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  1. #1

    Default population growth

    hello

    i would like to give several culture a better population growth, and give a negative one to another culture, the greek.

    In descr settlement mecha i didn't find this possibility, so i would better edit descr_region_settlement even if it only affects the starting cities (if i make no mistake.

    but what numbers must be changed ?

    is there a maximum, a minimum (like -10)?

  2. #2
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: population growth

    You cannot regulate population growth other then globally (descr_settlement_mechanics) or region wise (descr_regions).
    The only other (not very effective) way would be through traits of the governors.










  3. #3

    Default Re: population growth

    ok thanks

    i will make several test..

  4. #4

    Default Re: population growth

    You could also use the benefits/bonuses given in the EDB, such as population_growth_bonus or health bonus. as an example:

    population_growth_bonus bonus 4 requires factions { portugal, }
    population_growth_bonus bonus 2 requires not factions { portugal, }

    this will give portugal twice as much of a bonus then any other faction... You could assign other factions if you so chose and limit them all in certain ways etc... I use this method very effectively in a Trade and Supply mod i am writing for VLL. Although i use event_counters as opposed to faction names just so i can turn them on and off through script under certain conditions...

    The settlment mechanics file is global unfortunatly (but can be set up to affect cities and castles differently). My guide to settlement mechanics should help you change those values, even though the guide is not comprehensive or complete.

    Hope that helps
    ...longbows, in skilled hands, could reach further than trebuchets...

  5. #5
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: population growth

    I hadn't thougth about the EDB, you could obviously use the population_growth_bonus entry with the walls (settlement and castle) - silly me.










  6. #6
    The Border Reiver's Avatar Artifex
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    Default Re: population growth

    So there are literally quite a few ways to achieve this, I forgot about that too.

  7. #7

    Default Re: population growth

    yes i confirm, i just see that Point Blanc used it in a RR + RC submod for Third Age...
    So if i want a culture or faction to have a deacreasing population i drstically slow down the growth via descr_settlement_mecha, and i play a lot with EDB to give to all other factiona correct pop growth.

  8. #8
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: population growth

    The other way is easier: slow the desired faction down in the EDB.










  9. #9

    Default Re: population growth

    Like gigantus said, just editing the EDB would be much easier. If the mod you are trying to edit already has a working settlement_mechanics file i honestly would not bother messing with it. Because it can get messed up very easily and it is quite a hard file to balance. 1% difference might not make a noticable difference on a particular turn, but over 500 turns thats quite a huge increase or decrease and can force a lot of unseen balance issues you might need to fix... so stick with editing the EDB.
    ...longbows, in skilled hands, could reach further than trebuchets...

  10. #10

    Default Re: population growth

    ok but we can only give a bonus in EDB, or don't know the words needed to give a decrease of population for a faction?

  11. #11
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: population growth

    The population can be decreased directly through a command or script.
    You have to reduce the factors that determine the growth:
    fertility
    health
    etc..










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