Mostly likely in the faction requirements, either intentionally left blank or disabled, else a typo that messes up the whole building tree.
Does someone knows where can I mod death toll rate of the soldiers in besieged city? I play TATW MOS where one turn is one month but my soldiers are dieing like one turn is 3 or 6 months. I wanna make that in first 6 months I don't use any soldier to starvation, after that...
Where can I mod that?
What does SOF Turmoil actually do? How do you make settlement revolts, when order is low enough, actually happen?
It may be something you have to unpack:
http://www.twcenter.net/forums/showt...al-2-Total-War
This unpacking method is a bit more versatile.
Thank you for help,everything is working perfectly.
Hi,anyone know if something like this is in Rome:Total War ?Recently I started to play this and I was curious, so I searched the files but without success.
Some recent findings related to SOF_Turmoil with regards to scripting turmoil:
The pip_max value (default 16) is the top that can be scripted, eg if you use a turmoil factor higher then that in the script command (example: add_settlement_turmoil London 20) the excess is simply ignored. Which confirms the initially described function of the value.
The scripted turmoil turns up as forecast (greyed out) and will take effect in the next round with 5% (at default modifier value) reduced, eg a scripted 100% turmoil (as in above command) starts taking effect in the next turn with 75% (max pip of 16=80%) - every turn reduces the scripted turmoil by 5%, other turmoil (via traits etc) is not affected by this reduction.
The pip max value can be set pretty high (I tested with 40 in xml and script which resulted in 200% turmoil) and I am not sure what the limit might be.
Is it possible to alter the maximum growth rate from 12.5% to say 5%?
So all the SPF entries combined? excellent Gigantus thanks for the info
I've got a question on two orders factors: have we learnt more about them?
- SOF - Triumph - the info in the thread is "This occurs when you capture a crusade target", "Starts at 30% for the turn the capture happens then declines by 5% per turn until it disappears."
However, I recall having it not in relation to crusade... But I might be wrong.
- SOF- Glory - I've seen it in one game (here), and a player reports it related to taking Jerusalem. It's quite high (15% order) and doesn't disappear.
Do we have any more info about them?
Additinally - if there's somewhere information on the impact of trade (and resources like grain) on the population growth of a settlement, I'd be grateful for a link (or explanation here).
Last edited by Jurand of Cracow; September 08, 2017 at 11:43 AM.
The pop growth bonus of the grain trade resource is hard coded (and cumulative) - no detailed info afaik.
Glory could be hard coded, like the Marian Reform needing a region that is called rome.
Triumph has a file (descr_triumphs) with this content - which makes me think it is a RTW left over (the file, not the mechanic):
Code:First_to_Britain 5 First_to_Cyprus 5 Hold_Gaul_Iberia_Britain 60 triumph_boundary_1 100 triumph_boundary_2 200 triumph_boundary_3 300
Experience of one player (Alavaria) in the SSHIP doesn't confirm this. He's noticed at least one province without grain and without any import of grain giving that +growth benefit of trade. Among some of his provinces (he's got 179 out of 199) he discerns a following pattern:
Last edited by Jurand of Cracow; September 11, 2017 at 01:22 PM.
It's a pretty simple test: use the same settlement and have one resource there one at a time. Only grain should show an increase. There is a high possibility that the importing settlement also receives a boost to growth.
Edit: I just checked Alexandria in vanilla and they have pop growth from trade but no grain. Adding max port, sea trade and market increased this from 0.5% to 2%.
Edit2: I removed all trading resources and there still was a pop growth through trade
Edit3: Removing the sea trade building (that I earlier set up) eventually removed the pop growth trade
Edit4: Adding a grain resource brought back the pop growth through (land) trade - the recipient\importing town does not receive a bonus.