Money Script Generator
It's actually very simple...
Step 1
list all faction you want a money script for. All factions should be separated by a comma and a space.
Example 1: "faction_1, faction_2"
Example 2: "romans_julii, gauls, spain"
Step 2
Now you have to define when you want the money script to be triggered. The example says "0, -500, -2000, -10000, -50000" but you can obviously change this to anything you like. If you say "0" then the listed factions will get financial support as soon as their treasury drops below zero. when you say "5000" then this will only happen when they go 5000 into dept. You can also list mulitple values by separating them with a comma and a space like above.
Step 3
After choosing when you want the faction to get financial aid, you now have to chose how with how much money you want to aid the faction.
By default, the tool has the following values: "1500, 3000, 12000, 50000, 100000". This list corresponds with the list of triggers you had before.
Triggers: 0, -500, -2000, -10000, -50000
Bonuses: 1500, 3000, 12000, 50000, 100000
or if we put them next to each other:
0 - 1500
-500 - 3000
-2000 - 12000
-10000 - 50000
-50000 -100000
In other words, this means that if an AI faction goes 10 denarii in dept, it will get a bonus of 1500 denarii at the start of its turn. And in the case it would go 60.000 in dept, it will get a bonus of 100.000 denarii.
Note: The more trigger/bonus values and factions you add, the longer (and thus heavier) the script becomes. To prevent lag on the campaign map, try to minimize this as much as possible.
Step 4
Now we now how to put our info in the tool, we press the button to generate the money script. Nothing to understand here, except that I assume you know where you should place the end product in your script.
If you use all default values, you will get the following result:
Code:
;;;;;;;;;;;;;;;;;;;;;
;; AI Money script ;;
;;;;;;;;;;;;;;;;;;;;;
;; faction_1
monitor_event FactionTurnStart Treasury < -50000
and FactionType faction_1
and not FactionIsLocal
console_command add_money faction_1, 40000
console_command add_money faction_1, 40000
console_command add_money faction_1, 20000
end_monitor
monitor_event FactionTurnStart Treasury < -10000
and FactionType faction_1
and not FactionIsLocal
console_command add_money faction_1, 40000
console_command add_money faction_1, 10000
end_monitor
monitor_event FactionTurnStart Treasury < -2000
and FactionType faction_1
and not FactionIsLocal
console_command add_money faction_1, 12000
end_monitor
monitor_event FactionTurnStart Treasury < -500
and FactionType faction_1
and not FactionIsLocal
console_command add_money faction_1, 3000
end_monitor
monitor_event FactionTurnStart Treasury < 0
and FactionType faction_1
and not FactionIsLocal
console_command add_money faction_1, 1500
end_monitor
;; faction_2
monitor_event FactionTurnStart Treasury < -50000
and FactionType faction_2
and not FactionIsLocal
console_command add_money faction_2, 40000
console_command add_money faction_2, 40000
console_command add_money faction_2, 20000
end_monitor
monitor_event FactionTurnStart Treasury < -10000
and FactionType faction_2
and not FactionIsLocal
console_command add_money faction_2, 40000
console_command add_money faction_2, 10000
end_monitor
monitor_event FactionTurnStart Treasury < -2000
and FactionType faction_2
and not FactionIsLocal
console_command add_money faction_2, 12000
end_monitor
monitor_event FactionTurnStart Treasury < -500
and FactionType faction_2
and not FactionIsLocal
console_command add_money faction_2, 3000
end_monitor
monitor_event FactionTurnStart Treasury < 0
and FactionType faction_2
and not FactionIsLocal
console_command add_money faction_2, 1500
end_monitor
You might wonder why there are several bonuses of 40.000 instead of just one sum of them, but that's actually because RTW only allows a max of 40.000 to be added for each command.
DOWNLOAD - v1.1
I hope this makes the lives of a few people a little bit easier