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  1. #1
    Skoran's Avatar Civis
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    Default Castle's wont grow

    Im playing as the teutonic order.

    I have 3 castles and they all have a population growth of 0%.
    How can I increase this?

  2. #2

    Default Re: Castle's wont grow

    Put a high chivalry general in there, and population growth will increase.
    I don't know why does it work, probably high chivalry makes the castle population very horny.

  3. #3
    Musthavename's Avatar Bunneh Ressurection
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    Default Re: Castle's wont grow

    Build farms and the second tier chapel (health bonus). If the region has decent base farm levels, this is usually enough to hit Fortress at least. However, you'll likely need a chivalric General to progress further.

    If this is really troubling you, you can simply tinker with the files and alter the levels at which upgrades happen, or just simply open the console and add_population.
    Give a man a fire, and he'll be warm for the rest of the day.
    Set a man on fire, and he'll be warm for the rest of his life.


  4. #4

    Default Re: Castle's wont grow

    Quote Originally Posted by Musthavename View Post
    If this is really troubling you, you can simply tinker with the files and alter the levels at which upgrades happen, or just simply open the console and add_population.
    How do I do that? I'm interested, can I just change the population requirements for an upgrade? If so where and how?
    I'd really like to remove the process of having to build citadels through generals.
    بارد هذا المترجم هو رهيبة العربية

  5. #5
    Musthavename's Avatar Bunneh Ressurection
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    Default Re: Castle's wont grow

    How do I do that? I'm interested, can I just change the population requirements for an upgrade? If so where and how?
    Right. Pop into the stainless steel data folder and loko for a file descr_settlement_mechanics. It's an XML file, though if you right click and say edit, Notepad should open it (if not, tell it to open with notepad, otherwise it tries to launch it through internet explorer). Then scroll down to the bottom, and you'll see this:

    Code:
       <population_levels>
          <!-- city -->
          <level name="village" base="500" upgrade="1000" min="500" max="1500"/>
          <level name="town" base="1000" upgrade="3000" min="500" max="5000"/>
          <level name="large_town" base="3000" upgrade="8000" min="500" max="12000"/>
          <level name="city" base="8000" upgrade="15000" min="500" max="25000"/>
          <level name="large_city" base="15000" upgrade="30000" min="500" max="60000"/>
          <level name="huge_city" base="30000" min="500" max="120000"/>
          <!-- castle -->
          <level name="moot_and_bailey" base="500" upgrade="1000" min="500" max="1500"/>
          <level name="wooden_castle" base="1000" upgrade="2500" min="500" max="5000"/>
          <level name="castle" base="2500" upgrade="7500" min="500" max="12000"/>
          <level name="fortress" base="7500" upgrade="15000" min="500" max="25000"/>
          <level name="citadel" base="15000" upgrade="30000" min="500" max="50000"/>
       </population_levels>
    Simply change those levels and you're good to go. Make sure the numbers agree with each other though. For example, if you set Upgrade in the Castle line to 5000, make sure to set Base in the fortress line to 5000. I'd reccommend changing the levels to 500, 1000, 2000-2500, 5000-6000, 10000-12000 depending on what suits you. Hence, the new code would look something like this:

    Code:
       <population_levels>
          <!-- city -->
          <level name="village" base="500" upgrade="1000" min="500" max="1500"/>
          <level name="town" base="1000" upgrade="3000" min="500" max="5000"/>
          <level name="large_town" base="3000" upgrade="8000" min="500" max="12000"/>
          <level name="city" base="8000" upgrade="15000" min="500" max="25000"/>
          <level name="large_city" base="15000" upgrade="30000" min="500" max="60000"/>
          <level name="huge_city" base="30000" min="500" max="120000"/>
          <!-- castle -->
          <level name="moot_and_bailey" base="500" upgrade="1000" min="500" max="1500"/>
          <level name="wooden_castle" base="1000" upgrade="2000" min="500" max="5000"/>
          <level name="castle" base="2000" upgrade="5500" min="500" max="12000"/>
          <level name="fortress" base="5500" upgrade="11000" min="500" max="25000"/>
          <level name="citadel" base="11000" upgrade="30000" min="500" max="50000"/>
       </population_levels>
    Hope that helps
    Last edited by Musthavename; November 24, 2008 at 02:17 AM.
    Give a man a fire, and he'll be warm for the rest of the day.
    Set a man on fire, and he'll be warm for the rest of his life.


  6. #6

    Default Re: Castle's wont grow

    what i sometimes do is manually move population using the console, lets say i have a large city with lots of people and a stagnating castle i will add_population "city" -1000 then add_population "castle" 1000.

    in addition i charge myself 10 florins per person so in theis case this would cost me 10000 florins or add_money -10000

    that way i can only do this when i have surplus money and can "entice" some people to move somewhere else in exchange for tax breaks and some free money to get them started.

    after all if you were a peasant who would likely never see a gold sovereign in youre entire life, wouldnt you accept ten of them to walk to the next settlement and start again there?
    Its not the one with youre name on it, its the one addressed to whom this may concern you have to worry about

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  7. #7
    Gorrrrrn's Avatar Citizen
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    Default Re: Castle's wont grow

    Um

    Personally I'd recommend XML Marker for editing .xml files - it'll flag up syntax errors and make the formatting neater. XML Marker is a free download from sites such as majorgeeks and filehippo.

    In settlement_mechanics change the SPF values all contribute to the population increase.

    You can equalise the values for castles and towns, and try increasing other values - by small increments.

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