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Thread: Food requirement, GDP, Happiness/Repression mod v1.08 [Updated 17.12.11]

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  1. #1

    Icon14 Food requirement, GDP, Happiness/Repression mod v1.08 [Updated 17.12.11]

    This post includes three mods. The first one (zw_no_food_rq_rice-n-up_v1.1.7z) just removes all requirements for Rice Exchanges, Merchant Guilds and Kanabukama, as people have requested. So by popular demand only. (Updated 17.12.11 to work with latest patch)

    The second one (zw_food_req_gdp_hap-rep_mod_v1.08.7z) is more interesting as it balances out the advantages of no food requirement for the above. (Updated 17.12.11 to work with latest patch)

    First it too removes the food requirement from Rice Exchanges, Merchant Guilds and Kanabukama but lowers their GDP growth rate and industry growth rate to balance that you now will have an easier time with income and Kanabukama now only gives 1 XP to Metsuke.. Secondly, it lowers GDP from all farms for the very same reason.

    Thirdly, and here it gets interesting, changes how your fortification is handled economically. Forts now have no food requirement as they have no replenishment rate either. All fortifications from Stronghold and up have had their food requirements increased by 1. They have also had their replenishment rate reduced and repression rate adjusted.

    Fourth, and lastly, it adjusts some buildings happiness and repression values. Ever noticed how the AI just forgets about rebellious provinces and moves on to the next. Then a few turns later rebels take over said province and it just goes in to a loop. It does not remove these completely, especially in undeveloped provinces, but it reduces it to a what I personally perceive as more realistic level. Even in a campaign where Christianity is rampant.

    Higher level roads gives repression bonus, higher level farms gives happiness bonus, higher level ports give repression bonus or adds to Christian population happiness if that is the province religion. Speciality province Holy sites adds to happiness for Buddhist population, speciality province Academy adds to happiness as does Legendary buildings. We are not talking massive amounts, just to balance it out and I've tested it through one full campaign and felt it was ready to be considered an update.

    With this mod you can not build Citadels or even Castles everywhere, as it should be, even you have had the food requirements removed from the other buildings.


    The third one (zw_building_food_req_farms_mod_v1.1.7z), which was the initial release and will not be updated further, balances things a bit but may cause issues for the AI in a campaign with lots of Christian provinces that causes lots of rebellions. I will keep it here still if people want to use it. (Updated 17.12.11 to work with latest patch, only)


    Installation: Download the one you like to use, unpack with 7zip and put in your data folder. If you update to a newer version remember to delete/move the old one first as the file-name may have changed.

    No one may upload or distribute this mod on other sites without asking for permission first.



    This mod is not compatible with mods that alter these parameters in building_effects_junction_tables:

    For zw_no_food_rq_rice-n-up:

    Code:
    "SHO_Crafts_2_Rice_Exchange"    "agent_availability_quality_metsuke"
    "SHO_Crafts_2_Rice_Exchange"    "food_consumption"
    "SHO_Crafts_2_Rice_Exchange"    "gdp_industry"
    "SHO_Crafts_2_Rice_Exchange"    "tw_growth_industry"
    "SHO_Crafts_3_Merchant_Guild"    "agent_availability_quality_metsuke"
    "SHO_Crafts_3_Merchant_Guild"    "food_consumption"
    "SHO_Crafts_3_Merchant_Guild"    "gdp_industry"
    "SHO_Crafts_3_Merchant_Guild"    "tw_growth_industry"
    "SHO_Crafts_4_Kanabukama"    "agent_XP_mod_metsuke"
    "SHO_Crafts_4_Kanabukama"    "agent_availability_quality_metsuke"
    "SHO_Crafts_4_Kanabukama"    "food_consumption"
    "SHO_Crafts_4_Kanabukama"    "gdp_industry"
    "SHO_Crafts_4_Kanabukama"    "tw_growth_industry"
    and for zw_building_food_req_farms_mod

