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  1. #1
    Goblin's Avatar Laetus
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    Default Less income

    Hi!

    I wish to change my SS 6.2 mod to 2 tpy and so far I have managed to alter the settlement growth to be adequately slower and increased the building times, but the problem is that my income will still be too big. I know that I can change the amount of money AI recieves from the campaign_script.txt file, but how can I modify my own income?

    Also, there are two controversal opinions about the events occuring. It seems that they are linked to the year, not the turn of the game, but some people say otherwise.

    Thanking in advance,

    G.
    Last edited by Goblin; April 19, 2009 at 06:46 AM.

  2. #2
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: Less income

    Events are linked to year, not turn. So if you have a 12 turn per year mod, you're still only going to get an event every time it recognizes a year as ending. I have thoroughly tested this. It's possible there's a way to make it fire by turn, but if so I'm not aware of it and it isn't enabled by default. You can change values in the "descr_settlement_mechanics.xml" file such as the following:

    HTML Code:
          <factor name="SIF_FARMS">
             <pip_modifier value="0.75"/>
          </factor>
          <factor name="SIF_TAXES">
             <pip_modifier value="0.9"/>
             <castle_modifier value="0.9"/>
          </factor>
          <factor name="SIF_MINING">
             <pip_modifier value="1.0"/>
          </factor>
          <factor name="SIF_TRADE">
             <pip_modifier value="1.0"/>
             <castle_modifier value="0.5"/>
          </factor>
          <factor name="SIF_BUILDINGS">
             <pip_modifier value="1.0"/>
          </factor>
          <factor name="SIF_ADMIN">
             <pip_modifier value="1.0"/>
          </factor>
          <factor name="SIF_WAGES">
             <pip_modifier value="1.0"/>
          </factor>
          <factor name="SIF_UPKEEP">
             <pip_modifier value="1.0"/>
          </factor>
          <factor name="SIF_CORRUPTION">
             <pip_modifier value="1.0"/>
          </factor>
          <factor name="SIF_ENTERTAINMENT">
             <pip_modifier value="1.0"/>
          </factor>
          <factor name="SIF_DEVASTATION">
             <pip_modifier value="1.0"/>
          </factor>
    SIF = Settlement Income Factor

    Try lowering those values and see if it produces the effect you desire. It will be much faster than trying to half the values in the EDB.

  3. #3
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Less income

    Quote Originally Posted by Augustus Lucifer View Post
    It's possible there's a way to make it fire by turn, but if so I'm not aware of it and it isn't enabled by default.
    As far as I'm aware, the only way to have events fire by turn instead of year is to script them into the campaign script.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  4. #4
    IndianaJoe's Avatar Miles
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    Default Re: Less income

    you could just add negative money... that's what i do when I store up $50000+ because money corrupts generals.

  5. #5
    Vegas_Bear's Avatar Biarchus
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    Default Re: Less income

    If you are talking about events like gunpowder happening, its controlled in the descr_events.txt. Located in the imperial_campaign folder. I don't know what the original YPT is for SS, but I'll use 2YPT as an example. So know you are 0.5YPT, if you want the events to fire on the same # of turns. Reduce the event time by 4, so this -

    HTML Code:
    event	historic 	first_windmill
    date	25
    would become-

    HTML Code:
    event	historic 	first_windmill
    date	6
    The date refers to the # of years past to fire the event.

  6. #6
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Less income

    Quote Originally Posted by Vegas_Bear View Post
    If you are talking about events like gunpowder happening, its controlled in the descr_events.txt. Located in the imperial_campaign folder. I don't know what the original YPT is for SS, but I'll use 2YPT as an example. So know you are 0.5YPT, if you want the events to fire on the same # of turns. Reduce the event time by 4, so this -
    Events are fired by number of years, not turns. When you change the timescale you dont have to change the dates for events in descr_events.txt.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  7. #7
    Vegas_Bear's Avatar Biarchus
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    Default Re: Less income

    CC

    My previous post contains a big "IF" in it. If you don't change the dates then the windmill would take 50 turns(timescale 0.50) to appear. Unlike the original game, that appears in the 13th turn(timescale 2.00). Its simply a matter of preference. Hope this is the info you were looking for Goblin.

