There is only one file to change, but you must do it carefully:
D:\Program Files\The Creative Assembly\Rome - Total War - mods\RG\data\scripts\show_me\rgbs.txt
To change the date of the first reforms, look for this text:
Code:
monitor_event FactionTurnStart FactionIsLocal
and I_TurnNumber = 226
console_command create_building Alesia reform2
And replace 226, for the turn in which you want to start the Reforms.
If you want to change the next Reforms, just scroll down and you will find them:
Code:
monitor_event FactionTurnStart FactionIsLocal
and I_TurnNumber = 386
console_command create_building Alesia reform3
And the date for the next Reforms is further below:
Code:
monitor_event FactionTurnStart FactionIsLocal
and I_TurnNumber = 440
console_command create_building Alesia reform4
So far so good. But if you want to have a perfect result, you must also edit another part of the script: I added some code to make the Roman factions, when controlled by the AI, recruit more heavy units, instead of levies. You will find the code under this title:
Code:
;;;;;;;;;;;;;;;;;Balanced recruitment
For the Polybian Era, the AI spawns hastati, princeps and triarii:
Code:
monitor_event UnitTrained TrainedUnitCategory infantry
and SettlementName Arretium
and not FactionIsLocal
and I_TurnNumber < 226
console_command add_population Arretium 80
if I_SettlementOwner Arretium = romans_julii
console_command create_unit Arretium "roman hastati" 2
console_command create_unit Arretium "roman princeps" 2
console_command create_unit Arretium "roman triarii"
console_command add_population Arretium 80
console_command add_money romans_julii, -900
end_if
end_monitor
While for the Marian era, the AI is forced to spawn legionary units:
Code:
monitor_event UnitTrained TrainedUnitCategory infantry
and SettlementName Bononia
and not FactionIsLocal
and I_TurnNumber > 225
and I_TurnNumber < 386
console_command add_population Bononia 80
if I_SettlementOwner Bononia = romans_julii
console_command create_unit Bononia "roman legionary cohort" 2
console_command create_unit Bononia "roman legionary cohort" 2
console_command create_unit Bononia "roman legionary first cohort i"
console_command add_population Bononia 80
console_command add_money romans_julii, -900
end_if
end_monitor
This code is dependant on the date that you have set for the Reforms. If the first Reform is set in turn 226, the game will run the script that spawns princeps, triari et al, as it has a condition that says
Code:
and I_TurnNumber < 226
While the Marian legionaries will only appear between turns 226 and 385, which is the date between the start of the Marian Reforms and the start of the Augustan Reforms.
So, if you want to change the Marian Reforms to turn 50 and the Augustan to turn 75, you should rewrite the above scripts like this:
Code:
monitor_event UnitTrained TrainedUnitCategory infantry
and SettlementName Arretium
and not FactionIsLocal
and I_TurnNumber < 50
console_command add_population Arretium 80
if I_SettlementOwner Arretium = romans_julii
console_command create_unit Arretium "roman hastati" 2
console_command create_unit Arretium "roman princeps" 2
console_command create_unit Arretium "roman triarii"
console_command add_population Arretium 80
console_command add_money romans_julii, -900
end_if
end_monitor
Code:
monitor_event UnitTrained TrainedUnitCategory infantry
and SettlementName Bononia
and not FactionIsLocal
and I_TurnNumber > 49
and I_TurnNumber < 75
console_command add_population Bononia 80
if I_SettlementOwner Bononia = romans_julii
console_command create_unit Bononia "roman legionary cohort" 2
console_command create_unit Bononia "roman legionary cohort" 2
console_command create_unit Bononia "roman legionary first cohort i"
console_command add_population Bononia 80
console_command add_money romans_julii, -900
end_if
end_monitor
You must do this for every settlement in the script -there a few of them-, but otherwise you might find yourself using Imperial legionaries against other Roman factions' princeps and triarii, which would be a bit weird.
Hope this is barely understandable.