    Code:
    "SHO_Castle_1_Fort"    "food_consumption"
    "SHO_Castle_1_Fort"    "recruitment_points"
    "SHO_Castle_1_Fort"    "repression_building"
    "SHO_Castle_2_Stronghold"    "castle_slot_addition"
    "SHO_Castle_2_Stronghold"    "food_consumption"
    "SHO_Castle_2_Stronghold"    "recruitment_points"
    "SHO_Castle_2_Stronghold"    "replenishment_percentage_bonus"
    "SHO_Castle_2_Stronghold"    "repression_building"
    "SHO_Castle_3_Fortress"    "castle_slot_addition"
    "SHO_Castle_3_Fortress"    "food_consumption"
    "SHO_Castle_3_Fortress"    "recruitment_points"
    "SHO_Castle_3_Fortress"    "replenishment_percentage_bonus"
    "SHO_Castle_3_Fortress"    "repression_building"
    "SHO_Castle_4_Castle"    "castle_slot_addition"
    "SHO_Castle_4_Castle"    "food_consumption"
    "SHO_Castle_4_Castle"    "recruitment_points"
    "SHO_Castle_4_Castle"    "replenishment_percentage_bonus"
    "SHO_Castle_4_Castle"    "repression_building"
    "SHO_Castle_5_Citadel"    "castle_slot_addition"
    "SHO_Castle_5_Citadel"    "diplomatic_bonus"
    "SHO_Castle_5_Citadel"    "food_consumption"
    "SHO_Castle_5_Citadel"    "recruitment_points"
    "SHO_Castle_5_Citadel"    "replenishment_percentage_bonus"
    "SHO_Castle_5_Citadel"    "repression_building"
    "SHO_Crafts_1_Market"    "agent_availability_quality_metsuke"
    "SHO_Crafts_1_Market"    "gdp_industry"
    "SHO_Crafts_1_Market"    "tw_growth_industry"
    "SHO_Crafts_2_Rice_Exchange"    "agent_availability_quality_metsuke"
    "SHO_Crafts_2_Rice_Exchange"    "food_consumption"
    "SHO_Crafts_2_Rice_Exchange"    "gdp_industry"
    "SHO_Crafts_2_Rice_Exchange"    "tw_growth_industry"
    "SHO_Crafts_3_Merchant_Guild"    "agent_availability_quality_metsuke"
    "SHO_Crafts_3_Merchant_Guild"    "food_consumption"
    "SHO_Crafts_3_Merchant_Guild"    "gdp_industry"
    "SHO_Crafts_3_Merchant_Guild"    "tw_growth_industry"
    "SHO_Crafts_4_Kanabukama"    "agent_XP_mod_metsuke"
    "SHO_Crafts_4_Kanabukama"    "agent_availability_quality_metsuke"
    "SHO_Crafts_4_Kanabukama"    "food_consumption"
    "SHO_Crafts_4_Kanabukama"    "gdp_industry"
    "SHO_Crafts_4_Kanabukama"    "tw_growth_industry"
    "SHO_Farming_1_Rice_Paddies"    "food_provision"
    "SHO_Farming_1_Rice_Paddies"    "gdp_farm"
    "SHO_Farming_2_Irrigation"    "food_provision"
    "SHO_Farming_2_Irrigation"    "gdp_farm"
    "SHO_Farming_3_Terraces"    "food_provision"
    "SHO_Farming_3_Terraces"    "gdp_farm"
    "SHO_Farming_4_Consolidation"    "food_provision"
    "SHO_Farming_4_Consolidation"    "gdp_farm"
    For zw_food_req_gdp_hap-rep_mod_v1.08 it should not be used with any mod that alters the file in its entirety.
    Last edited by zowrath; December 17, 2011 at 05:00 PM. Reason: Update 1.08
    Maratha Light Infantry - http://www.sendspace.com/file/ibfygu

    Col. Michael Kováts Hussars
    - United States - http://www.sendspace.com/file/j272k5

    Norske Geworbne & Trondhjemske Regiment - Norway -
    http://www.sendspace.com/file/tmvpk6


    Links updated 06.05.13

  2. #2
    Radious's Avatar I came, I saw, I modded
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    Default Re: Food requirement and GDP mod v1.0

    I am afraid its not compatible with AUM mod, since Swiss added some units to certain buildings like markets. Is it true?

  3. #3

    Default Re: Food requirement and GDP mod v1.0

    Quote Originally Posted by Radious View Post
    I am afraid its not compatible with AUM mod, since Swiss added some units to certain buildings like markets. Is it true?
    Not true, as that would most likely be building_units_allowed_tables which is another file entirely, and if so these two mods should be compatible with each other.
    Maratha Light Infantry - http://www.sendspace.com/file/ibfygu

    Col. Michael Kováts Hussars
    - United States - http://www.sendspace.com/file/j272k5

    Norske Geworbne & Trondhjemske Regiment - Norway -
    http://www.sendspace.com/file/tmvpk6


    Links updated 06.05.13

  4. #4
    Radious's Avatar I came, I saw, I modded
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    Default Re: Food requirement and GDP mod v1.0

    Ah great, i stand corrected then. Will try asap :-)

  5. #5

    Default Re: Food requirement and GDP mod v1.0

    So, there is no version that take away all the food buildings, even castle?
    Napoleon total war my mods

    Sweden is underrestimated! Sweden is underrestimated!

