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  1. #1
    jmack's Avatar Civis
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    Default difficulty setting and population questions

    hey

    i was playing a awsome game as carthage but as i was using huge units the game is screwed up now as all the enemy cities are at 400 pop. anyways

    is there a way to change the % of pop growth to compensate for the huge armies?
    or is the best way to edit all cities to like 10000 pop?

    i would love to play on v/h campain map dificulty but i hate not being able to negotiate treaties. is there a way to change this?

    and lastly does the ai improve (ex. sends more foces to atack , builds better economy,) with the increase of difficulty?

    thx

  2. #2
    jmack's Avatar Civis
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    Default Re: difficulty setting and population questions

    anyone?

  3. #3

    Default Re: difficulty setting and population questions

    well probably the AI will be more difficult when you increase the difficulty ,depending on your choice of battle and campaign difficulty

    As to increase the pop growth ,try building special temples or try this http://www.twcenter.net/wiki/Export_...t_(RTW_Modding)

    Full List of Building Effects
    • happiness_bonus (public order due to happiness) 1-x (5-x%)
    • population_growth_bonus (pop. growth) 1-25 (0.5-12.5%)
    • law_bonus (public order bonus due to law) 1-x (5-x%)
    • population_health_bonus (public health) 1-x (5-x%)
    • trade_base_income_bonus (increases trade goods) 1-5 (1-5) [5] - adds 10% to base value of land trade & sea exports
    • farming_level (farms) (farms and food pruduction improvement) 1-5 (1-5) [5]
    • population_fire_risk_bonus (reduces risk of fire) *
    • taxable_income_bonus (tax income bonus) *
    • trade_level_bonus (increase in trade) - affects land trade only
    • population_loyalty_bonus (public order) - does not appear to work

    • recruits_morale_bonus (increases morale of units recruited) 1-4 (1-4)
    • recruits_exp_bonus (upgrades XP of units recruited) 1-5 (1-5)

    • armour (armour upgrade) 1 (1)
    • weapon_simple (upgrades melee (light) weapons) 1 (1)
    • weapon_bladed (upgrades bladed (heavy) weapons) 1 (1)
    • weapon_missile (upgrades missile weapons) 1-5 (1-5)
    • weapon_siege (upgrades siege weapons) *
    • weapons_other (?) *
    • bodyguard (improves general's bodyguard) ? * (comes into effect only after Marian Reforms)

    • trade_fleet (trade fleets) 1-3 (1-3) [5] - reportedly has no effect
    • mine_resource (income from mining) 1-4 (1-4) [5]
    • road_level (improved roads and trade) 0-2 (0-2) [5]

    • gate_strength (gates) 1-2 (reinforced, iron-bound)[1] [see also 4]
    • gate_defences (gate defence) 0 (scorched sand/boiling oil)[2] [see also 4]
    • tower_level (towers) 1-2 (arrow, ballista)[3] [see also 4]
    • wall_level (walls) 0-4 (palisade, wooden, stone, large stone, epic stone) [4]

    • stage_games (allows gladiatorial games) 1-3 (1-3) [5]
    • stage_races (allows races) 1-2 (1-2) [5]

    • religious_belief [pagan/zoroastrian/christianity] 1-x (5-x%)

    • construction_cost_bonus_military (percentile cost reduction for recruitment buildings but does not seem to work) 1-100 (1-100%)
    • construction_cost_bonus_religious (percentile cost reduction for temples) 1-100 (1-100%)
    • construction_cost_bonus_defensive (percentile cost reduction for walls) 1-100 (1-100%)
    • construction_cost_bonus_other (percentile cost reduction for civil buildings but seems to apply to all buildings except religious ones) 1-100 (1-100%)
    • construction_time_bonus_military (percentile time reduction for constructing recruitment buildings but does not seem to work) 1-100 (1-100%)
    • construction_time_bonus_religious (percentile time reduction for constructing temples) 1-100 (1-100%)
    • construction_time_bonus_defensive (percentile time reduction for constructing walls) 1-100 (1-100%)
    • construction_time_bonus_other (percentile time reduction for constructing civil buildings but also seems to apply to all buildings except religious ones) 1-100 (1-100%)
    off course dot change too much or you ll screw your game

  4. #4
    jmack's Avatar Civis
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    Default Re: difficulty setting and population questions

    im confused on how exactly to increase the pop rate

    what file is this in?

    happiness_bonus (public order due to happiness) 1-x (5-x%)
    population_growth_bonus (pop. growth) 1-25 (0.5-12.5%)
    law_bonus (public order bonus due to law) 1-x (5-x%)
    population_health_bonus (public health) 1-x (5-x%)
    trade_base_income_bonus (increases trade goods) 1-5 (1-5) [5] - adds 10% to base value of land trade & sea exports
    farming_level (farms) (farms and food pruduction improvement) 1-5 (1-5) [5]
    population_fire_risk_bonus (reduces risk of fire) *
    taxable_income_bonus (tax income bonus) *
    trade_level_bonus (increase in trade) - affects land trade only
    population_loyalty_bonus (public order) - does not appear to work

  5. #5

    Default Re: difficulty setting and population questions

    open up your folder ,go to data ,open up the export_desr_buildings.txt and wherever you see something that increases populationgrowth ,you augment that number

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