    Vegas_Bear

  8. #8
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Less income

    Quote Originally Posted by Vegas_Bear View Post
    CC

    My previous post contains a big "IF" in it. If you don't change the dates then the windmill would take 50 turns(timescale 0.50) to appear. Unlike the original game, that appears in the 13th turn(timescale 2.00). Its simply a matter of preference. Hope this is the info you were looking for Goblin.

    Vegas_Bear
    Ah yes you're right. My apologies . But still, if you change the dates you'll end up getting gunpowder units much earlier than you should and you will burn through the entire events file within a quarter of the game. Like you said though, it's a matter of preference.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  9. #9

    Default Re: Less income

    @ Goblin

    If your looking to make your SS campaign 2tpy i highly suggest checking out my sig. I have put together a 2tpy mod for Stainless Steel. I am still working on it, but in its current form it is certainly playable. In the post regarding it there is a lot of discussion on how to improve it and may help you mod the game more to your liking.

    With that said, Augustus Lucifer's suggestion of editing the descr_settlement_mechanics.xml is your best way of reducing income (across the board, for you and the AI). Keep in mind though, there are a lot of balancing issues that can come into play. I have done quite the extensive research into this file and can help you understand it better (feel free to PM me). I should post my findings elsewhere on these boards for the community as the file controls many aspects of the game.

    For example. Take this simple part of the file.
    Code:
     
          <factor name="SIF_FARMS">
             <pip_modifier value="0.75"/>
          </factor>
    SIF = Settlement Income Factor
    You will also find SOF and SPF within the file - Order and Population factors respecfully.

    SIF_FARMS refers to the Income that each level of farms built will bring to the settlement.

    The pip_modifier is different for every single entry in this file. Most often it refers to a value in the EDB. In this case it refers to the level of farms in the EDB. Being;
    Code:
                capability
                {
                    farming_level 1
                }
    The SPF_FARMING_LEVEL further up in the xml file refers to a value in the descr_regions.txt file found in world/base folder. It can become confusing as this file is very detailed (although very simple layout).

    Additionally, The actual value for the pip is different depending on whether it is a SPF, SOF or SIF pip.

    Generally speaking each pip carries the following weight (at times these are percentages)... (with a pip of 1.0)
    SPF - 0.5
    SOF - 5
    SIF - 10

    The pip_modifier directly affects the value of the farming level in the EDB.
    Adding the lines
    Code:
     
    <castle_modifier value="1.0"/>
    <city_modifier value="1.0"/>
    
    Will then modify that value further and change the way Farms work for city and castle.. It is kind of detailed.

    Another example...
    This will change the rate of population growth based on the number of buildings present in the settlement, BUT only buildings that give a bonus of some kind will have an effect. Bonuses include any bonuses such as law, happiness, farming level, mining level etc etc.
    Code:
     
    ; SPF Buildings directly affects ... only some buildings grant 0.5% per 1.0... any bonus given from EDB (1 per building)
          <factor name="SPF_BUILDINGS">
             <pip_modifier value="0.34"/>
          </factor>
    Once again, this file carries with it alot of balancing issues where other files come into play. You need to understand what each pip is actually affecting to accuratly increase or decrease a value. I have figured out most of the values but some still elude me such as Triumph. Others are also (as far as i know) hardcoded and can only be edited in this file, such as Boom. Most pip values though refer to another value in another file. Such as the Farming level in both the EDB and regions.

    But, yeah, back to your question, check my sig Hope it helps.

    EDIT: I would also like to point out that in some EDB's the bonuses granted form one tier to the next are the same, meaning the following tier building actually grants no additional bonus. Which makes certain tier buildings nothing more than a stepping stone or to gain the benefits of better walls or recruitment options. - which may be the mods design, or could be a misinterpration of the values.
    Last edited by Tsarsies; April 22, 2009 at 04:53 AM.
    ...longbows, in skilled hands, could reach further than trebuchets...

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