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    Icon1 [MMUP] Master Mason's Urban Planner

    1. INTRODUCTION
    Master Mason's Urban Planner [MMUP] for TATW is a mod component providing new buildings, changes to economics and enhanced traits and ancillaries. The component is scalable, save-game compatible and available to modders and users as "open-source" with a few restrictions. See Comments for more info.

    This has been in the making for more than 8 years The work started on The First Triumvirate and Rome Total Realism mods, continued on Europa Barbarorum and a few other mods including THERA and finally made it's way into the Third Age.
    (Disclaimer: I have not been on the mod teams for the mods I mentioned except TFT/FRRE and RTR)

    Mod Objectives: The only objective is to make these features available for others perusal. Some of the features I'm working on is intended for use in the initiative to port The First Triumvirate over to M2TW. See comments for more info.
    Timescale: Now. All the coding has been done, the only thing that is outstanding is to polish the code files, add a little more lore to building information and a final sanity check. Unique building graphics is WIP. Please see release plan for details.

    CONTENTS
    1. Introduction
    2. Buildings
    3. Economics
    4. Traits and Ancillaries
    5. Release Plan
    6. Credits and Comments

    ;------------------------------------------
    2. BUILDINGS

    2.1 Purpose
    The purpose of the Buildings feature is to include more building options and to differentiate regions based on resources, terrain and other factors. All resources has a specific building except high-value resources like Gold, (Silver), Ivory, Silk and Mithril. Regions with these resources are already filthy rich. A few resource bonuses has been implemented on existing buildings (grain, fish and iron). These changes will be made available in the Economics section below.

    I know it's a little thin to release this without proper lore in the building descriptions and unique graphics, but I do think there is some value in all the resource conditions for each new building.

    Background: http://www.twcenter.net/forums/showt...=1#post9781675

    2.2 Available Buildings
    The following new buildings will be released in batches: Weaver, Textile Mill, Large Textile Mill, Craftsmen, Carpenter, Wineyard, Orchard, Beekeeper, Wool Cutter, Lumber Mill, Large Wineyard, Fruit Plantation, Local Craftsmen, Established Local Craftsmen, Boat Landing, River Port, Whipping, Fur Trader, Iron Monger, Slave Trader, Orc Feast, Slaughterhouse, Village Raid, Execution Square, Large Evil Craft, Abattoir, Troll Iron Works, Fur Market, Slave Market, Mules, Mule Train, Mercenary Agent, Mercenary Outpost, Mercenary Station, Granary, Grain Silo, Desert Irrigation, Tax Collectors Office (Guild), High Temple of Melkor (Guild), Riddermark/Rhovanion Equestrian Games, Warg Fighting Cage, Troll Fighting Arena, Dog Racing Track and Sanitation.

    2.3 Featured Building Line

    Tax Collectors' Office
    This building is intended for large settlements with poor trade connections.
    Benefits: Fixed income from taxation independant of governors tax rate if there are Local Villages (resource: Amber). Master Tax Collector ancillary.

    Code:
    building guild_tax_collector_guild
    {
        levels tax_collector_guild m_tax_collector_guild gm_tax_collector_guild ; tax_KP
        {
            tax_collector_guild city requires factions { all, }
            {
                capability
                {
    		happiness_bonus bonus -1
    		income_bonus bonus 50 requires resource amber ; Local Village resource
                }
                material wooden
                construction  1 
                cost  1000 
                settlement_min city
                upgrades
                {
                    m_tax_collector_guild
                }
            }
            m_tax_collector_guild city requires factions { all, } and hidden_resource big_city
            {
                ;convert_to 1
                capability
                {
    		happiness_bonus bonus -1
    		income_bonus bonus 100 requires resource amber
                }
                material wooden
                construction  1 
                cost  2000 
                settlement_min large_city
                upgrades
                {
                    gm_tax_collector_guild
                }
            }
            gm_tax_collector_guild city requires factions { all, } and hidden_resource big_city
            {
                ;convert_to 2
                capability
                {
    		happiness_bonus bonus -1
    		income_bonus bonus 150 requires resource amber
                }
                material wooden
                construction  1 
                cost  3000 
                settlement_min large_city
                upgrades
                {
                }
            }
        }
        plugins 
        {
        }
    }
    Text: There is room for improvement here
    Spoiler Alert, click show to read: 
    ¬--------------
    {tax_collector_guild} Local Tax Collector's Office
    {tax_collector_guild_desc}Local Tax Collector's Office provides a fixed income from increased local tax collection independant of the governors tax rate. The drawback is increased unhappiness. Small chance of the Master Tax Collector to arrive.
    {tax_collector_guild_desc_short} Local Tax Collector's Office provides a fixed income from increased local tax collection.

