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  1. #1
    CrazyShadowDami's Avatar Civis
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    Default Huge cities

    does anyone know how to mod the game to be able to build huge cities in more regions? i tried regions_txt but no succes.

  2. #2
    Gondolin's Avatar Tiro
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    Default Re: Huge cities

    add_population Cityname 10000
    Upgrad the village until huge cities


  3. #3

    Default Re: Huge cities

    Due to huge cities being used for custom settlements it's impossible to upgrade any normal city/town to a huge city as far as I know. To upgrade to a large city you can either cheat, as mr. Gondolin apparently does, or simply wait for it to grow big enough. How ever, I doubt that was what your question was about.

    Merry Christmas!

  4. #4
    Gondolin's Avatar Tiro
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    Default Re: Huge cities

    Quote Originally Posted by 06fredrikh View Post
    Due to huge cities being used for custom settlements it's impossible to upgrade any normal city/town to a huge city as far as I know. To upgrade to a large city you can either cheat, as mr. Gondolin apparently does, or simply wait for it to grow big enough. How ever, I doubt that was what your question was about.

    Merry Christmas!


    I don't. I like my elves city to be small.


  5. #5

    Default Re: Huge cities

    As for the Huge Cities the Higher a City can get if im correct if Large. But still if you have a great general with chivalry and traits that support population growth just send him to that village and wait . This Type of Questions Should Be Ask Here For Future Reference:

    http://www.twcenter.net/forums/showthread.php?t=559189
    Last edited by Pyres Δt Varanasi; December 25, 2012 at 09:24 AM.

  6. #6
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Huge cities

    Open data/world/maps/base and the file descr_regions.txt
    Add the resource big_city to those settlements you want to be able to upgrade, so it look like this;
    Code:
    Lossarnach_Province
     Lossarnach
     sicily
     Bandit_Rebels
     110 120 130
     forest, lossarnach, roads, big_city, towers, gondor_core
    To know what settlement is which you can open data/text and the file imperial_campaign_regions_and_settlement_names.txt

    Delete map.rwm after the edits are saved, also found in data/world/maps/base and it will work in next new campaign


    Beside that 1st Viscount put it proper, so I close this thread for now

    Spoiler Alert, click show to read: 


    * Any moderation considerations are welcome, just send a PM *
    Last edited by Ngugi; December 26, 2012 at 08:16 AM.

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  7. #7
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Huge cities

    On request re-opened

    Kingdom of Lindon preview video out





    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  8. #8
    Withwnar's Avatar Script To The Waist
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    Default Re: Huge cities

    Thanks Ngugi. I wanted to say that huge cities and citadels are disabled in TATW via EDB. Only Gondor may build them and only in East and West Osgiliath.

    e.g. For huge city it has

    Code:
    huge_stone_wall city requires factions { gondor, }  and hidden_resource osgiliath_east
    Changing it so that it matches the large_city entry should do it. However, it might show a custom settlement on the battle map - I still don't quite follow how custom cities are done but apparently they use huge city models.

    The big_city hidden resource is to limit building large_city and fortress to certain regions.

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