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  1. #1

    Default FOE - Reducing influence unrest

    Hi - I'm playing FOE 1.3 and loving it. I played Rome Total Realism for ages and had a ball modding it (unit's like "I fell off" for powerful nomad spear men and the Barbarian Elephants (build a tavern and a sewer, and recruitable escaped circus elephants would breed in the sewers eating tavern peanut shells . I also made some "ADHD" adjustments to speed the game-play WAY up. Then came the great hard disk crash of '09 and it all went toilet-side

    Trying to be a little more sensible modding FOE I'd like to reduce the "[faction] influence is causing unrest in this settlement" (or whatever it says) so that rebellions are not so common when taking settlements adjoining another factions territories.

    I also wanted to reduce the "influence" of family/diplomats etc to stop the following appalling exploit I can't help but use all the time

    Spoiler Alert, click show to read: 
    Make an army of family members and pack it with diplomats, siege the settlement with a "real" army and put the family/diplomats safely anywhere on the territory you are attacking, so when you take the settlement is is at about 90% your faction influence in one turn.


    So far I have stopped all characters exerting ANY influence so the above is now stopped (and I'm happy with that).

    Failed ideas so far include:


    1. Adding influence to wall/base structures (just makes it worse)
    2. Making gvt and religious buildings 1 turn and cost nothing (cheap hack and can make it worse)


    Possible work-arounds

    Now only buildings and neighbouring regions exert influence, but this is no improvement at all. I was thinking of the following:


    1. Is there a way to increase cultural influence only when seiging a settlment? or ...
    2. Reducing the "unrest" level caused by foreign influence? or ...
    3. Increasing the conversion rate as long as a family member is inside the settlement (not just standing on the territory)? or ...
    4. Anything else way better you could suggest?


    If anyone has ideas and tips on this I would be very very grateful.
    Last edited by SimoneCuttlefish; January 10, 2010 at 09:27 PM.

  2. #2

    Default Re: FOE - Reducing influence unrest

    FOE unrest was developed to be on the verge of impossible to control. It is there to stop the player from steamrolling the map too easily. However, there are some techniques you can try.

    Make sure you take the mini regions as these influence unrest in the major regions.
    When you capture a major region, put a FM in there and build the govt buildings.
    There are different levels of unrest depending on which faction you are and which region you are taking. For example, the Keltoi will find it easier to take other keltoi regions than say a region in Africa.

    I you really must mod the unrest (and I dont know the exact coding you will need) you need to look into the "settlement_id" buildings in edb
    Last edited by Clearchus of Sparta; January 11, 2010 at 03:06 AM.
    Semi-Retired RTR Developer and Researcher
    Dont get into a fight if there is nothing to win


  3. #3

    Default Re: FOE - Reducing influence unrest

    Quote Originally Posted by Clearchus of Sparta View Post
    FOE unrest was developed to be on the verge of impossible to control. It is there to stop the player from steamrolling the map too easily. However, there are some techniques you can try.

    I you really must mod the unrest (and I dont know the exact coding you will need) you need to look into the "settlement_id" buildings in edb
    Thanks heaps for the advice - I am currently playing through as Gaul just to test out the current mess I've made. I've been reading through the "settlement_id" buildings and I'm not sure I want to fiddle with that just yet, but it does look like you are spot on with that. I'm sure when I hit Africa I'll be able to make a better judgement. Thanks again.

  4. #4

    Default Re: FOE - Reducing influence unrest

    No one except the guy who coded it wants to touch it here either LOL
    Semi-Retired RTR Developer and Researcher
    Dont get into a fight if there is nothing to win


  5. #5

    Default Re: FOE - Reducing influence unrest

    Quote Originally Posted by Clearchus of Sparta View Post
    No one except the guy who coded it wants to touch it here either LOL
    And even that isn't sure

  6. #6

    Default Re: FOE - Reducing influence unrest

    Why exactly do you need the settlement_id buildings?

    You can just throw some of the right "culture" modifier on the core government building, if that's the problem.

  7. #7

    Default Re: FOE - Reducing influence unrest

    Quote Originally Posted by Alavaria View Post
    Why exactly do you need the settlement_id buildings?

    You can just throw some of the right "culture" modifier on the core government building, if that's the problem.
    Because some settlements have a different ID (eg mini-regions, normal regions and home's of mini-factions). It wouldn't only take three more HRs to get the same effect, it would also make the whole thing even more complex and five times longer (for every level of core_building one NCR-system). And another important thing, the core_building can get damaged which disables all bonuses you get from it. Obviously the player will exploit this advantage to the max. A third problem is that the NCR-system makes a huge mess of the building's details scroll. For this reason we have made the settlement_id buildings scrolls hidden, but we wouldn't want to do this for the core_buildings.

    So for those reasons we have it in a separate tree.

    Here's an example of what the info scroll looks like without making it hidden (and this is only a part of it, if you would scroll down in the scroll there's way more of this stuff):



  8. #8

    Default Re: FOE - Reducing influence unrest

    I actually meant to give cartheginian conversion to factions { carthaginian, } or somehing like that.

    I've read the settlement_id code. I'm not really sure what SC is trying to do. I thought he just wanted more cultural conversion in a settlements of the "right" type (not the wrong type) which is a bonus - so why would you get the core building damaged?
    Quote Originally Posted by SimoneCuttlefish View Post
    Adding influence to wall/base structures (just makes it worse)
    You can add "cultural conversion" (which is what I think he means by influence) with little issue as long as you make sure it's the right type. Ie: Carthage gets Carthaginian conversion.

    BTW, it's funny that the academy line of buildings gives Carthaginian conversion for the Massyli (who are independent) so I have to stay ignorant.

    I'm just a little amused that the idea is to reduce the effect of the whole culture thing - but not quite removing it. The point (of the system) is to make it annoying to grab other factions' things, so ^___^ Oh the Romans got so many Citizen Levy troops from rebelling. Not that it helped them a lot against my missile-heavy armies, of course.

    [Oh, and Chiv did use "wrong culture in the core government building = annoyance" trick, and I did indeed abuse the ability to damage said building by siege or via riots]
    Last edited by Alavaria; January 15, 2010 at 10:05 AM.

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