; is it possible to remove the colonies that another faction has build in city that you conquer?
I'm thinking about the Greek colonies in Ptolemaic Egypt. I had a lecture about this subject not to long ago.
The native population rose up against the Greek settlers. My question suggestion is if such events could be recreated...
Or if it's possible to destroy a colony to represent some kind of uprising.
This could be translated to gameplay in a temporary increase in unrest and a loss in population.
I suggest this because sometimes it doesn't make sense to have a colony in a city where the entire population is of the native culture.
As Gaul I've taken the city of Emporion which holds a Greek colony, but the entire population is 'converted' into barbarism.
Please let me know what you think of it.
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June 20, 2008, 06:44 PM
#2
Re: Ethic tension and colonies
You cannot destroy colonies, although it can be made so by editing the game files. Not sure exactly how, but I've heard its relatively easy if you want to do it yourself. Emporion converted to babarian culture when playing as Gaul because barbarism is your factions culture, and if a settlement has either a colony or native culture of your main culture, it automatically coverts, regardless of settlement culture breakdown.
Congrats on your first topic.
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June 20, 2008, 08:15 PM
#3
Re: Ethic tension and colonies
You can make the colonies destructible by removing the "hinterland" bit from the name of the building tree. You may also have to clean up some other files that refer to the name of the building tree.
I don't recommend it though. Weird stuff will happen if regions are left without a dominant culture building, regions will become too easy to colonise, and the AI will be put at a severe disadvantage.
As Scutarii says the influence of existing natives/colony buildings is automatically reduced if the region is taken over by a faction from a different culture. If you like, you can think of the population numbers as representing the relative power or influence of people from different cultures, rather than just numbers of people.
If the old culture comes to power again then the people from that culture who were hiding out in the hills and hinterlands come back into positions of influence.
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