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  1. #1

    Default Growth rates for 6.4

    Quick question for modders here. I would like to cut by half all the growth rates for settlements as I find that the ones in 6.4 are far too high with all the castles (mine and the AI's) reaching citadel level in just around 90 turns. I would like to edit descr_settlement_mechanics and effectively make growing slower but I'm not sure how the growth rates for the AI work with the bonuses they get. Anyway, what would be the lines that need to be edited and what would be some reasonable values so that settlements can reach the higher levels much much later on?

  2. #2

    Default Re: Growth rates for 6.4

    Are you sure you are actually playing 6.4?

  3. #3
    Losthief's Avatar Campidoctor
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    Default Re: Growth rates for 6.4

    Quote Originally Posted by popovic View Post
    Are you sure you are actually playing 6.4?
    +1

  4. #4

    Default Re: Growth rates for 6.4

    Quote Originally Posted by popovic View Post
    Are you sure you are actually playing 6.4?
    Yes. I don't know what it's like for you but this is always the case for me. 100 turns in and every settlement in the map is close to their max level.

  5. #5
    Andytheplatypus's Avatar Domesticus
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    Default Re: Growth rates for 6.4

    Quote Originally Posted by AWombat View Post
    Yes. I don't know what it's like for you but this is always the case for me. 100 turns in and every settlement in the map is close to their max level.
    Are you talking about the AI's settlements or your own?

  6. #6

    Default Re: Growth rates for 6.4

    OMG OMG OMG.
    I have failed to "grow" a citadel in my campaign before wining. WTF? How do you do that? I was around turn 110, Late campaign, did all the "low tax", "release prisoners" and other tricks.... VH/H of course...

  7. #7

    Default Re: Growth rates for 6.4

    Quote Originally Posted by Andytheplatypus View Post
    Are you talking about the AI's settlements or your own?
    AI's mostly, but I have no problem doing it too.

    Quote Originally Posted by loony View Post
    OMG OMG OMG.
    I have failed to "grow" a citadel in my campaign before wining. WTF? How do you do that? I was around turn 110, Late campaign, did all the "low tax", "release prisoners" and other tricks.... VH/H of course...
    I said close to their max level, I know it's almost impossible to grow citadels in some places but that was not my question.

    Let me rephrase, I want the growth rates to go slower when reaching the levels before citadel/huge city, because, as I said before, every settlement in the map is either a fortress or a minor/large city in just around 80 turns. I just think that this makes the gameplay a bit stagnant because there's no distinction on the importance of the regions. For example lets use Constantinople: this city starts very large as that's how it's supposed to be historically, it doesn't make much sense that cities that don't have as much importance anywhere else can reach close to the same population levels in just around 80-100 turns. What I want is that the cities and castles that are large by the start of the campaign can stay being of utmost importance for more time in the campaign, so as to keep some strategical value as to what regions you capture instead of just how many regions you capture.


    Anyway, I partially achieved this by editing descr_settlement_mechanics, I made it so all the population modifiers are effectively cut by half and also cut the squalor levels by half. Now a farm will give you half the pop growth rates but squalor will also not be as severe so as to not impede settlement growth. I'm testing it now but it seems to be working correctly for all my regions. Growth rates are at 2% per turn at most, instead of 4-5%. Need to test it some more in a campaign to see the side effects.
    Last edited by AWombat; May 13, 2011 at 08:51 AM.

  8. #8
    Losthief's Avatar Campidoctor
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    Default Re: Growth rates for 6.4

    Quote Originally Posted by AWombat View Post
    AI's mostly, but I have no problem doing it too.



    I said close to their max level, I know it's almost impossible to grow citadels in some places but that was not my question.

    Let me rephrase, I want the growth rates to go slower when reaching the levels before citadel/huge city, because, as I said before, every settlement in the map is either a fortress or a minor/large city in just around 80 turns. I just think that this makes the gameplay a bit stagnant because there's no distinction on the importance of the regions. For example lets use Constantinople: this city starts very large as that's how it's supposed to be historically, it doesn't make much sense that cities that don't have as much importance anywhere else can reach close to the same population levels in just around 80-100 turns. What I want is that the cities and castles that are large by the start of the campaign can stay being of utmost importance for more time in the campaign, so as to keep some strategical value as to what regions you capture instead of just how many regions you capture.


