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  1. #1

    Default Growing castles?

    How do you do it?

    Due to not being able to set taxes on low I only get population growth rates of 0.5-1%, which, coupled with castle's low initial population means they take forever to upgrade. For example I'm turn 32 atm with my eriaodr campaign, and all the castles I've got (3 wooden castles) are 1000-1200 population. This means a good 40-50 turns before I can start building level 3 barracks.

    Is there any way to speed the process?

  2. #2
    Freakwave's Avatar Tiro
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    Default Re: Growing castles?

    Garrison a commander with growth stimulating traits.
    .
    .




  3. #3

    Default Re: Growing castles?

    Quote Originally Posted by Freakwave View Post
    Garrison a commander with growth stimulating traits.
    Sad thing is that good governors take a while to grow

    My only good governor atm is Aragorn, and I need it for Annuminas.

  4. #4

    Default Re: Growing castles?

    I'd have an opposite problem : how can I limit the level of a settlement ? For example, I'd like Hobbiton to stay at village level forever; I mean not by rising taxes, placing bad governor, etc. Is there a code tag I can use to set a limit for a settlement population ?

  5. #5
    Dustindesrctin's Avatar Decanus
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    Default Re: Growing castles?

    Quote Originally Posted by Adjudant-Major View Post
    I'd have an opposite problem : how can I limit the level of a settlement ? For example, I'd like Hobbiton to stay at village level forever; I mean not by rising taxes, placing bad governor, etc. Is there a code tag I can use to set a limit for a settlement population ?
    If hobbiton/micheal delving/longbottom are ready to upgrade open the console and "type add_population (whatevertown) -4000" without the quotes and (). the population of any town cannot decrease under 400 so don't worry about that! but that is really the only way to do it.

  6. #6

    Default Re: Growing castles?

    Quote Originally Posted by Adjudant-Major View Post
    I'd have an opposite problem : how can I limit the level of a settlement ? For example, I'd like Hobbiton to stay at village level forever; I mean not by rising taxes, placing bad governor, etc. Is there a code tag I can use to set a limit for a settlement population ?
    I don't understand this question. Just don't build the wall-upgrade? The squalor will soon stall population growth by itself.

  7. #7
    Libertus
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    Default Re: Growing castles?

    Only governors can help. Gandalf has much respect, train him in battle or another town and you'll get 1 governor with maxed respect. Forget about dunedain units - you'll be Arnor faster. Militia, hobbits and hunters are your eternal friends

  8. #8

    Default Re: Growing castles?

    Quote Originally Posted by LordBlades View Post
    How do you do it?

    Due to not being able to set taxes on low I only get population growth rates of 0.5-1%, which, coupled with castle's low initial population means they take forever to upgrade. For example I'm turn 32 atm with my eriaodr campaign, and all the castles I've got (3 wooden castles) are 1000-1200 population. This means a good 40-50 turns before I can start building level 3 barracks.

    Is there any way to speed the process?
    I have the same problem.
    To get a general with max respect/chivalry is not hard, but it takes some time.
    Having a general in a settlement with low tax will over time give you a general with max respect/chivalry.
    Each time you build a building in a settlement there is a chance that an architect will join your governor, if you have a governor.
    A governor with 7 in respect/chivalry and an architect is a decent way of growing your castle as it will add 2% to the growth rate, but it still takes a very long time (too long I think) to get fortress.
    A friend of mine and I have made this game:
    http://apps.facebook.com/presidencygame/
    Check it out!

  9. #9

    Default Re: Growing castles?

    The squalor will soon stall population growth by itself.
    Like I said, no high taxes, no bad governors, ok, no squalor I would not be happy to keep my Hobbiton as a nice village by making hobbits die by deceases from squalor; I simply look for a solution to make this settlement stay with some c. 1000 mostly happy inhabitants...

  10. #10

    Default Re: Growing castles?

