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  1. #1

    Default Population growth

    Hello,

    Can anyone be so kind and give me some tips on how to make my settlements grow faster? I really dislike playing almost only with basic militia units during the whole campaign. Is it possible to change the growth bonus building give by some easy way?

    Thanks in advance for your answers, guys
    "When your opponent fears you, then's the moment when you give the fear its own rein, give it the time to work on him. Let it become terror. The terrified man fights himself. Eventually, he attacks in desperation. That is the most dangerous moment, but the terrified man can be trusted usually to make a fatal mistake."

    "I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain."

  2. #2

    Default Re: Population growth

    Well if you go to "export_descr_buildings.txt". I think the growth bonuses (population_health_bonus bonus x or population_growth_bonus bonus y) of the mayor line of buildings is just commented out with ";". Just delete the ";" or (if they are not just commented out) add the bonuses. Take a look at the farms which bonuses they give and just copy them. Don't forget to back-up the file before trying anything.





  3. #3
    mattttb's Avatar Civis
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    Default Re: Population growth

    actually farms don't have separate population bonuses you can manipulate, simply changing the farming output that different farming levels give you changes the population bonuses they give.
    Spoiler Alert, click show to read: 
    ;############################################################
    ;###################### POPULATION ########################
    ;############################################################
    building hinterland_farms
    {
    convert_to hinterland_farms
    levels farms farms+1 farms+2 farms+3
    {
    farms requires factions { sicily, byzantium, milan, scotland, turks, spain, venice, england, france, hre, portugal, egypt, mongols, moors, }
    {
    convert_to 0
    capability
    {
    farming_level 1
    }
    material wooden
    construction 2
    cost 800
    settlement_min village
    upgrades
    {
    farms+1
    }
    }
    change "1" to something else, this is the number that determines the farming output of a particular farm upgrade. If you multiply all the farming output numbers by 3 then you should notice a large change in population growth.

    This is save game compatible by the way

  4. #4
    Minas Moth's Avatar Senator
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    Default Re: Population growth

    Quote Originally Posted by mattttb View Post
    actually farms don't have separate population bonuses you can manipulate, simply changing the farming output that different farming levels give you changes the population bonuses they give.
    Spoiler Alert, click show to read: 
    ;############################################################
    ;###################### POPULATION ########################
    ;############################################################
    building hinterland_farms
    {
    convert_to hinterland_farms
    levels farms farms+1 farms+2 farms+3
    {
    farms requires factions { sicily, byzantium, milan, scotland, turks, spain, venice, england, france, hre, portugal, egypt, mongols, moors, }
    {
    convert_to 0
    capability
    {
    farming_level 1
    }
    material wooden
    construction 2
    cost 800
    settlement_min village
    upgrades
    {
    farms+1
    }
    }
    change "1" to something else, this is the number that determines the farming output of a particular farm upgrade. If you multiply all the farming output numbers by 3 then you should notice a large change in population growth.

    This is save game compatible by the way

    this you should not do at all costs. if you do you will get nothing...
    Code:
    upgrades
                {
                    farms+1
                }
    notice the upgrade word... this means that next upgrade for that building is building called farms+1,
    so if you change it you will achieve nothing...

    what you want to do is this:
    Code:
    capability
                {
                    farming_level 1
                }
    notice capability word... if you want greater or any growth in fact just add this:
    Code:
    capability
                {
                    farming_level 1
                    population_growth_bonus bonus 1
                }
    i'm sure it is called exactly population_growth_bonus but the number you use will have half the value: meaning 1 is 0.5% growth, 2 is 1% growth etc.
    here's exact value and info:
    Spoiler Alert, click show to read: 

    population_growth_bonuspopulation_growth_bonus bonus 1
    This increases population growth in the settlement by one half times the number specified.

    you should also pay attention to other buildings that give some growth bonuses (chicken farms etc...)
    Last edited by Minas Moth; February 08, 2012 at 07:54 AM.

  5. #5

    Default Re: Population growth

    You can also use Total Recruitment by Baron Samedi
    http://www.twcenter.net/forums/showthread.php?t=390535

    Lets you recruit all units from the start if you have the needed building

  6. #6

    Default Re: Population growth

    I made a small mini mod for it there
    http://www.twcenter.net/forums/showt...8#post10955348

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  7. #7

    Default Re: Population growth

    Thanks for all the answers!

    I decided to go to "export_descr_buildings.txt" and change the bonuses to population growth from various buildings (chicken farms or caravans for example) and it works great and its save game compatible. Nice!
    "When your opponent fears you, then's the moment when you give the fear its own rein, give it the time to work on him. Let it become terror. The terrified man fights himself. Eventually, he attacks in desperation. That is the most dangerous moment, but the terrified man can be trusted usually to make a fatal mistake."

    "I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain."

  8. #8
    mattttb's Avatar Civis
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    Default Re: Population growth

    @Minas Moth, my mistake, I once edited the farming output in my game to try and increase the amount of gold that farms earn you and noticed that doing so increased the population bonus from farms (which wasn't actually what I wanted, and I have since edited settlement_mechanics). I obviously forgot what it is that I edited originally

  9. #9

    Default Re: Population growth

    Or you can do it without having to mess around with the .txt file is when you are in the game playing your save do this

    1. open up console (on a swedih keyboard its the ö button but I dont know what is replaced with in another countrys keyboard)

    2. write the following if you want to increase population in for example Minas Tirith (capital letters required)

    3. add_population "Minas Tirith" 4000

    4. then click enter and repeat untill you have your desired population, it will increase with 4000 each time you do it and i dont think its possible to write higher numbers


    Regards, Fedual

  10. #10
    mattttb's Avatar Civis
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    Default Re: Population growth

    on my keyboard it's the ' or @ button.

