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  1. #1

    Default Settlement upkeep

    Okay, very simple question (I hope). Will the following work?

    Some background - using Meneth's submod compilation, with 2TPY, Gracul's AI, RR/RC, BGR IV, and Longer Assimilation. Now, I've tested half this script in vanilla M2TW and it definitely worked. No doubt it would with my SS 6.3 set-up (just I've forgotten exactly where some of the funds go at the end of turn when using BGR IV, hence why I tested it in vanilla to make sure). However, the second half (which, funnily enough, includes the 'inflationon' event counters, NOT tested in vanilla M2TW), I'm not sure about. Do I need to add 'declare_counter inflation' or 'set_event_counter inflationon 0'/'set_event_counter inflationon 1' anywhere near this part of the script? I found it further down, to do with unit recruitment. In fact, just to make sure...will my script double the costs of settlement upkeep only when inflation hits, or will it double them when a general isn't in the settlement also? Sorry for some of the questions, I've been away from SS 6.3 for a while, was learning how the treasury was totalled and I have now forgotten . I suppose it doesn't hurt to ask...

    EDIT: If it makes any difference, I just moved it to below where 'declare_counter inflation' and 'set_event_counter inflationon 0'/'set_event_counter inflationon 1' are mentioned. Smack in the middle of Byg's changes. It seems to me that might allow it to work properly, since the event counter should probably be declared BEFORE any part of the script uses it.
    Last edited by Kaidonni; October 26, 2010 at 02:34 PM.

  2. #2

    Default Re: Settlement upkeep

    Well, couldn't spot anything right now but I suggest implementing those changes into the edb.
    You already have lines in there hinting at that:
    income_bonus bonus -200 requires event_counter thinks_of_his_people 1
    change that to
    income_bonus bonus -XXXX requires event_counter inflation_or_whatever 1
    and you can implement those changes AND change them in your running campaign(s).
    not to forget: use requires event_counter is_the_ai as well.

  3. #3

    Default Re: Settlement upkeep

    Thanks for the reply. Not sure if I can implement them in the edb, though, because I've had a few more ideas to add to the settlement upkeep concept. Basically, there will be minimum and maximum upkeep for any level of settlement based on whether it is the capital or not and whether the faction leader or heir are present or not (or, if any other governor is present, based on their management level). The lowest upkeep will apply to the faction leader or heir being present. If they aren't present, then the better the governor, the lower the upkeep. I'll be using set values for the different combinations, and there will probably be three different levels of management ability taken into account (crap, moderate, or good - something like that...). Inflation will, of course, knock the upkeep up. Maybe also the level of unrest in a region. I, of course, assume all those things can be worked into a script somehow...

  4. #4

    Default Re: Settlement upkeep

    Sure - but remember that anything in the CS will be unchangeable after the campaign started - my personal preference is to keep as much out of the script as possible.

  5. #5

    Default Re: Settlement upkeep

    I'm not entirely sure about all the management ability affecting upkeep now. Spent all last night drawing up tables with the numbers in, and it is so convoluted. I think just one line for normal settlements and one line for the capital would work better. Just not sure, to be honest. I do like the idea of management ability affecting the upkeep, but...there were six different upkeep levels depending on who was governor in my tables ! The pricing seemed rather steep, too, for the worse governors. Of course, it might make sense and balance out just right...I don't know. I really don't know.

    Another question: Is it possible to make it so that, on the battlemap a castle is what the player or AI attacks, but on the campaign map, the settlement is a city? Or sort of. I like the idea like Rozanov of only towns, but it'd be much better if the central building was a castle building.

  6. #6

    Default Re: Settlement upkeep

    Management ability affecting the upkeep is abstracted in taxes / squalor. You can mod those stats (trade income, squalor, corruption...) or add extra squalor (...) for the player via similar edb commands. For example you could try to tie those into the same functionality that regulates recruitment in BGR if that is close enough to what you are looking for. The more complicated and cs focused you make it the bigger the risk as CS testing might need campaign after campaign to iron everything out.

  7. #7

    Default Re: Settlement upkeep

    I've simplified my idea now. There will be two different types of settlement, one being normal settlements and the other being the capital. The capital will, naturally, require more in funding to keep it in a state other nations will envy. Also, if a governor is present, upkeep will be a bit lower due to better organisation of the different matters concerning repairs, etc.

  8. #8

    Default Re: Settlement upkeep

    Er, I don't know if anyone will know this, but...I don't think 'and FactionCapital' or 'and not FactionCapital' works in the campaign_script.txt. I'm definitely being overcharged in my tests in vanilla using Spain (my last test saw me lose an extra 1000 florins ). Anyone know what would work?

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