    {m_tax_collector_guild} Regional Tax Collector's Office
    {m_tax_collector_guild_desc} Regional Tax Collector's Office provides a fixed income from increased local tax collection independant of the governors tax rate. The drawback is increased unhappiness. Frequent visits by the Master Tax Collector.
    {m_tax_collector_guild_desc_short} Regional Tax Collector's Office provides a fixed income from increased local tax collection.

    {gm_tax_collector_guild} Tax Collector's Guild Headquarter
    {gm_tax_collector_guild_desc} Tax Collector's Guild Headquarter provides a fixed income from increased local tax collection independant of the governors tax rate. The drawback is increased unhappiness. Home base for the Master Tax Collector.
    {gm_tax_collector_guild_desc_short}
    Tax Collector's Guild Headquarter provides a fixed income from increased local tax collection. Home base for the Master Tax Collector.
    Traits, Ancillaries & Triggers:
    Spoiler Alert, click show to read: 
    ¬---------------
    {royal_escort} Master Tax Collector
    {royal_escort_desc}
    If you are going to bleed the people dry, get someone else to be the face of your oppression.
    {royal_escort_effects_desc}
    30% bonus on tax income, -3 from popularity (has a negative effect on public order), -2 from personal security (increases the chances of falling victim to assassination)

    ;------------------------------------------
    Ancillary royal_escort
    Type Money
    Transferable 1
    Image ZRoyalEscort.tga
    ExcludedAncillaries treasurer, tax_farmer
    ExcludeCultures mesoamerican
    Description royal_escort_desc
    EffectsDescription royal_escort_effects_desc
    Effect PersonalSecurity -2
    Effect LocalPopularity -3
    Effect TaxCollection 30

    ;------------------------------------------
    Ancillary tax_farmer
    Type Money
    Transferable 1
    Image Ztaxfarmer.tga
    ExcludedAncillaries treasurer, royal_escort
    ExcludeCultures mesoamerican
    Description tax_farmer_desc
    EffectsDescription tax_farmer_effects_desc
    Effect LocalPopularity -1
    Effect TaxCollection 10

    ;------------------------------------------
    Ancillary treasurer
    Type Money
    Transferable 1
    Image ZTreasurer.tga
    ExcludedAncillaries tax_farmer, royal_escort
    ExcludeCultures northern_european, mesoamerican
    Description treasurer_desc
    EffectsDescription treasurer_effects_desc
    Effect Trading 5
    Effect TaxCollection 15

    ;------------------------------------------
    Trigger agent001_master_tax_collector_kp
    WhenToTest CharacterTurnEnd
    Condition IsGeneral
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and SettlementBuildingExists = tax_collector_guild
    and TimeInRegion > 5
    and not FactionwideAncillaryExists royal_escort

    AcquireAncillary royal_escort chance 10

    ;------------------------------------------
    Trigger agent002_master_tax_collector_kp2
    WhenToTest CharacterTurnEnd
    Condition IsGeneral
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and SettlementBuildingExists >= m_tax_collector_guild
    and TimeInRegion > 10