    Quote Originally Posted by Adjudant-Major View Post
    Like I said, no high taxes, no bad governors, ok, no squalor I would not be happy to keep my Hobbiton as a nice village by making hobbits die by deceases from squalor; I simply look for a solution to make this settlement stay with some c. 1000 mostly happy inhabitants...
    i dont think your request is so hard to do. Just dont build any growing population building (as farms, Inns, or... pretty much anything that provides happinnes) - of course you should not bring any good gobernor there and then, lastly DONT UPGRADE THE SETTLEMENT. Im sure you wont see any hobbit dying in your screen because of high squalor.
    There you have, a nice village for the hobbits and their sons to come.

  11. #11

    Default Re: Growing castles?

    Why not upgrade it?

  12. #12

    Default Re: Growing castles?

    Quote Originally Posted by A Goon of Sparta View Post
    Why not upgrade it?
    He doesn't want to for RP reasons. There isn't any other reasons.

  13. #13
    Trailhog250's Avatar Semisalis
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    Default Re: Growing castles?

    Sorry but that makes no sense at all, your hindering your growth but to each their own

  14. #14
    Vicarius
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    Default Re: Growing castles?

    Makes perfect sense to me - they want to keep it as the small village it was. It would be really weird to have hobbiton being a massive city.

  15. #15

    Default Re: Growing castles?

    Im sure you wont see any hobbit dying in your screen because of high squalor.
    Won't I... the squalor, won't it cause unhappiness ? Not upgrading the settlement and not building town hall, etc., won't it cause unhappiness ? Won't we see the little red figure under the settlement name indicating that the population is dicreasing because the life there is not nice ?

    Only one idea so far, a script similar to the passing of the Elves, for Hobbiton and Longbottom...

  16. #16
    Libertus
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    Default Re: Growing castles?

    Oh. And AI has no problems with upgrading settlements. Maybe some scripts help him.

  17. #17
    Dunedain Ranger's Avatar Civis
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    Default Re: Growing castles?

    Go to data\descr_settlement_mechanics.xml. Open it with notepad or similar programs.
    Alter some values to increase the population growth. There are many factors for the population growth. If you want to increase the population growth for castles only, i recommend to change the castle modifier value.

    Settlement Population Factors = SPF

    <factor name="SPF_FARMING_LEVEL">
    <pip_modifier value="0.4"/>
    <castle_modifier value="0.8"/>

    Increasing the modifier value for castles should help Dont forget backup.

    ...Or you just cheat add_population city_name 4000 in the colsole if you dont like to mess around with documents.
    Last edited by Dunedain Ranger; August 11, 2011 at 10:53 AM.

  18. #18
    Libertus
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    Default Re: Growing castles?

    Funny strategy to grow castles - let the AI grow them. Sell settlement to some friendly faction and buy it later to upgrade to Citadel level. But build farms there first to develop your governor then sell. There is no much sense in having low-level castle if you do not recruit much there. You'll have money right from the start when you need them, AI will build all facilities in castle and it has no problems with population growth. You can easily get alliance through this and later in the game there is no problem to pay back for castle.

  19. #19
    Lazy's Avatar Biarchus
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    Default Re: Growing castles?

    i forgot the files name... i will edit the post later if i dont forget...
    theres this file... something with "stat" i think... or "campaign"...
    it is where the starting settlements details are defined and stuff like that ( family tree, relations... )
    every settlement has a "town-level" and an already build wall matching the "town-level"
    search for hobbiton and change the kind of settlement or wall so it does not match anymore!

    if you reach the population level needed to upgrade usually the next level of walls appears... if you "messed" the settlement up it will not appear because its already there or the building requirements ( the previous wall does not exist ) are not reached!

    upgrading a settlement does happen only after a wall is finished! if its already there no trigger will be triggered and the settlement will stay a village or town!

    good luck

  20. #20

    Default Re: Growing castles?



    upgrading a settlement does happen only after a wall is finished! if its already there no trigger will be triggered and the settlement will stay a village or town!
    If it's already there, no trigger is needed, as the settlement will stay a town, indeed, and not village... the thing is I do not want to see walls around Hobbiton, ever but the solution may be simple, a script similar to the "too much money" script

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