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Thread: Modding for reduced Revolts

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  1. #1

    Default Modding for reduced Revolts

    Hey all,
    My question may have already been answered, but the idea of going through 20 pages to find it, is well.....not appealing.

    I'm playing the S.P.Q.R. mod, and the revolts of the cities is wrecking my campaign, as I can't even concentrate on the treacherous Germans who broke our peace treaty, or finish off the Carthaginians in Spain. Every turn a new city, or two, revolts, half my cities are in red, for the mood lol.

    So, yeah, my question is, is there a way to modify the revolt risk in the game files?

    I understand that building certain structures will lower the risk, and lowering taxes and increasing the games will do that as well..

    My question is about the editing portion

    Thanks guys/girls

    Ken

  2. #2

    Default Re: Modding for reduced Revolts

    A) This forum is not for questions, use the Workshop for these. I'll move this there.

    B) The search function *is* your friend, do use it. If nobody couldn't be bothered to find the answer to one's problems by himself/herself, we'd be still playing vanilla RTW...

    C) You can always give the government bulildings a huge public order bonus. Go to data/export_descr_buildings.txt, go to the tree called "core" and in each of its five levels add the bold part:

    Example:
    Code:
                capability
                {
                    recruit "carthaginian peasant"  0  requires factions { spain, } 
                    recruit "barb peasant briton"  0  requires factions { britons, } 
                    recruit "barb peasant dacian"  0  requires factions { dacia, } 
                    recruit "barb peasant gaul"  0  requires factions { gauls, } 
                    recruit "barb peasant german"  0  requires factions { germans, } 
                    recruit "barb peasant scythian"  0  requires factions { scythia, } 
                    recruit "carthaginian peasant"  0  requires factions { carthaginian, } 
                    recruit "east peasant"  0  requires factions { eastern, } 
                    recruit "egyptian peasant"  0  requires factions { egyptian, } 
                    recruit "greek peasant"  0  requires factions { greek, } 
                    recruit "roman peasant"  0  requires factions { roman, } 
                    ; anti-revolt happiness bonus below (this line is a comment)
                    happiness_bonus bonus 10
                }

  3. #3

    Default Re: Modding for reduced Revolts

    Well thanks, and about the search option lol i spent a good deal of time searching, and hence i ended up here. We all search for answers, I'm not glued to forums, unless its the last option.

    Thank you though

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