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  1. #1
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: A Guide To settlement_mechanics.xml

    It might help to improve testing Tsarsies if you can explain how you set up the test environment to be sterile enough that the results of one particular modifier could be observed?

    I'd guess that the _ENTERTAINMENT bonuses are based on the "stage_races" capability in the EDB. When you have that you can set races to daily, monthly, or yearly and it changes order and happiness accordingly.

    It's been a long time since I've actually played a campaign or looked at the settlement details page. Is Income expressed in percentages just like population/order? If so, then what does it derive its base values from I wonder if the percentiles act as modifiers?

  2. #2

    Default Re: A Guide To settlement_mechanics.xml

    i saw Glory i had for EOR regions 1 family member with hsi NE bodyguard(only army on map) 1 rebel city rest is all England and when i moved my capital they got 20% glory...

  3. #3

    Default Re: A Guide To settlement_mechanics.xml

    the BOOM bonus to order/happiness applies to when you have a large population growth %, how large a population % im not sure, so some testing needs to be done but it is deffinately effected by the population growth %. In game it has a symbol of a baby with a + in the order section of the city details, im pretty sure that the harvest size has nothing to do with it - that harvest size only effects income

  4. #4
    EarendilElenthol's Avatar Artifex
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    Default Re: A Guide To settlement_mechanics.xml

    In addition: the core_buildings can be edited in the EDB, while the settlement level names are edited in data/text/shared. The building cards are in data/ui/<culture>/cities.

    This way you can let the settlement levels look any way you want, while using the hardcoded settlement levels.

  5. #5
    EarendilElenthol's Avatar Artifex
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    Default Re: A Guide To settlement_mechanics.xml

    My tests in a starting situation with very different population is:
    Code:
          <factor name="SIF_TAXES">
             <pip_modifier value="1.0"/>
             <city_modifier value="1.0"/>
             <castle_modifier value="1.0"/>
          </factor>
    All settlements tested without anyone in, different settlements with same population give same output.
    City

    population - income - buildings - gold/capita
    0500 - 378 (only roads) = 0,756
    1000 - 503 (only roads) = 0,503
    2000 - 628 (palisade without any effects (modded) and roads) = 0,314
    3000 - 693 (wooden_wall without any effects (modded) and roads) = 0,231
    5000 - 818 (wooden_wall without any effects (modded) and roads) = 0,164
    6000 - 881 (stone_wall without any effects (modded) and roads) = 0,147
    7000 - 943 (stone_wall without any effects (modded) and roads) = 0,135

    Castle
    6000 - 881 (castle without any effects (modded) and roads) = 0,147
    8000 - 878 (castle without any effects (modded) and roads) = 0,110
    11000 - 927 (fortress without any effects (modded) and roads) = 0,084
    12000 - 943 (fortress without any effects (modded) and roads) = 0,079
    16000 - 1006 (fortress without any effects (modded) and roads) = 0,063
    25000 - 1146 (fortress without any effects (modded) and roads) = 0,046
    30000 - 1224 (fortress without any effects (modded) and roads) = 0,049
    50000 - 1402 (citadel without any effects (modded) and roads) = 0,028

    A very weird sequence. It is not lineair nor exponential. Does someone see some logic in this?
    Last edited by EarendilElenthol; July 15, 2009 at 03:43 PM.

  6. #6
    Opifex
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    Default Re: A Guide To settlement_mechanics.xml

    It is not supposed to be either linear or exponential per capita income. If it were, compounded the settlement income would be explosive. Instead all is needed is that the higher settlement size merely produce more income, and some formula probably computes that value so that it's not too high or too low.


    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
    home from us in peace. We seek not
    your counsel, nor your arms. Crouch
    down and lick the hand that feeds you,
    and may posterity forget that ye were
    our countrymen."
    -Samuel Adams

  7. #7

    Default Re: A Guide To settlement_mechanics.xml

    SIF_DEVASTATION -

    what do i do here?

  8. #8
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Guide To settlement_mechanics.xml

    Reduces income due to devastation from enemy armies - those dark spot that develop when an enemy army hangs around in your region.










  9. #9
    Swagger's Avatar Imperial Coffee-Runner
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    Default Re: A Guide To settlement_mechanics.xml

    is there anyway to make plagues deadlier?
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  10. #10
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Guide To settlement_mechanics.xml

    Should be SPF_PLAGUE










  11. #11

    Default Re: A Guide To settlement_mechanics.xml

    ah ok thanks mate

    but what do i do to make it stronger effect do i make it 2.0 so you loose more money or 0.5 same with

    SPF_GOVERNORS_INFLUENCE

    does 1.2 mean more population or less

    and the deadlier plagues to make it stronger effect do i make the plague 3.0 or 0.5...
    Last edited by Nakharar; September 06, 2009 at 06:23 AM.

