
Originally Posted by
Tsarsies
Distance to capital oder issues is controlled in the settlement_mechanics.xml file. find these lines...
<factor name="SOF_DISTANCE_TO_CAPITAL">
<pip_modifier value="0.5"/>
<castle_modifier value="0.4"/>
<city_modifier value="0.5"/>
<pip_min value="0"/>
<pip_max value="16"/>
</factor>
the pip_modifier value is the distance
the castle_modifier and city_modifier values alter the pip modifier value by that amount. in percentages. so if the pip_modifier value is 0.5, and the city modifier value is 0.4, settlements are affected when 40% of the 0.5. It can be confusing...
the pip_min and pip_max is the maximum value the pip can attain. meaning that (in the above example) distances further than 16 times 0.5 will have the same affect as 16 x 0.5.
The trick to truely understanding how the settlement mechnics file works however is finding out what that pip represents in game. I have done alot of research into this file for my 2TPY mod and have not as yet figured out every pip's in game value (i have figured out most). It is different for every pip and under different circumstances. As i havent bothered with the distance to capital pip as yet i dont know what 0.5 is in distance. It could be half a turns move away, or could be based on other near by settlements, im not too sure. I am guessing it relates to regions. where 0.5 would cause the region 2 regions away to suffer some capital distance issues. where 1.0 is the very next region. Keeping in mind that the castle_modifier and city_modifier values affect the pip directly.
To answer your question about can it be removed from the game, sure, just set the pip to 0.0.
Hope that helps.