    Kinda forgot about suggesting console commands, but they're more like a last resort, having the game automatically working how you want it to is always more fun. Otherwise where will you stop?

    First it'll start with a little extra population, then it's be completing buildings a turn early, then a little extra cash, maybe moving a diplomat across the map...but soon you'll be spawning stacks of Olog Hai with 3 gold chevrons outside the gates of Minas Tirith and watching the arrogant self-obsessed descendants of the fools of Númenor wiped of the face of Arda as their great white city burns to the ground!


    Or maybe that's just me? I play as Mordor a lot

  11. #11

    Default Re: Population growth

    I'm not convinced it's necessary to change the game mechanics...at least not for every faction. I was playing as Eriador recently, and after a challenging start my population and economy both started booming to a ridiculous level after about turn 70-80. After that the game was too easy and consequently too boring to play. I'd imagine some of the other factions will have a much harder time though.
    "Der Krieg ist eine bloße Fortsetzung der Politik mit anderen Mitteln.
    (War is merely the continuation of politics by other means.)


  12. #12

    Default Re: Population growth

    Quote Originally Posted by War&Politics View Post
    I'm not convinced it's necessary to change the game mechanics...at least not for every faction. I was playing as Eriador recently, and after a challenging start my population and economy both started booming to a ridiculous level after about turn 70-80. After that the game was too easy and consequently too boring to play. I'd imagine some of the other factions will have a much harder time though.
    I have also played as Eriador (one month ago). Yes, it is easy. No, their settlements are not growing fast. I have won the game with only low tier units (militia archers+spearmen, woodsmen, general's cavalry, merchant cavalry). I was really eager to get my hands on greenway footmen and cavalry, but I only manage to build one unit in the whole game before I was victorious (turn 112)...I have had a good general in Bree (7+ respect) and low taxes for the whole game (except when some building was finished). I played short campaign.

    If I have played the long one, there would be another problem with Greenway units. I would start building them around turn 100 or so, but how would I use them? They are regional units, so I can not retrain them where I need them, where the war rages. Since I need so many captured settlements to win the long campaign it is only logical I would be a loooooong way from Bree. Those Greenways would not be really usable in fights because of no possible retraining.

    How to solve this problem? Grow faster! Fast enough to be able to use Greenways against Gundabad, Misty Mountains and Isengard.

    btw. Same problem with Dale regional units. Athala Rangers or Horseguards will never see the battle. In the time I can recruit them, I am already fighting long way from their regions...
    "When your opponent fears you, then's the moment when you give the fear its own rein, give it the time to work on him. Let it become terror. The terrified man fights himself. Eventually, he attacks in desperation. That is the most dangerous moment, but the terrified man can be trusted usually to make a fatal mistake."

    "I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain."

  13. #13
    Vifarc's Avatar Senator
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    Default Re: Population growth

    Quote Originally Posted by Lothar135 View Post
    another problem with Greenway units. I would start building them around turn 100 or so, but how would I use them? They are regional units, so I can not retrain them where I need them, where the war rages. Since I need so many captured settlements to win the long campaign it is only logical I would be a loooooong way from Bree. Those Greenways would not be really usable in fights because of no possible retraining.
    Same problem with Dale regional units. Athala Rangers or Horseguards
    You will be happy to gather them against Sauron crusade on your settlement.
    > > Divide&Conquer submod user, playing RealmOfLothlõrien (ThirdAge mod). < <
    My small products here.

  14. #14

    Default Re: Population growth

    Quote Originally Posted by Lothar135 View Post
    I have also played as Eriador (one month ago). Yes, it is easy. No, their settlements are not growing fast. I have won the game with only low tier units (militia archers+spearmen, woodsmen, general's cavalry, merchant cavalry). I was really eager to get my hands on greenway footmen and cavalry, but I only manage to build one unit in the whole game before I was victorious (turn 112)...I have had a good general in Bree (7+ respect) and low taxes for the whole game (except when some building was finished). I played short campaign.

    If I have played the long one, there would be another problem with Greenway units. I would start building them around turn 100 or so, but how would I use them? They are regional units, so I can not retrain them where I need them, where the war rages. Since I need so many captured settlements to win the long campaign it is only logical I would be a loooooong way from Bree. Those Greenways would not be really usable in fights because of no possible retraining.

    How to solve this problem? Grow faster! Fast enough to be able to use Greenways against Gundabad, Misty Mountains and Isengard.

    btw. Same problem with Dale regional units. Athala Rangers or Horseguards will never see the battle. In the time I can recruit them, I am already fighting long way from their regions...
    You're right. I was using Dunedain units and the Greenways units only appeared around the time I was ready to quit the game.
    "Der Krieg ist eine bloße Fortsetzung der Politik mit anderen Mitteln.
    (War is merely the continuation of politics by other means.)


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