  6. #6

    Default Re: Food requirement and GDP mod v1.0

    Quote Originally Posted by theodorsr View Post
    So, there is no version that take away all the food buildings, even castle?
    Not for castles, no. Just the markets.
    Maratha Light Infantry - http://www.sendspace.com/file/ibfygu

    Col. Michael Kováts Hussars
    - United States - http://www.sendspace.com/file/j272k5

    Norske Geworbne & Trondhjemske Regiment - Norway -
    http://www.sendspace.com/file/tmvpk6


    Links updated 06.05.13

  7. #7

    Default Re: Food requirement and GDP mod v1.0

    I do not understand why, you would remove the food requirement, instead i would have those market tiers add more wealth, direct income. However it would still decrease other province growth.
    Adding income bonus to those market so that it would balance itself would be enough i think.


    Food limitation is a feature implemented to limit building construction so that each province is more specialized, thus more unique.

    I do believe market needs fixing, but it shouldn't be at the expense of unbalancing the current design.

    Keep up the good work...

  8. #8

    Default Re: Food requirement and GDP mod v1.0

    Quote Originally Posted by BlackNeurot View Post
    I do not understand why, you would remove the food requirement, instead i would have those market tiers add more wealth, direct income. However it would still decrease other province growth.

    Adding income bonus to those market so that it would balance itself would be enough i think.

    Food limitation is a feature implemented to limit building construction so that each province is more specialized, thus more unique.

    I do believe market needs fixing, but it shouldn't be at the expense of unbalancing the current design.

    Keep up the good work...
    Reason I did it is because someone asked for it, and then I had an idea for balancing it with fortifications for those that didn't want it just to be removed. These files are not so difficult to edit as some may think. So far one can use taw's tools (tutorial in the workshop section) and edit them to their heart's content, perhaps even publishing their own version of how they think an aspect of the game should be or just to please others by making something people ask for.

    Some people do not like how vanilla Shogun 2 was made, be it economics, CAI/BAI, unit colour, accuracy and so on and so forth. Others like what vanilla brings. And they will never see eye to eye because they simply disagree, be it from a realism perspective or how they like to play their game. Enter the modders, who provide people with choices.
    Maratha Light Infantry - http://www.sendspace.com/file/ibfygu

    Col. Michael Kováts Hussars
    - United States - http://www.sendspace.com/file/j272k5

    Norske Geworbne & Trondhjemske Regiment - Norway -
    http://www.sendspace.com/file/tmvpk6


    Links updated 06.05.13

  9. #9
    newt's Avatar Primicerius
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    Default Re: Food requirement and GDP mod v1.0

    Are stronghold and fortress food requirements at vanilla levels?

  10. #10

    Default Re: Food requirement and GDP mod v1.0

    Quote Originally Posted by newt View Post
    Are stronghold and fortress food requirements at vanilla levels?
    For the first one that only changes rice exchanges, markets and so on, yes. For the second one they've changed, as stated in the information.
    Maratha Light Infantry - http://www.sendspace.com/file/ibfygu

    Col. Michael Kováts Hussars
    - United States - http://www.sendspace.com/file/j272k5

    Norske Geworbne & Trondhjemske Regiment - Norway -
    http://www.sendspace.com/file/tmvpk6


    Links updated 06.05.13

  11. #11
    newt's Avatar Primicerius
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    Default Re: Food requirement and GDP mod v1.0

    Quote Originally Posted by zowrath View Post
    For the first one that only changes rice exchanges, markets and so on, yes. For the second one they've changed, as stated in the information.
    Thirdly, and here it gets interesting, changes how your fortification is handled economically. Forts now have no food requirement as they have no replenishment rate either. All fortifications from Castle and up have had their food requirements increased by 1.
    You skipped 2 levels in your description

  12. #12

    Default Re: Food requirement and GDP mod v1.0

    Hah! You are right, now what was I thinking at that time. Probably about dinner. Thanks!
    Maratha Light Infantry - http://www.sendspace.com/file/ibfygu

    Col. Michael Kováts Hussars
    - United States - http://www.sendspace.com/file/j272k5

    Norske Geworbne & Trondhjemske Regiment - Norway -
    http://www.sendspace.com/file/tmvpk6


    Links updated 06.05.13

  13. #13
    newt's Avatar Primicerius
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    Default Re: Food requirement and GDP mod v1.0

    Argh! This + the character skill mod being released today has me wanting to start yet another new campaign.