    AcquireAncillary royal_escort chance 12
    Guild Entries:
    Spoiler Alert, click show to read: 
    ;-----------------------
    Guild tax_collector_guild
    building guild_tax_collector_guild
    levels 100 250 500
    ;--------------------------------
    Trigger 0071_tax_VH_very_happy_kp
    WhenToTest CharacterTurnEnd
    Condition IsGeneral
    and GovernorTaxLevel = tax_extortionate
    and GovernorLoyaltyLevel > loyalty_happy

    Guild tax_collector_guild s 10
    ;------------------------------------------
    Trigger 0072_tax_VH_happy_kp
    WhenToTest CharacterTurnEnd
    Condition IsGeneral
    and GovernorTaxLevel = tax_extortionate
    and GovernorLoyaltyLevel = loyalty_happy

    Guild tax_collector_guild s 8
    ;------------------------------------------
    Trigger 0073_tax_VH_disillusioned_kp
    WhenToTest CharacterTurnEnd
    Condition IsGeneral
    and GovernorTaxLevel = tax_extortionate
    and GovernorLoyaltyLevel = loyalty_disillusioned

    Guild tax_collector_guild s 5
    ;------------------------------------------
    Trigger 0074_tax_VH_riot_kp
    WhenToTest CharacterTurnEnd
    Condition IsGeneral
    and GovernorTaxLevel = tax_extortionate
    and GovernorLoyaltyLevel < loyalty_disillusioned

    Guild tax_collector_guild s 3
    ;------------------------------------------
    Trigger 0075_tax_high_kp
    WhenToTest CharacterTurnEnd
    Condition IsGeneral
    and GovernorTaxLevel >= tax_high
    and TimeInRegion > 3

    Guild tax_collector_guild s 3
    ;------------------------------------------
    Trigger 0076_tax_low_kp
    WhenToTest CharacterTurnEnd
    Condition IsGeneral
    and GovernorTaxLevel = tax_low
    and TimeInRegion > 3

    Guild tax_collector_guild s -3
    Graphics:
    #northern_european_merchants_guild (vanilla M2TW)

    The above code and the text entries are included in the component file (see attachments).

    2.4 Building Lines
    River Port and Craftsmen
    Post: http://www.twcenter.net/forums/showt...1#post12810709

    Mule Train and Evil Crafts
    Post: http://www.twcenter.net/forums/showt...1#post12813096

    High Temple of Melkor
    Post: http://www.twcenter.net/forums/showt...1#post12815809

    Code, text entries, comments and graphics references are included in the component file (see attachments).

    in the pipeline: Textile Mill, Local Craftsmen (nores_crafts), Mercenary Recruitment Outpost, Granaries, Equestrian Games, Racing Tracks (doggies) and Dirt Bath (aka sanitation).

    ;--------------------------------------------------------------------------
    3. ECONOMICS

    3.1 Purpose
    The purpose of the Economics feature is to balance income and population growth. It's related to the new buildings but these changes and enhancements can work alone. For example, the trade bonus from ports have been nerfed, but a trade bonus if you have fish locally has been added.
    Population growth is a controversial subject. The overall changes to growth are minor, but the individual mechanics are major. For example, squalor has been seriously increased, but there are more buildings with health available.
    I hope these tweaks are in-line with the general idea of TATW i.e. to keep population growth and settlement upgrades under tight control and more importantly, to make sure that small villages don't grow too fast. KK would like to see Villages and Wooden Forts around @turn 200+ and so would I, but I would also like to have some very large cities to fight in.
    Background: http://www.twcenter.net/forums/showt...=1#post9781675

    This will probably never be released for TATW, so please regard this feature as suggestions and input to the TATW team and submodders.

    3.2 Core Mechanics
    see attached file mmup_economics_readme

    3.3 Resource Values and Mining
    see attached file mmup_economics_readme

    3.4 Resource Dependant Bonuses and Enhanced Guilds
    Will be released as EDB file, Readme and WinMerge report (HTML).

    ;--------------------------------------------------------------------------
    4. TRAITS AND ANCILLARIES

    4.1 Purpose
    The enhancements to Traits and Ancillaries are based on Refined Traits for TATW [RTfTATW]
    http://www.twcenter.net/forums/showt...=1#post8455693 and includes new ancillaries like High Priest of Melkor, Master Tax Collector, Master Merchant, Master Mason etc.

