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  1. #1

    Default Settlement upgrades

    I am doing a Rhun campaign and I am at turn 71 and I have not been able to upgrade any settlements. Is this a bug or is this supposed to happen?

  2. #2

    Default Re: Settlement upgrades

    Put taxes on low, and good governors in each.

  3. #3
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Settlement upgrades

    Unless you in all settlements kept high tax, not built any farms or any buildings that grant health bonuses that sounds like a bug
    When open the settlement scrol and if holding over the settlement population you will be informed about how much more pop you need until the settlement shall be able to upgrade. If neither settlement reached that limit then that's the reason.

    Are you using any submods?*

    Test to open data/world/maps/base and delete map.rwm and start a new camapign
    Just chose a settlement decently close to upgrade and push trough the turns (use cheat to win if attacked http://www.gamespot.com/medieval-ii-total-war/cheats/ )till you reach pop requirement. If the option to upgrade to no occur presumably your download was corrupt*

    *could be a faulty or corrupt submod as well
    Last edited by Ngugi; October 20, 2012 at 08:31 PM.

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  4. #4
    Bowmaster's Avatar Biarchus
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    Default Re: Settlement upgrades

    Are you sure you have enough population for them? You should build Farms and Food Production-buildings, but Squalor may reduce the pop growth.
    (yeah, yeah, I'm fin player of TATW 3.2...

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  5. #5

    Default Re: Settlement upgrades

    Not a bug, unless I've got it too. 50-ish turns into my Rohan game, and not a single one of my settlements has anywhere NEAR enough population to upgrade. I think a part of it is that all the settlements, even if they start as cities/fortresses/whatever, only have a village- or town-level population (usually not more than 1000), and so it takes ages to develop a new settlement. Also, in M2TW a settlement would get a 0.5% population growth bonus for each point of Chivalry the governor had; this seems to have been taken out (thankfully; I felt it was ridiculous to have 6-7% population growth).

  6. #6
    Incomitatus's Avatar Ducenarius
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    Default Re: Settlement upgrades

    Quote Originally Posted by El Cid99 View Post
    Not a bug, unless I've got it too. 50-ish turns into my Rohan game, and not a single one of my settlements has anywhere NEAR enough population to upgrade. I think a part of it is that all the settlements, even if they start as cities/fortresses/whatever, only have a village- or town-level population (usually not more than 1000), and so it takes ages to develop a new settlement. Also, in M2TW a settlement would get a 0.5% population growth bonus for each point of Chivalry the governor had; this seems to have been taken out (thankfully; I felt it was ridiculous to have 6-7% population growth).
    Not taken out, per se, just reduced. 7+ Chivalry will still give +0.5% population Growth bonus. But that's all. No more, ever.

    A Governor with 7+ Chivalry can boost growth outright by 0.5% and if he can reduce Squalor by 9 if he has all the right traits. Don't believe the in-game tooltips on how much squalor traits or ancillaries reduce, though, they are wrong. No ancillaries reduce squalor, and the rule of thumb for traits is that they do 1 less than they say, both for reducing or increasing squalor.
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  7. #7

    Default Re: Settlement upgrades

    Have you tested this? And is this the case in TATW or in all mods due to a problem with M2 itself?

  8. #8
    Incomitatus's Avatar Ducenarius
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    Default Re: Settlement upgrades

    Quote Originally Posted by k/t View Post
    Have you tested this? And is this the case in TATW or in all mods due to a problem with M2 itself?
    What I wrote? It's in TATW. It's not a problem, it's a design decision, controlled by a setting in the descr_settlement_mechanics.xml.

    If you mean the problem the OP is having, I have no idea, obviously.
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  9. #9

    Default Re: Settlement upgrades

    I mean the traits doing less than they say they do. Isn't that a bug? Are they meant to reduce squalor but they don't or they are not meant to reduce squalor? I know King Kong changed them so population growth is lower but he increased it slightly in the latest patch.

  10. #10
    Incomitatus's Avatar Ducenarius
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    Default Re: Settlement upgrades

    Quote Originally Posted by k/t View Post
    I mean the traits doing less than they say they do. Isn't that a bug? Are they meant to reduce squalor but they don't or they are not meant to reduce squalor? I know King Kong changed them so population growth is lower but he increased it slightly in the latest patch.
    It's not a bug. They do what they've been edited to do in the export_descr_character_traits.txt and export_descr_ancillaries.txt and they are quite obviously deliberately edited to be the way they are. The problem is someone overlooked updating the in-game tooltips in the export_ancillaries.txt and export_VnVs.txt.

    So, maybe you would consider that a bug, but the 'bug' is in the descriptions, not the effects. Squalor effects from traits and ancillaries work as King Kong intended, you just can't believe the in-game descriptions: neither the Architect nor Artist Ancillaries reduce Squalor, and the various traits don't affect Squalor positively or negatively as strongly as they say.
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  11. #11

    Default Re: Settlement upgrades

    I thought the displayed effects were taken directly from the file in which they were written, like they are for the EDB and EDU.

    Now I see what the problem is.

  12. #12
    Incomitatus's Avatar Ducenarius
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    Default Re: Settlement upgrades

    Even the descriptions for units and buildings don't all come from the EDB and the EDU. In those cases, the effects descriptions are lifted from the controlling files, but the longer text descriptions come from separate files.
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  13. #13

    Default Re: Settlement upgrades

    Unless you in all settlements kept high tax

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