  14. #14

    Default Re: Food requirement and GDP mod v1.0

    I do not understand why, you would remove the food requirement, instead i would have those market tiers add more wealth, direct income. However it would still decrease other province growth.
    Adding income bonus to those market so that it would balance itself would be enough i think.
    You haven't thought this all the way through, have you?

    Either the bonus would be enough to make a profit even if you're hurting a large empire's growth, in which case it would be ridiculously overpowered in a small empire, or it would be smaller and reach a point in empire size where building them at all is a bad idea.

    In vanilla, the empire size where upgrading a market to a rice exchange gives overall negative growth is five or more cities. Personally I'd rather see rice exchanges consume food but provide an empire-wide growth bonus that offsets it (using food as a mechanic to prevent spamming and force tradeoffs between more castles or more markets) but this is definitely an improvement on the original formula.
    Last edited by Empyrean; March 31, 2011 at 03:26 PM.

  15. #15

    Default Re: Food requirement and GDP mod v1.0

    I would love to use this mod but as we have no ability to change the level of the castle-towns that we capture from the ai later in the game we are stuck with the higher level castles because the AI always upgrade them to the max. So using this mod would lead to destroying my economy just by playing the game and expanding into new areas.

    If there was a mod to allow the downgrading of castle-towns to level 1 forts then this mod would be amazing!

  16. #16
    newt's Avatar Primicerius
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    Default Re: Food requirement and GDP mod v1.0

    I haven't played far enough yet, but I assume they wont do it unless they researched farms first. Maybe this will force them to devote some research to Chi instead of mostly Bushido.

  17. #17

    Default Re: Food requirement and GDP mod v1.0

    I'm at 1589 in my current campaign and the AI did not build high level fortifications all over but kept some low and some high. Never had any problems with food shortage because of AI building too many high-level fortifications so far, and just 11 years to go I think it won't be a problem either. Playing on VH, very active campaign.
    Maratha Light Infantry - http://www.sendspace.com/file/ibfygu

    Col. Michael Kováts Hussars
    - United States - http://www.sendspace.com/file/j272k5

    Norske Geworbne & Trondhjemske Regiment - Norway -
    http://www.sendspace.com/file/tmvpk6


    Links updated 06.05.13

  18. #18

    Default Re: Food requirement and GDP mod v1.0

    I've only completed ~5 campaigns (1 norm, 1 hard, 3 VH, 2 leg domination in process) and in all of them when I expand my borders, whether it's early game or late game the province is always at LEAST a level 2 castle, which would be 3 food with this mod. I get a province with a level 1 castle once every ~15-20 provinces I conquer.

  19. #19

    Default Re: Food requirement and GDP mod v1.0

    Neither seem to work for me.

    Using -
    morale mod
    no horos
    cherry blossom general stats
    campaign length mod to 1640
    decreased movement
    increased morale
    reload times decreased
    realm divide mod
    ninja reskin mod

    -
    None of which (I doubt) should modify the files yours does, but I've tried both versions and I'm still getting +1 / +2 rice consumed with rice exchange and merchant guild and so on. Any ideas?

  20. #20

    Default Re: Food requirement and GDP mod v1.0

    Quote Originally Posted by Slanderbot View Post
    I've only completed ~5 campaigns (1 norm, 1 hard, 3 VH, 2 leg domination in process) and in all of them when I expand my borders, whether it's early game or late game the province is always at LEAST a level 2 castle, which would be 3 food with this mod. I get a province with a level 1 castle once every ~15-20 provinces I conquer.
    That should be no problem at all, remember with a fully researched food production each province can create +2 food in addition to the one-time +2 bonus from one of the researched techs. Though if your playing style is to conquer as many provinces as possible in a short amount of time then I think may make it more difficult for you. The second mod is probably best for the long haul, where you research food-tech and plan which provinces to take over.

    Also, what I do, is to use Ninja's to stop the AI from finishing their buildings if I see an AI trying to upgrade their fortifications while I am on my way over there I sabotage the gates each turn until I get there.


    @Toyotomi

    Checked to make sure you put it in the right directory? It's easy to do that one.
    Maratha Light Infantry - http://www.sendspace.com/file/ibfygu

    Col. Michael Kováts Hussars
    - United States - http://www.sendspace.com/file/j272k5

    Norske Geworbne & Trondhjemske Regiment - Norway -
    http://www.sendspace.com/file/tmvpk6


    Links updated 06.05.13

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