Topic question ^
The build times in the game irritate me (they always have), and I'd like to modify them, but I have no idea how to go about it.
Topic question ^
The build times in the game irritate me (they always have), and I'd like to modify them, but I have no idea how to go about it.
data/export_descr_buildings.txt
Code:... ... .. } material wooden construction 3 cost 1500 settlement_min town upgrades { .. .... .....
Don't forget to back up your files.
Thanks guys, I'll go try it out today
Thanks i was also looking for this![]()
I'm a rep whore so rep me already
remember to raise the price as you lower the building time it should even it out alot better. and please share ure building export when ure done.
Now that I think about it, I might change the build times around too. But I'm thinking of making it more realistic like lowering the market, churches, schools, barracks' and so forth build times, maybe keeping the other things the same and changing the price for what it is like a highway, port, castle and city walls cost a lot in materials, while a market, brothel, and farm upgrades are cheap. I would think the school and barracks upgrades would be in the middle since they don't need a lot of materials but require supplies and teachers. This would be for 6.2 RC/RR
Anyone have other suggestions or arguments against these ideas?
A new market is not just a bigger building. It represents new trade contacts, manufactures, trade network etc. Walls, ports, and a few other buildings are actual physical structures but a Wharehouse for instance isn't just a new building but represent new businesses and people engaged in trade. Walls and ports should take the longest to build along with new level of soldier training buildings like Drillsquares, stables etc as this represents not just new facilities but entire new arms of the military and the training and infrastructure to support it. Everything else can be relatively shorter though perhaps the higher tier churches like Cathederals should be quite a long time as well.
Roads... depends on what they represent. I tend to think they are a single road in the line of Roman military roads now a network of roads extending everywhere. So really the costs should depend on the terrain but that is not possible with this engine and if you raise the costs too high in either time or money the benefit they provide should be also raised. I think everything short of paved roads is about right but paved roads should be a huge improvement. Both in trade and travel times of armies.
Since buildings have to be built sequentially rather than at the same time, and also be relatively cheap or the AI won't save enough to build them there is only so much you can do. To get a relatively developed city takes around 100 turns or more which to me seems fair. Famous cities didn't spring up overnight or even over a few decades. It took centuries for most to develop all the different cultural, financial, and military institutions represented in the game.
I would lower the build time of low tier buildings a bit and leave unchanged most of the financial buildings above low level. Huge walls and the upper tier military and port facilities could have cost and build times raised in my mind but I am guessing after lots of play testing they are set at the current costs/times of reason.
Last edited by Ichon; April 22, 2010 at 05:55 PM.
But the a market is foundation, warehouse, and luck. All the trade contracts come from opening trade agreements with other factions, using your merchants, having local goods, and having the roads and ports to transport goods are what make the market worthwhile. All these things are in the game apart from the market itself. This is why I think a market should be cheap and quick to build.
You are right on with the roads. Going from dirt to paved should be a huge boost.
The fact that you can't build more then 1 building at a time (unless you took the daunting task of breaking down each building into sections that were 0 build time, then you could build 9 different buildings at a time but piece by piece until finished. Not sure if it would work but it worked in RTW) is the reason I would like shorter build times for a lot of the buildings. I have no issue with having nothing to build in a city until it grows (like waiting for it to be important enough for the empire to add upgraded structures)
Well it depends how you think about a market I guess but a trade agreement is just permission for merchants of one empire to enter another territory which is important historically since usually merchants also functioned as spies. The roads, population, etc that determine the trade income in addition to a new market don't suddenly increase because you built a new fair grounds. At least the way I imagine it, business builds up and the part of the population engaged in trade establish enough business to require new facilities/state support to remain competitive and thus the several turns(years) of game time you are building a new market represent the new businesses/trade opportunities that the tradespeople in your city are establishing with government support.
Thinking of a market as a central square where the towns people come to trade is a carry over from RTW/classical era but even that is misleading. Just building a larger square doesn't mean more people automatically will trade there. Even in the medieval era with trade quarters/bazaars trade as a business was more complicated than to occur just in a single location in a city. The rise of merchant houses, banks, speculators etc show this as well.
I was wondering how to change the recruitment refreshment rate. For example, I think Venetian Heavy Infantry takes 3 turns to refresh. I can find the units in the data/export_descr_buildings.txt
recruit_pool "Venetian Heavy Infantry" 1 0.34 2 1 requires factions { venice, }
Now I'm guessing that I have to change one of these 4 numbers. Can someone explain what each of these numbers represent?
Also I am currently playing a Venice. It looks like some buildings require certain factions. An example of this is the Army Barracks:
army_barracks city requires factions { denmark, teutonic_order, jerusalem, ireland, norway, hre, france, england, knights_templar, moors, egypt, turks, kwarezm, poland, russia, cumans, kievan_rus, lithuania, scotland, southern_european, greek, }
Venice Isn't listed as a required faction, yet Venetian Heavy Infantry is listed under this building. Do I need to change this code also?
About the unit:
first is how many you first have when you build the structure
second is replinishment rate/turn, it must reach 1 for a unit to be available
third is max pool size
fourth is exp bonus
Venice ∈ southern_european![]()
Thanks!
So for this:
recruit_pool "Venetian Heavy Infantry" 1 0.34 2 1 requires factions { venice,
.34 is going to equal 3 turns to replenish right?
Also, lets say I bumped the second number up to 2, I would get 2 units of Venetian infantry per turn right?
Yes.