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  1. #1

    Default corruption

    not files corruption

    im talking about corruption that eats your money from cities/castles.. depending how far away they are,

    i know its % value.. but how big/small can it be.. and how much can it be lowered, and can it be removed from game.. or its hard coded..

    cuz it makes some faction much harder to play.. for example irish.. you get 50% of income in corruption , from towns in mainland.., having town with 2k income and getting just 1k.. and so on

    i know law buildings reduce it.. but by how much.. is corroption much bigger for .. dunno 10 first turns after you capture town..?

  2. #2
    axnsan's Avatar Protector Domesticus
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    Timisoara, Romania
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    Default Re: corruption

    corruption is biger when your city is far away from the capital. it can be reduced by law buildings, law traits and ancillaries and moving your capital closer

  3. #3

    Default Re: corruption

    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.
    ...longbows, in skilled hands, could reach further than trebuchets...

  4. #4

    Default Re: corruption

    Quote Originally Posted by Tsarsies View Post
    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.
    Interesting. Did not know about that. Thanks! +rep

  5. #5
    axnsan's Avatar Protector Domesticus
    Join Date
    Dec 2008
    Location
    Timisoara, Romania
    Posts
    4,437

    Default Re: corruption

    Quote Originally Posted by Tsarsies View Post
    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.
    + rep for that but the op was talking about corruption (the ugly hand that drains all your money from settlements)

  6. #6

    Default Re: corruption

    Quote Originally Posted by Tsarsies View Post
    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.
    well, that would remove distance? or what exactly.. and if it removes distance.. wouldnt there be some side effects.. dunno which one tho :p

  7. #7

    Default Re: corruption

    ok, changing any of

    <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>

    had no effect, so i went and changed

    <factor name="SIF_CORRUPTION">
    <pip_modifier value="1.0"/>
    </factor>

    to

    <factor name="SIF_CORRUPTION">
    <pip_modifier value="0.0"/>
    </factor>

    and corruption were totally gone, this is welcome change.. if you play as cumans for example, or irish.. norvegians.. and any sorts of who have to move a lot to expand..
    or if you feel like picking any race , swimming across ocean and expanding in middle of nowhere..

    and so on

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