Hi
how can I do to remove the autonomy of the Shire?
Hi
how can I do to remove the autonomy of the Shire?
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Set a diplomat in Bywater, though I have never tested it, so I can't say for sure.
But why would you want to remove Shire autonomy? Hobbit units and 0-turn road building. And no need for idle and expensive governors to keep an eye on the hobbits.
It is such a quiet thing, to fall. But far more terrible is to admit it.
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Could you potentially take out the governors, leaving the shire empty, and set it on very high tax rate before giving them autonomy?
this way they will rebel
Most Chivalrous commander 2020-2021
Just finished an Arnor campaign and I don't remember being able to change the tax rate on Shire settlements once given autonomy.
"Whoso would be a man, must be a nonconformist. He who would gather immortal palms must not be hindered by the name of goodness, but must explore it if it be goodness. Nothing is at last sacred but the integrity of your own mind. Absolve you to yourself, and you shall have the suffrage of the world. No law can be sacred to me but that of my nature. Good and bad are but names very readily transferable to that or this; the only right is what is after my constitution; the only wrong what is against it....."
-Ralph Waldo Emerson
Hey, I'm sorry to hijack this thread with a question, but I'm not sure my question warrants starting a new thread, given how similar it would be to this.
My question is what does Hobbit Autonomy entail? Do the starting troops I have in the three Hobbit towns count as mine, or will they become, like... "not mine", once the Hobbits get autonomy? If they're mine, do I need to leave them there to guard the towns? Are those generals free to leave? Will the Hobbits build their own units/buildings once they have autonomy?
Sorry for the questions. The thing is, I let the Hobbits get autonomy once a while back, but I couldn't remember how it worked, and I don't think I figured much out except that I could no longer tell them to construct buildings.
"Whoso would be a man, must be a nonconformist. He who would gather immortal palms must not be hindered by the name of goodness, but must explore it if it be goodness. Nothing is at last sacred but the integrity of your own mind. Absolve you to yourself, and you shall have the suffrage of the world. No law can be sacred to me but that of my nature. Good and bad are but names very readily transferable to that or this; the only right is what is after my constitution; the only wrong what is against it....."
-Ralph Waldo Emerson
The starting units will stay as your units if you accept the autonomy. They will be useful in the campaign to capture Allimir and later, with the forces from Barrow-Downs, in the siege of Argond, and to guard Argond from Isengard so that they won't wage war on you.
As for what the autonomy does, you get a bit more costly, but quick roadbuilding, and Hobbit units every now and then. Some people have said that they've been playing for about 80 turns, and they still have received no units. But then, some people say that they get them often. It's all about luck.
To remove autonomy from the game, you need to delete that part of the code from the campaign script. Search for shire_autonomy and delete that section.
There isn't a way to control the results of autonomous settlements once you have given it. However, a neat trick is to load the build queue with all the buildings possible to build. The autonomous settlements will build those building for you.
Also make sure that the "AI controls the settlements" checkboxes are selected for those autonomous settlements. Seems to make a difference whether they build something on their own or not.
And you can modify the "recruit_priority_offset" values for the hobbit units in export_descr_units to help the AI select which units to build. Make the Bandobras_Archers an offset of 15 and the Hobbit_Infantry an offset of 0. That will tell the AI to build the Archers more often.
After that just take whatever units show up and use them elsewhere. About the best thing with the hobbits is that you don't need generals to govern those settlements. You can use them elsewhere.
@Deceneus, I think he meant in-game.
Never mind on shire autonomy! Grant them it and put it on automanageThen you can manage taxes, buildings and units recruitment nearly as you would do without have giving them autonomy.
But how the hell do I remove the autonomy and enslave the filthy buggers again? When I changed to Arnor all three settlements started building tomb stones of the northmen and now they are stuck on it.
I've sent plenty of diplomats to all three settlements and nothing happens. This is starting to get on my nerves.
The Hobbits don't want your urban development have you ever considered that? You would presume to rule over those you promissed autonomy now you are angered they don't do with their land what you would desire.
I hope Denethor denies your return and shows wisdom enough to retain the Throne for his more worthy and honroable line of Stewards
Those filthy hobbitses just dont know what is for their best. Gollum was dead on. Got him burned though.
You can't remove autonomy, at least not in Vanilla. I've tried putting the diplomat everywhere, nothing works
I have not played with or tested it but from a look at the script...
Put a diplomat in the Bywater settlement then end turn. So long as none of the three shire settlements are under siege that turn end then you should see the "lift autonomy" message. That is, unless the Shire_autonomy counter is not 11 and the only way that can happen is if you lost one of those settlements - which should have stopped the whole autonomy thing anyway.Code:monitor_event CharacterTurnEndInSettlement SettlementName Bywater and I_EventCounter Shire_autonomy = 11 and AgentType = diplomat and CharacterIsLocal and RemainingMPPercentage < 100 and ! I_SettlementUnderSiege Shire and ! I_SettlementUnderSiege Bywater and ! I_SettlementUnderSiege Southfarthing if I_EventCounter local_evil = 0 historic_event Shire_lift_autonomy true end_if if I_EventCounter local_evil = 1 historic_event Shire_lift_autonomy_evil true end_if end_monitor
Hells yeah! Enslave those Hobbits!
Don't forget the Hobbit Supplies that they send you every now and then. Really helpful for Conquering Middle Earth.![]()