    Anyway, I partially achieved this by editing descr_settlement_mechanics, I made it so all the population modifiers are effectively cut by half and also cut the squalor levels by half. Now a farm will give you half the pop growth rates but squalor will also not be as severe so as to not impede settlement growth. I'm testing it now but it seems to be working correctly for all my regions. Growth rates are at 2% per turn at most, instead of 4-5%. Need to test it some more in a campaign to see the side effects.
    man....i never get 4-5 percent...at most i get 3, and thats with a good general usually, i must be doing something wrong....anyways...good luck with it, another thing you can do is pm meneth about his 2tpy mod and just take his growth rates and apply them to 1tpy, and that should half it, so maybe just ask for his settlement's code and such.

  9. #9

    Default Re: Growth rates for 6.4

    Try this an see how it goes, works pretty good.

    change the values in settlement mechanics to this info :

    <factor_modifiers>
    <factor name="SPF_FARMING_LEVEL">
    <pip_modifier value="1.0"/>
    <castle_modifier value="0.75"/>
    <city_modifier value="1.0"/>
    <pip_min value="0"/>
    <pip_max value="10"/>
    </factor>
    <factor name="SPF_FARMS_BUILT">
    <pip_modifier value="1.0"/>
    <pip_min value="0"/>
    <pip_max value="20"/>
    </factor>
    <factor name="SPF_HEALTH">
    <pip_modifier value="1.0"/>
    <castle_modifier value="1.25"/>
    <pip_min value="0"/>
    <pip_max value="25"/>
    </factor>
    <factor name="SPF_BUILDINGS">
    <pip_modifier value="1.0"/>
    <castle_modifier value="1.0"/>
    <pip_min value="0"/>
    <pip_max value="8"/>
    </factor>
    <factor name="SPF_TAX_RATE_BONUS">
    <pip_modifier value="1.0"/>
    </factor>
    <factor name="SPF_BUILDINGS_FUN">
    <pip_modifier value="0.75"/>
    <pip_min value="0"/>
    <pip_max value="20"/>
    </factor>
    <factor name="SPF_GOVERNORS_INFLUENCE">
    <pip_modifier value="0.75"/>
    <castle_modifier value="0.5"/>
    <pip_min value="0"/>
    <pip_max value="8"/>
    </factor>
    <factor name="SPF_TRADE">
    <pip_modifier value="0.5"/>
    <castle_modifier value="0.5"/>
    <city_modifier value="0.75"/>
    <pip_min value="0"/>
    <pip_max value="20"/>
    </factor>
    <factor name="SPF_SQUALOUR">
    <pip_modifier value="1.0"/>
    <castle_modifier value="0.5"/>
    <pip_min value="3"/>
    <pip_max value="18"/>
    </factor>
    <factor name="SPF_PLAGUE">
    <pip_modifier value="0.5"/>
    </factor>
    <factor name="SPF_TAX_RATE_PENALTY">
    <pip_modifier value="1.0"/>

    <population_levels>
    <!-- city -->
    <level name="village" base="500" upgrade="1000" min="400" max="1500"/>
    <level name="town" base="1000" upgrade="5000" min="400" max="7200"/>
    <level name="large_town" base="5000" upgrade="13500" min="400" max="16500"/>
    <level name="city" base="13500" upgrade="40000" min="400" max="45000"/>
    <level name="large_city" base="40000" upgrade="88000" min="400" max="92000"/>
    <level name="huge_city" base="88000" min="400" max="105000"/>
    <!-- castle -->
    <level name="moot_and_bailey" base="500" upgrade="1000" min="400" max="1500"/>
    <level name="wooden_castle" base="1000" upgrade="3600" min="400" max="4400"/>
    <level name="castle" base="3600" upgrade="18500" min="400" max="21000"/>
    <level name="fortress" base="18500" upgrade="32500" min="400" max="36000"/>
    <level name="citadel" base="32500" min="400" max="38500"/>
    </population_levels>

  10. #10

    Default Re: Growth rates for 6.4

    Thanks! I'll have to try this one to see how it works. Although I see that the population levels for cities have increased by a lot and this could, maybe, make it so they generate too much money. I'll play around with them and tell you how it goes~

  11. #11
    Polycarpe's Avatar Back into action!
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    Default Re: Growth rates for 6.4

    Interesting, you want to tackle one of the most delicate file in the game. Very well mate, here's a guide about the descr_settlement_mechanic file http://www.twcenter.net/forums/showthread.php?t=253598

    Enjoy and good luck

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