    Besides the general enhancements and fixes to vanilla M2TW traits, triggers and ancillaries, this includes adjustments related to the new buildings. For example, building new economic buildings will impact governors traits and building Tax Collectors Guild will probably make your governor a good tax man, but he is likely to get some not very nice traits as well.

    This feature will also include enhancements to the Obedience attribute for "good" human and "evil" human factions. More info here: http://www.twcenter.net/forums/showt...1#post12813939
    Modders note: This will probably be implemented in the "Piety Alternative Mode" introduced in the Britannia campaign (<alternative_religious_unrest bool="true"/>) so this attribute does not cause more religious unrest.

    4.2 Included Files:
    - EDCT (two scaled versions)
    - export_descr_ancillaries.txt
    - export_VnVs.txt
    - export_ancillaries.txt
    - graphics files

    ;--------------------------------------------------------------------------
    5. RELEASE PLAN AND DOWNLOAD

    5.1 Release Plan
    The individul components will be released in batches as code snippets and individual files. The intention is to make it as user-friendly to modders as possible, as complicated as possible to users and as easy on support as possible for me

    Expect the following:
    1) Code snippets and text for each building line posted here
    2) A Zip with the graphics files for use in TATW only (I have used a lot of current building graphics from TATW, but since the renaming is a very time consuming task this should make it easier. I assume that I don't need permission, but I'll check).
    3) A Zip with the graphics files we have created or have permission to use
    4) Individual .txt and .xml files updated to the latest version of TATW
    5) EDCT file and the associated text file will be available in scaled versions.
    6) WinMerge Reports
    7) (TBD: i'll also provide a full installer for testers and modders, but it will not be posted here).

    5.2 Download
    see attachments below

    ;--------------------------------------------------------------------------
    6. COMMENTS AND CREDITS

    6.1 Comments
    - Mod components are provided as "open-source" with a few restrictions (3rd party code and graphics).
    - You do not need to contact me before using anything posted here, but I would of course be interested in a heads-up.
    - I hate to reinvent the wheel so I grab what I can from other mods (with permission). It's called code reuse I believe.
    - One thing I do care about, is modders using original ideas and concepts without giving due credit. I have only experienced this one time, but it was one time too many. Please do the right thing.

    6.2 Recommended Tools and Guides
    - notepad++
    - WinMerge
    - VnV validator by the Trivium (adjusted)
    - EDB validator by HouseOfHam http://www.twcenter.net/forums/showt...-EDB-validator
    - Jonesoft "Generic Mod Enabler" (JGME)
    - M2TW DocuDemon
    - (TBC:TWC and ORG guides)

    6.3 Credits
    - King Kong and the rest of the TATW team for providing such an amazing mod as playground for sub-modding monkies
    - Stuie and Orbital from The First Triumvirate and FRRE mod team for teaching me about text editing and scripting. DaVinci for testing TFT VnV features used in MMUP.
    - Europa Barbarorum: Graphics, text and code for Granary, Grain Silo and Desert Irrigation. Graphics and text for Sanitation, Boat Landing and River Port (permission obtained in 2006 - permission validated by JMRC 05/05/13).
    - THERA community and TheFirstONeill for input and contribution to economics and enhanced guilds.
    Attached Files Attached Files
    Last edited by King Philip II; May 28, 2013 at 11:41 PM. Reason: linky

  2. #2

    Default Re: [MMUP] Master Masons Urban Planner

    I love this idea. As long as it is to be open source, I'd be happy to help with testing and development to adapt it to TATW.

