Results 1 to 2 of 2

Thread: Determinants of settlement level - core_building change

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    EarendilElenthol's Avatar Artifex
    Join Date
    Apr 2008
    Location
    The Netherlands
    Posts
    998

    Default Determinants of settlement level - core_building change

    Old question:
    Spoiler Alert, click show to read: 
    How does the game recognises that a settlement is no longer a town but for example a large town?
    I'm now modding in a new core_building and if I want to know whether I have to use 5-6 different steps like the walls are now, or if I can stick to 3-4 and let the game drop the "large_town" and "huge_city" step? Or is the size of a settlement still connected to its walls, even if you mod something else in as the core file?

    EE


    No one answered so I'll have tested it myself
    Last edited by EarendilElenthol; July 05, 2009 at 06:33 PM.

  2. #2
    EarendilElenthol's Avatar Artifex
    Join Date
    Apr 2008
    Location
    The Netherlands
    Posts
    998

    Default Re: Steps of the engine in settlement size?

    Will test it.

    Edited EDB:
    core_building feudal_village (min: village) -> town_rights (min: village)
    core_castle_building -> city rights (min: town)
    town_rights can convert to city_rights

    All tested, working as buildings
    Still the castle set and walls set in, as normal buildings converting to a (x)_c version when converted to a city(castle)
    Every settlement got a feudal_village

    Edited descr_strat to EDB changes

    Edited descr_settlement mechanics to
    Code:
       <population_levels>
          <!-- city -->
          <level name="village" base="400" upgrade="600" min="400" max="1200"/>
          <level name="town" base="600" upgrade="1500" min="400" max="3000"/>
          <level name="large_town" base="1500" upgrade="5000" min="400" max="9000"/>
          <!-- castle -->
          <level name="city" base="5000" upgrade="12000" min="400" max="20000"/>
          <level name="large_city" base="12000" upgrade="30000" min="400" max="40000"/>
          <level name="huge_city" base="30000" min="400" max="72000"/>
       </population_levels>
    Edited in both main folder and mod folder


    Effect:
    No CTD or CTM
    Message in huge_city: argh argh no starforts in the game -> model city
    so huge_city and castle dont go together.
    In towns there is only one level: village.
    In cities (castles) the default set is used.


    Conclusions:
    It seems the engine uses the core buildings minimum requirements as the determinant of settlement level, when core buildings can be build when the next level in de descr_settlement_mechanics is used to determine the next tier. It seems the levels must include all levels from village, because the castle list reverts to default settings.

    This gives new possibilities in keeping population within limits. You can change to core building minimum requirement in combination with the descr_settlement_mechanics and the maximum of the population in that settlement is the max of the limit you set. Although I haven't found a way yet to edit the names of the settlement levels (village/town/large_town/city/large_city/huge_city) it is obvious that not all levels need to be used. Edit your core building and base all on the required core building in combination with the settlement levels you use, and you can have both the play and the realistic sizes.

    EDIT2:
    <settlement level village> with feudal_village
    minimum requirements for town_rights = village
    -> building town rights possible and settlement level town afterwards

    <settlement level village> with feudal_village
    minimum requirements for town_rights = town
    -> building town rights impossible

    What does it determine then? Is it perhaps scripted given like guilds? But guilds cannot be build without a message, while walls can be build all turns after a message has been seen. But when I use the normal EDB I can upgrade all the settlements from the start if they have the population to upgrade
    Last edited by EarendilElenthol; July 06, 2009 at 09:03 AM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •