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  1. #1

    Default "Ethnic cleansing"

    Hi.

    I'm trying to do a submod for Third Age and for now I just want to edit the "Occupy/Exterminate" options to make it more lore-wise.
    The idea is to add, if possible, the "amplify_religion_level 2" (2 = 100%) to "Exterminate population" option after you capture a settlement, and increase the "Cultural Unrest" penalty effects.
    Third Age uses Britannia's culture system, and in fact you can build religion-converters buildings (responsible for adding the "amplify_religion_level" lines to a settlement). I just want to include this line/effect in the "Exterminate populace" option to make it useful by resulting in the following effects:

    - If you exterminate (and convert 100%) it would be like if you had killed the orcs and freed the elves. So you have a recently conquered settlement with only elves (100% elvish culture) but only the few citizens that you freed.
    The advantages of doing this is that you have immediate access to high-cultural units and have no Cultural Unrest penalty (elves won't be upset by being freed).
    The disadvantages would be a low population and by extention low Tax Income and longer time to update town.
    - On the other hand, "Occupy" would be like "enslave", so you don't convert culture and keep the enemy working for you (i.e. no reduced population, no reduced Tax Income) and faster settlement development but no early access to high-cultural units and higher rebellion risks.

    I know next-to-nothing about modding, so could you experts give me some hints of how to do this, which files and most mportant, if 'tis possible?

    Thanks in advance.

  2. #2
    kevindrosario's Avatar Ordinarius
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    Default Re: "Ethnic cleansing"

    I haven't seen any mod that directly changes the way that occupy/sack/exterminate act. My guess is that those things are hardcoded and cannot be modified. Maybe it would be possible to write a script that checks to see when you exterminate a settlement and automatically sets the culture of that settlement to 100% of your culture. I have no experience in scripting so hopefully someone more experienced with that will be able to tell you whether or not that's possible.

  3. #3

    Default Re: "Ethnic cleansing"

    Fresh news:

    I could make it

    If my culture is numenorean I can erase orcs only, while preserving dwarves and elves. So basically you eliminate enemy's culture and preserve ally's, except that it should be pre-definied. So if you decide to go against the lore and kill the elves, you must edit the files first

    Now I'm desperately looking for a way to make AI exterminate a settlement according to religion parameter, so orcs won't exterminate a settlement that has 90% orcish culture. But 'tis impossible, since I can't find a command to make AI exterminate a settlement.

  4. #4
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: "Ethnic cleansing"

    Please let us have the details how you succeeded.










  5. #5

    Default Re: "Ethnic cleansing"

    Quote Originally Posted by Gigantus View Post
    Please let us have the details how you succeeded.
    Sorry, I was planning to do a simple tutorial once it had been completed. But I can't get the AI to exterminate the settlements. I'm doing some tests with America's campaing, but the AI is acting really weird.

    By chance I got an article telling that in America's campaing you can "Sacrifice" settlements, units and whatever for a conversion bonus. Then I found it in America's Campain_Script:

    ;;;;;;; Sacrifice Settlement (Exterminate) ;;;;;;;
    monitor_event ExterminatePopulation FactionType aztecs
    change_population_religion aztecs pagan 3 catholic
    change_population_religion aztecs pagan 3 islam
    end_monitor

    Basically all I had to do was to adapt it for Third Age and increase the 3% to 100%. The monitor converts only the specified religion, so if I remove "islam", it'll convert only catholics, while preserving the Apaches. Of course it doesn't kill the "undesirable religion" proportionally, but converts the balance perfectly and instantly.

    It add half of what I want to my gameplay; now I need to choose between develop a occuped settlement of "slaves" while unable to recruit, or to sacrifice development and income in order to train troops.
    But for AI it will only make a mess; they have no reasonable parameters for decisions and mostly will only occupy the settlements.

    Even in the America's files, I can't find nothing. I was excited by the fact that "Sun God" people where exterminating my appacheans settlements, but in my test campaing, they only occupy my higly catholics ones =/
    Last edited by Excellion; May 15, 2011 at 02:57 AM.