  3. #3

    Default [MMUP] Craftsmen and River Port

    River Ports

    Code:
    building river_port
    {     
        levels coast river_port ; river_KP
        {
            coast requires factions { scotland, sicily, england, mongols, hre, portugal, moors, } and not building_present_min_level port port and not building_present_min_level castle_port c_port and hidden_resource dale_rivers or hidden_resource osgiliath_east or hidden_resource ithilien and not hidden_resource coast
    	    {
                capability
                {
    		trade_base_income_bonus bonus 1 requires factions { all, } and not resource fish and not hidden_resource coast
                }
                material wooden
                construction 2
                cost 1200 
                settlement_min village
                upgrades
                {
    		river_port
                }
        	}
    	river_port requires factions { scotland, sicily, england, mongols, moors, } and not building_present_min_level port port and not building_present_min_level castle_port c_port and hidden_resource dale_rivers or hidden_resource osgiliath_east
    	{
                capability
                {
    		; trade_fleet 1
    		trade_base_income_bonus bonus 2 requires factions { all, } and not resource fish and not hidden_resource coast
                }
                material wooden
                construction 3
                cost 2400 
                settlement_min town
                upgrades
                {
                }
    	}
        }
        plugins 
        {
        }
    }
    The above code, text entries and graphic file references are included in the component file (see attachments in OP).


    Craftsmen
    This was actually the first building I made for TATW. The idea was to make a building with the Trade Level bonus from caravans available in regions where there are no natural resources, but the Trade Level bonus is too massive, so I made these resource dependant buildings instead intended for regions with few or low-value resources.
    (Modders note: the old building line name has not been changed. Craftsmen are local_crafts and Local Craftsmen are nores_crafts building lines)

