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  1. #1

    Default Adjustments to counter distance to capital effects

    These are simple adjustments I'v made to my game to counter "distance to capital" penalty a bit, especially because I consider moving the capital ahistorical.
    Better communications = better connection to the capital, thus:
    Roads 2 = +5% law bonus
    Roads 3 = +10% law bonus

    When you give people land to live and work, they are more content and happy:
    Farms 3 = +5% happiness bonus
    Farms 4 = +10%
    Farms 5 = +15%

    These bonuses are received by empires which can build these structures.
    I also consider giving law bonuses to some more advanced ports, especeially when the connetion between Constantinople and it's cities were mainly through the ships.

    Just an idea, no need to reaise flames

    And some more:
    I changed the name of Peasants to Militia.
    The formation to square.
    Removed "is_peasant" tag, now they have normal effectivity in making people not to steal everything they see
    Raised their cost to 100 and unkeep to 50.
    Last edited by Biges; February 25, 2006 at 08:17 AM.

  2. #2

    Default

    If they'd actually only give people those farms...and not make them into slaves working on them. :laughing:

    But good (and realistic) idea to counter negative effects from distance to capital.
    Last edited by Fabolous; February 28, 2006 at 06:28 PM.
    From the pride and arrogance of the Romans nothing is sacred. But the vindictive gods are now at hand. On this spot we must either conquer, or die with glory (Boudiccas Speech, Tacitus, Annals, XIV, 35)

    under Patronage of Emperor Dimitricus, Granddaughter of the Black Prince.

  3. #3

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    Well, I believe slavery was already abolished, because they have found out, that exploting people as farmers is more effective way
    Anyway, you pay hard cash for building farms, that means you really provide them. Well, there is not much free space to work with the economy :-/

  4. #4
    Empedocles's Avatar Domesticus
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    Default

    Exactly how and where do you mod such things? I'm a rookie in the modding world.....Thanks!

    Diego, from Argentina

  5. #5

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    Quote Originally Posted by Empedocles
    Exactly how and where do you mod such things? I'm a rookie in the modding world.....Thanks!
    Diego, from Argentina
    OK, find export_descr_buildings.txt in Rome - Total War\bi\data\ or Rome - Total War\data\ directory (the second one is for plain RTW) and edit the file with text editor (Windows Notepad is enough). Values are pretty clear, for example, second level road:

    paved_roads requires factions { franks, eastern, roman, }
    {
    capability
    {
    road_level 1
    }
    construction 3
    cost 1200
    settlement_min large_town
    upgrades
    {
    highways
    }
    }

    To produce law bonus for appropriate factions change it to:

    paved_roads requires factions { franks, eastern, roman, }
    {
    capability
    {
    road_level 1
    law_bonus bonus 1 requires factions { franks, }
    law_bonus bonus 1 requires factions { eastern, }
    law_bonus bonus 1 requires factions { roman, }
    }
    construction 3
    cost 1200
    settlement_min large_town
    upgrades
    {
    highways
    }
    }

    Enjoy

    Merged double posts/Proximus

    One more change I made. Instead of happiness, palaces (governor's etc.) not produce law bonuses. Maybe I'll even set it to +10% for the largest one. That way I'll may be decrease happiness bonus from farms.
    Last edited by Proximus; March 03, 2006 at 09:52 AM.

  6. #6
    Trajan's Avatar Capodecina
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    Default

    Moved to The Mod Workshop.

  7. #7
    Turbo's Avatar Civitate
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    Default

    Quote Originally Posted by Biges
    These are simple adjustments I'v made to my game to counter "distance to capital" penalty a bit, especially because I consider moving the capital ahistorical.
    Better communications = better connection to the capital, thus:
    Roads 2 = +5% law bonus
    Roads 3 = +10% law bonus

    When you give people land to live and work, they are more content and happy:
    Farms 3 = +5% happiness bonus
    Farms 4 = +10%
    Farms 5 = +15%

    These bonuses are received by empires which can build these structures.
    I also consider giving law bonuses to some more advanced ports, especeially when the connetion between Constantinople and it's cities were mainly through the ships.

    Just an idea, no need to reaise flames

    And some more:
    I changed the name of Peasants to Militia.
    The formation to square.
    Removed "is_peasant" tag, now they have normal effectivity in making people not to steal everything they see
    Raised their cost to 100 and unkeep to 50.

    Good ideas except for the peasants. The game plays much better without peasants.
    Work of God

  8. #8

    Default

    Quote Originally Posted by Turbo
    Good ideas except for the peasants. The game plays much better without peasants.
    It's not. Well, it depends on one's taste. Anyway, the problem if RTW is, that you can't adjust rate, for example, to "culture" or "keep order", which is usually normal in strategic games.

  9. #9
    Lusted's Avatar Look to the stars
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    Default

    Please do not double post, use the EDIT button in future.

    Hey Lusted trying to steal my job are we? :original:
    Last edited by Proximus; March 03, 2006 at 09:53 AM.
    Creator of:
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