  6. #6
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: "Ethnic cleansing"

    The lure of money might have helped indeed to promote sacking in your case...
    It won't make those factions very popular, though.










  7. #7

    Default Re: "Ethnic cleansing"

    Is this "surprising"?

    I did a few tests, now I need some help with results interpretarion.

    <sack_money_modifier float = "0.05"/>
    <exterminate_money_modifier float = "3.5"/>

    I started a new campaing with this values, conquered central-american rebel settlements in first turn (cheats, of course) and developed then. So I just watched that the AI would do.
    They simply sacked almost ALL, occupied no more than 3, and exterminated 2.
    The ones they exterminated had a huge population, so I'm suspecting these decisions have something to do with soldier vs pop. ratio. Also, they had a high % of enemy culture.

    Now I want to find where the AI process these decisions, but I suspect it's hardcoded, damn.

  8. #8
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: "Ethnic cleansing"

    I don't think the AI bases it's decision on the money to be had. As Excellion noted about the extermination: "The ones they exterminated had a huge population, Also, they had a high % of enemy culture."

    This looks more to be the deciding factor. The settings in the descr_campaign_db file appear to be mere multipliers for the money, looking at their influence.










  9. #9

    Default Re: "Ethnic cleansing"

    Does anyone knows how exactly the priest recruitment works?

    I just found it in descr_campaing_db:

    <ai>
    <!-- PRIEST CONTROLLER -->
    <priest_religion_min float="0.5"/> <!-- if religion < religion_min then region needs a priest -->
    <priest_religion_max float="0.6"/> <!-- if religion >= religion_max then a priest can be taken from this region for other missions -->

    So basically the game monitors the religion level in a settlement, then recruit a priest according to conditions. I still don't know the "exterminate command", but I'm sure it exists.
    My concern now is that I can't get the checks working. Looks like the game can't recognize the town's name, because the commands are correct, but when I try Cair Andros, Cair_Andros or "Cair Andros" in the Campaing_Script, none of them works.

    I can't imagine why.
    Last edited by Excellion; May 21, 2011 at 12:17 AM.

  10. #10

    Icon1 Re: "Ethnic cleansing"

    Looks like the game can't recognize the town's name, because the commands are correct, but when I try Cair Andros, Cair_Andros or "Cair Andros" in the Campaing_Script, none of them works.
    Code:
    Cair-Andros_Province
    	Cair-Andros
    	sicily
    	English_Rebels
    	100 200 100
    	crusade, ithilien, coast, no_pirates
    	5
    	4
    	religions { catholic 18 orthodox 5 islam 2 northmen 5 heretic 0 numenorian 70 }

  11. #11
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: "Ethnic cleansing"

    The underscore version should work (multiple words don't work), just make sure the capitalization is correct in the script.










  12. #12

    Default Re: "Ethnic cleansing"

    Quote Originally Posted by RubiconDecision View Post
    Somehow monitor the amount of population and then add those effects you desire if you can't get the AI to sack or exterminate.

    I went into the descr_settlement_mechanics and radically changed the sack amount of money to:
    <settlement>
    <sack_money_modifier float = "2.4"/>
    <exterminate_money_modifier float = "1.0"/>

    I haven't checked the log, but looking at the faction standings screen, the money has gone up after many battles. I think that the AI is sacking and executing more since it pays off better.
    Everyone said so far that it's impossible to monitor population in a especific settlement so I quit this idea. Also, the amplify_religion doesn't work very well in monitors, but I think it's my lack of codding skills. Fortunatelly I found the solution in America's files, by pure change lol.
    But you raised a really interesting point; I never thought the AI could make these decisions based in the money reward. Tomorrow I'm gonna give it a try. Thanks a lot for the hint!



    PS: The file is "desc_campaing_db", no? I found none of these entries in descr_settlements_mechanics.

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