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Thread: Detecting Settlements

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  1. #1
    Augustus Lucifer's Avatar Life = Like a beanstalk
    Patrician Citizen

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    Default Detecting Settlements

    One of the scripts I'm writing involves faction-wide bonuses and penalties based on player decisions and counters. The only way to apply penalties/bonuses is by using buildings, so obviously I'll be using create_building and destroy_buildings command to make it work. The easiest way to get a factionwide bonus is using the faction_capabilities function, as then it only needs to be present in one settlement.

    My initial sentiment was checking for the capital and building it there, with supplementary monitors for the capital moving. Problem is there's no condition that lets you know if a settlement is a capital, and the only event that involves the capital doesn't export settlement, so there's no way to set a counter to monitor the capital via that either.

    Is anyone aware of a good method for getting a factionwide building into one settlement(and back out) without having to check 200 settlements for ownership and using local bonuses(since the effects shouldn't transfer to the AI)?

  2. #2
    Presbiter's Avatar Biarchus
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    Default Re: Detecting Settlements

    i've once tried a similar thing for rome:tw but there was no other way as the one you described. had to drop it, because there were to many things like that in the backgroundscript that slowed the game down to much. may be (hopfully) there is a new opportunity in m2tw, if yes then its out of my knowlege.

  3. #3
    Opifex
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    Default Re: Detecting Settlements

    The easiest way, honestly, is to just use hardcoded settlement names, and assume that it will stay such throughout the whole game. In almost every game out there it really should be game-over when a faction loses its starting capital.


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    and may posterity forget that ye were
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