    Code:
    building local_crafts
    {     
        levels craftsmen carpenter wineyard orchard beekeeper wool_cutter lumber_mill lgr_wineyard fruit_plantation ; crafts_KP
    	{
            craftsmen requires factions { scotland, turks, byzantium, sicily, milan, mongols, egypt, moors, } and resource timber or resource coal or resource wine or resource marble or resource wool or resource furs or resource textiles
    	{
                capability
                {
    		construction_cost_bonus_wooden bonus 2
    		taxable_income_bonus 2 ;displauy only - no effect
    		income_bonus bonus 10
                }
                material wooden
                construction 2
                cost  800 
                settlement_min village
                upgrades
                {
                    carpenter
    		wineyard
    		orchard
    		beekeeper
    		wool_cutter
                }
            }
            carpenter requires factions { scotland, turks, byzantium, sicily, milan, mongols, egypt, moors, } and resource timber and not resource coal and not resource wine
            {
                capability
                {
    		trade_base_income_bonus bonus 1 requires resource timber and not resource fish
    		construction_cost_bonus_wooden bonus 3 requires resource timber
    		taxable_income_bonus 3 requires resource timber
                }
                material wooden
                construction  3
                cost  1600 
                settlement_min town
                upgrades
                {
    		lumber_mill
                }
    	}
    	wineyard requires factions { scotland, turks, byzantium, sicily, milan, egypt, moors, } and resource wine and not resource coal ;Vineyard
            {
                capability
                {
    		trade_base_income_bonus bonus 1 requires resource wine and not resource fish
    		; trade_base_income_bonus bonus 1 requires resource wine and hidden_resource rhovanion and not resource timber
                }
                material wooden
                construction  3 
                cost  1600 
                settlement_min town
                upgrades
                {
    		lgr_wineyard
                }
            }	
    	orchard requires factions { scotland, turks, byzantium, sicily, milan, mongols, egypt, moors, } and resource coal ;Fruit Orchard
            {
                capability
                {
    		trade_base_income_bonus bonus 1 requires resource coal and not resource gold and not resource dogs and not resource fish ;Mistrand+
    		income_bonus bonus 25 requires resource coal and not resource gold and not resource dogs and not resource fish and not resource textiles and not resource wine and not resource timber
    		;population_health_bonus bonus 1 requires resource coal and not resource gold and not resource dogs
                }
                material wooden
                construction  3
                cost  1600 
                settlement_min town
                upgrades
                {
    		fruit_plantation
                }
            }
    	beekeeper requires factions { scotland, turks, byzantium, mongols, moors, } and resource marble or resource furs  ;Beekeeper and Fur Trader
            {
                capability
                {
    		trade_base_income_bonus bonus 1 requires resource marble or resource furs  ; framsburg not resource dogs
    		;income_bonus bonus 25 requires resource marble or resource furs and not resource iron
                }
                material wooden
                construction  3
                cost 1600 
                settlement_min town
                upgrades
                {
    		; no_craft
                }
            }
    	wool_cutter requires factions { scotland, turks, byzantium, sicily, milan, mongols, egypt, moors, } and resource wool ;Wool Cutter
            {
                capability
                {
    		trade_base_income_bonus bonus 1 requires resource wool and not resource dogs and not resource fish ; riddermark, south rhovanion etc
    		; income_bonus bonus 20 requires resource wool
                }
                material wooden
                construction  3
                cost 1600 
                settlement_min town
                upgrades
                {
    	    }
            }
    	lumber_mill requires factions { scotland, turks, byzantium, sicily, milan, moors, } and building_present_min_level market market and resource timber ;Lumber Mill 
            {
                capability
                {
    		trade_base_income_bonus bonus 2 requires resource timber and not resource fish
    		construction_cost_bonus_wooden bonus 5 requires resource timber
    		taxable_income_bonus 5 requires resource timber
                }
                material wooden
                construction  4 
                cost  3200 
                settlement_min large_town
                upgrades
                {
    		; no_craft
                }
            }
    	lgr_wineyard requires factions { scotland, turks, byzantium, sicily, milan, moors, } and building_present_min_level market market and resource wine ;Large Vineyard
            {
                capability
                {
    		trade_base_income_bonus bonus 2 requires resource wine and not resource fish
    		; trade_base_income_bonus bonus 1 requires resource wine and hidden_resource rhovanion and not resource timber
    	    }
                material wooden
                construction  4 
                cost  3200 
                settlement_min large_town
                upgrades
                {
    		; no_craft
                }
            }
    	fruit_plantation requires factions { scotland, turks, byzantium, sicily, milan, moors, } and building_present_min_level market market and resource coal ;Fruit Plantation
            {
                capability
                {
    		trade_base_income_bonus bonus 2 requires resource coal and not resource gold and not resource dogs and not resource fish
    		population_health_bonus bonus 1 requires resource coal
    		income_bonus bonus 25 requires resource coal and not resource gold and not resource dogs and not resource fish and not resource textiles and not resource wine and not resource timber
    	    }
                material wooden
                construction  4 
                cost  3200 
                settlement_min large_town
                upgrades
                {
    	    }
            }
        }
        plugins 
        {
        }
    }
    The above code, text entries and graphic file references are included in the component file (see attachments in OP).

    Modders Note: you'll get a bunch of warnings like "faction turks have gap in building prior to lgr_wineyard ..." in the system log since it's not a straight forward building line. Adding a no_crafts building level on city level will make the display of buildings more transparent in the buildings browser, but you'll need to delete one building to make room for it.
    Last edited by King Philip II; May 04, 2013 at 11:50 PM. Reason: moved building from OP to this "reserved" post

  4. #4

    Default Re: [MMUP] Master Masons Urban Planner

    Quote Originally Posted by Spice Master View Post
    I love this idea. As long as it is to be open source, I'd be happy to help with testing and development to adapt it to TATW.
    Thanks Spice Master. It will of course be open source with the restriction on graphics files I have "borrowed" from other mods. For example, I have permission to use some files from Europa Barbaroum, but I'm sure that permission does not extend to me providing the files as open-source. I don't think they care, but other modders and graphics designers might.

    It would be great to have your input and contributions. Ideally it's a community project where everyone adds their stuff, but I'm also considering to hand it all over to another mod which compliments these changes. It's not decided yet.

  5. #5

    Default Re: [MMUP] Master Masons Urban Planner

    Cool. Getting a hold of or making 2d pic files for the buildings shouldn't be too hard. If you want, I can share some here with this so we can keep this whole project open source.