  12. #12
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Guide To settlement_mechanics.xml

    About the detailed numbers and their effect: no idea - trial and error I guess. But trade goes to zero in towns when plague hits. that, I guess, is hardcoded.

    P = Population related entries................ <factor name="SPF_PLAGUE">
    I = Income related entries
    O = Order related entries










  13. #13

    Default Re: A Guide To settlement_mechanics.xml

    hmmm looks like im gona have to do some experiments trying 0.1 and 2.0 see which ones makes a difference

  14. #14
    Opifex
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    Default Re: A Guide To settlement_mechanics.xml

    I really wish CA added a little comment at the top, explaining what the acronyms were.

    SPF_...: how does this factor affect population?
    SIF_...: how does this factor affect income?
    SOF_...: how does this factor affect order and unrest?


    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
    home from us in peace. We seek not
    your counsel, nor your arms. Crouch
    down and lick the hand that feeds you,
    and may posterity forget that ye were
    our countrymen."
    -Samuel Adams

  15. #15

    Default Re: A Guide To settlement_mechanics.xml

    Yep, and if making it bigger makes it have more affect or less. How it affects income does it make it go higher or lower if its 6.0 higher me thinks but alot of others arent so straightforward

  16. #16

    Default Re: A Guide To settlement_mechanics.xml

    I missed out on quite a bit of discussion in this thread. I have only recently returned to these forums after being absent since may some time.

    To answer the question of what testing conditions did i test under...
    well...
    It has been quite a while, but i tested in vanilla (and in Stainless Steel). I first set ALL pips to 1.0 and played about 20 turns. I did not build anything or train anything. I simply recorded every single bit of information from the trade page in settlement info and all the other income and building pages that show information along with how many units were in a settlement, where priests and merchants were, how much income a merchant was bringing in on various resources etc for each of the 20 turns. (things like what my population was on a given turn, what my expected gains were, what kind of things i was trading and how much of it, my religion level etc etc)... I then picked the very first pip (i believe it is SPF_Farming or something) and set it to 5.0. I then started a new game. It became immediatly obvious what it was affecting. I then began thinking of which other files could possibly affect this, which i was led to descr_regions. using the farming level in that file i began fiddling witrh the pip to see if i could find any kind of connection, which i did (as stated in the first post - 1.0 in the xml file grants 0.5% per 1 in descr_regions for farming level. so a region with 6 will get 3% bonus, 8 will get 4%... by setting the pip to 2.0, that increases the bonus to 1% per 1.). I then set that pip back to 1.0 and did the same with the next pip, setting it to 5.0. I compared each run through to my first findings which i had scribbled on paper (tax level,population increases, religion level, trade etc etc for the 20 turns). Some pips were obvious within 2 or 3 turns, others took a while longer. Then there are those pips which i couldnt even think what 'other' file the pip refered to. In my findings i was led to believe that every pip has an associated value from some other file (EDB, characters.txt, descr_regions etc)...

    As for SPF_GOVERNORS_INFLUENCE i found it is only ever in effect when the settlements governor is present (unmoved) and grants 0.5% population growth when the pip is set to 1.0. Think of the 1.0 as 100%. so 100% of the pip = 0.5% population increase. Therefore, a pip of 1.2 would be 120% of 0.5. which is 0.6...and so on. Although, the effect only shows in game in multiples of 0.5% for population growth. Which can cause extra headache (is it granting 0.6% increase or only 0.5% as it is showing?).

    In general though, i found every pip to follow the same formula. With that said, making plagues more deadly i would assume (as i never fully tested that value) that with the pip at 1.0 being a population decrease (plagues reduce your population instead of increasing it) of -0.5% then increasing the pip will increase the population loss. Setting the pip to 0.0 would likely nullify plagues population loss entirely - although, i never tested that.

    Can't believe i remembered all that after 6 months... lol... unfortunatly i cant continue testing that file as i no longer have M2TW installed.
    ...longbows, in skilled hands, could reach further than trebuchets...

  17. #17

    Default Re: A Guide To settlement_mechanics.xml

    Hi. Nice guide, but I have a question. What are the other files which interact with mechanics xml? I am playing a mod called Hyrule total war which doesn't seem to allow settlement upgrades in the campaign. Checked the files and all the appropriate data is present in the settlement mechanic, but no joy.

  18. #18
    irishron's Avatar Cura Palatii
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    Default Re: A Guide To settlement_mechanics.xml

    Check the export_descr_buildings.txt.

  19. #19

    Default Re: A Guide To settlement_mechanics.xml

    I shall. Merci, mon ami.

  20. #20

    Default Re: A Guide To settlement_mechanics.xml

    Hi, I have one little problem.I sort of can't find that file.In TATW I did, and it is awesome, but in my original M2TW Gold I just can't.I searched in google but I did not find anything.Can someone help my with that?Thanks.
    PS:English is not my first language, sorry for mistakes.

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