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  1. #1

    Default delete

    no longer interested in participating
    Last edited by RubiconDecision; November 13, 2011 at 11:00 PM.

  2. #2

    Default Re: Limiting the population in certain settlements

    I don't think I can be of much help, but I imagine you can limit growth by limiting the ability of constructing farms and buildings that boost population or health by requiring prerequisite buildings that only playable factions can build (everybody but the slave faction). Or not allowing those types of buildings in the regions of interest, and instead creating colony supply buildings. Or using fancy and/or statements to prevent the slave faction from building anything larger than a village or small town in the regions of interest.

    EDIT:
    The only way I can think of reducing unit strength over time is to script a plague for armies in ships, or find a way to utilize crusade-type desertion, otherwise I don't think it is possible for units to lose strength. Unless you mean strength as experience points, which I have no idea but would sound interesting to know.
    Last edited by rebelyell2006; May 21, 2011 at 09:23 PM.

  3. #3

    Default Re: Limiting the population in certain settlements

    Since character traits can increase or decrease squalor, a character at the end of the turn outside of some arbitrary "home range" could get a 100% chance of gaining a colony supplier trait (with -1 or more squalor effect) to represent the character organizing the supplies needed for the colony, and once they return within the "home range" there is a 100% chance of losing the supplier trait. That way even if you cannot get a merchant near the colony the colony could get supplies, since it would be assumed that a general's followers and ancillary figures would be small-time traders and merchants and not the great merchants that are independent agents. EDIT: so that if a region cannot get a family member or general to serve as a governor,, then sucks to be them since the lack of a family member/general governor represents more or less the lack of a single person in charge (feudal division of the region), or an existing governor with not enough influence to get the attention of the king and thus not enough influence to justify becoming a named character.

    And yeah it wouldn't be a bad idea to use dysentery for siege attackers (and their generals). Even outside of sieges dysentery was a problem for maneuvering armies and historically more soldiers died from disease and infected wounds than from battlefield trauma.
    Last edited by rebelyell2006; May 22, 2011 at 12:41 AM.

  4. #4
    RollingWave's Avatar Praepositus
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    Default Re: Limiting the population in certain settlements

    in terms of keepign settlement small, one way to do it is to utilize a combination of hidden_resource and buildings.


    (first say you set a hidden_resource called americas for the areas you dont want ot upgrade fast)

    For example requires not hidden_resource americas or hidden_resource americas and building_present xxxx

    that way the region with the hidden resource americas can't upgrade until they have that building build there..
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  5. #5
    RollingWave's Avatar Praepositus
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    Default Re: Limiting the population in certain settlements

    Quote Originally Posted by RubiconDecision View Post
    RollingWave, can you supply an example of what you mean in the EDB?

    for example

    wooden_wall city requires factions { all, } and not hidden_resource americas or hidden_resource americas and building_present xxxxx
    Then you set the americas hidden_resource to the region you want this effect to show up in. so for most other places they'll still build wooden wall the same, but for the region with the americas hidden_resource they must have the building you designate built before they can upgrade their walls.




    material stone
    construction 3
    cost 2400
    settlement_min large_town
    upgrades
    This would mean having to bring in most of their troops from Europe. How do you define settlements with "stone"?
    Stone is only something that matters if you have buildings that have bonuses in reducing construction prices, the two type of material is stone or wooden.

    for example if as building have this in it...

    construction_cost_bonus_stone bonus 8
    it means for that settlement all buildings whose material is designated as stone will have their cost reduced by 8% .
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  6. #6
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Limiting the population in certain settlements

    There's a command that reduces population in a settlement.

    So you script it so that in the beginning of each turn after say, turn 50 reduces that settlement's population by 50 people etc. Would that work for you?

    Also, is there any condition about population size? I.e. some condition like "Paris's population over>5000"? I haven't found anything in docudemons. If such a condition exists, then your problem is solved easily via script.


    If such a condition doesn't exist and the script doesn't appeal to you, then the only way I can think of, is editing the buildings as RollingWave said, so they can't upgrade over say, large town unless there's a hidden resource there.
    I would name that resource CITY in your case.
    Last edited by alhoon; May 24, 2011 at 02:56 AM.
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