    Another feature I would consider is giving recruit_pool capabilities for some of these, the way TATW give pools for lumbermen to the lumbercamp's which Eriador can build with the wood resource. For example, a slave levy recruitable from the slave market, hunters from the fur trader, merchant marines from ports/river ports, orc gladiators from the fighting pits. I would be glad to make units for this on an open source basis.

  6. #6

    Default Re: [MMUP] Master Masons Urban Planner

    Quote Originally Posted by Spice Master View Post
    Cool. Getting a hold of or making 2d pic files for the buildings shouldn't be too hard. If you want, I can share some here with this so we can keep this whole project open source.

    Another feature I would consider is giving recruit_pool capabilities for some of these, the way TATW give pools for lumbermen to the lumbercamp's which Eriador can build with the wood resource. For example, a slave levy recruitable from the slave market, hunters from the fur trader, merchant marines from ports/river ports, orc gladiators from the fighting pits. I would be glad to make units for this on an open source basis.
    Awesome, knock yourself out on the graphics. I have some stuff from EB you might want to have a look at as inspiration. I have had some serious problems accessing the forums today so everything is not as tidy as I would like it to be, but I'll catch up.

    Heh, heh - I like your ideas, because it sounds like what I have for Mercenary Recruitment station (Eriador can actually recruit woodland warriors and lumbermen from grassland regions).

    Unpolished snippet re recruitment:
    Spoiler Alert, click show to read: 

    merc_outpost city requires factions { moors, } and building_present_min_level hinterland_info_building3 info_Dale or building_present_min_level hinterland_info_building9 info_Anduin-Vale or hidden_resource grey_mountains or hidden_resource moria
    {
    capability
    {
    recruit_pool "Hunters" 0 0.08 1 0 requires factions { moors, } and region_religion islam 15 and hidden_resource forest or hidden_resource grasland and resource marble
    recruit_pool "Mercenary Wardogs" 0 0.06 1 0 requires factions { moors, } and region_religion islam 25 and hidden_resource grey_mountains or hidden_resource moria or resource marble or hidden_resource mountains and resource iron
    ;--------------------------------
    recruitment_slots 2
    ;happiness_bonus bonus -1
    ;--------------------------------Variag Spearmen Militia and Variag Archer Militia in Harondor
    }
    material wooden
    construction 3
    cost 2400
    settlement_min town
    upgrades
    {
    merc_station
    }
    }


    I have used the slave resource to make Variag Lancers available to Mordor in Nurnen only, but it could be done with the Slave Market instead. I'm not sure if this merc building is a good idea for the AI to be honest. The troop availability is so low that it doesn't impact balance, but it could have some weird impact on AI recruitment which needs a lot more testing.

  7. #7

    Default Re: [MMUP] Master Masons Urban Planner

    Yeah, I don't know if the merc recruitment building fits as well with the TATW world anyway.

    Is there any advantage to implementing mercs through a recruitment pool as opposed to just using the regular merc pools?

  8. #8
    Withwnar's Avatar Script To The Waist
    Join Date
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    Posts
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    Default Re: [MMUP] Master Masons Urban Planner

    This looks great King Philip. Clearly a great deal of work has gone into this, or will be going into it.

    Large submods/compilations could already be reaching the building tree limit so they might have trouble incorporating many/all of your buildings. But they could pick and choose I expect (?).

  9. #9

    Default Re: [MMUP] Master Masons Urban Planner

    Quote Originally Posted by Withwnar View Post
    This looks great King Philip. Clearly a great deal of work has gone into this, or will be going into it.

    Large submods/compilations could already be reaching the building tree limit so they might have trouble incorporating many/all of your buildings. But they could pick and choose I expect (?).
    Thank you Withnar. All the coding is done, I just need to polish it up a little.

    Absolutely, I wouldn't expect anyone to use them all, but would be pleased to see it. Since most of the buildings are dependant on resources or location you'll never have access to them all. There is loads of room in TATW for buildings. I just had to double-check what the limit was (it's 128 building lines) so I noticed here http://www.twcenter.net/forums/showt...Hardcoded-List that the building limit per tree is 9 - I always thought it was 8, so now I'm a happy bunny since I have room for one more building

  10. #10

    Default [MMUP] Mule Train and Evil Crafts

    This batch includes Mule Train and Evil Crafts. The first batch was included in OP (Local Craftsmen, River Ports and Tax Collectors' Office).

    Mule Train
    The Mule Train is a powerful building as it provides the massive Trade Level Bonus from caravan buildings. With few/ poor trade routes it has little impact. The bonuses are applied based on local Mithril, Silver, Iron and Fur resources.

    Code:
    building mules
    {     
        levels mules mule_train ; mule_kp
        {
    	mules requires factions { france, england, hre, portugal, moors, } and hidden_resource mountains and not hidden_resource coast
    	{
                capability
                {
    		trade_base_income_bonus bonus 1 requires factions { france, england, hre, portugal, moors, }
                }
                material wooden
                construction 4
                cost 2400 
                settlement_min village
                upgrades
                {
    		mule_train
                }
         	}
    	mule_train requires factions { france, england, hre, portugal, moors, } and hidden_resource mountains and not hidden_resource coast
            {
                capability
                {
    		trade_level_bonus bonus 1 requires factions { france, england, hre, portugal, moors, } and not resource silver and not resource iron and not resource furs		
    		trade_base_income_bonus bonus 2 requires resource silver or resource iron or resource furs
    		trade_base_income_bonus bonus 1 requires factions { hre, moors, }
    	    }
                material wooden
                construction 6
                cost 4800 
                settlement_min town
                upgrades
                {
                }
            }
        }
        plugins 
        {
        }
    }
    Text:
    Spoiler Alert, click show to read: 
    {mules_name}
    Mule Train

    {mules} Mules
    {mules_desc} Mules can carry a lot of loot or goods on rough mountain paths, but they are difficult to train and taste good so it's a lenghty process for orcs to train mules. Can only be trained in mountain regions not on the coast.\nBonuses: +1 trade to road trade in mountains.
    {mules_desc_short} Use of mules increases road trade in mountain regions.

    {mule_train} Mule Train
    {mule_train_desc} A Mule Train greatly increases road trade in mountain regions. Can only be build in mountain regions not on the coast.\nBonuses: A massive bonus (+1 trade level bonus) to road trade in mountains (not with Mithril, Silver, Iron or Fur - they get +2 trade base income).
    {mule_train_desc_short} A Mule Train greatly increases road trade in mountain regions.
    Graphics:
    mules = #northern_european_hunting_camp.tga
    mule_train = #northern_european_lumber_camp.tga

    The above code and the text entries are included in the component file (see attachments in OP).

    Evil Crafts
    The general idea with the resource dependant craft buildings for the evil factions are to provide more building options. In general their trade routes are so poor that the return on investment is horrible (2-300 turns before you start to benefit), but for OOG and OOM it will improve economy in the long run. The Raid building is currently disabled (details in text).
    The large_evil_craft building is a combo for Abattoir, Iron Works, Fur Market and Slave Market. Ideally one more building line should be created to make this a little nicer.

    Code:
    building evil_crafts
    {     
        levels whipping fur_trader iron_monger slave_trader orc_feast slaughter_house raid execution_square large_evil_craft ;
        {
    	whipping requires factions { england, france, hre, portugal, spain, venice, } ;whipping
    	{
                capability
                {
    		happiness_bonus bonus -1 requires factions { england, france, hre, portugal, spain, venice, }
    		income_bonus bonus 10 requires factions { england, france, hre, portugal, spain, venice, }
                }
                material wooden
                construction 2
                cost  800 
                settlement_min village
                upgrades
                {
                    fur_trader
    		iron_monger
    		slave_trader
    		orc_feast
    		slaughter_house
    		raid
    		execution_square
                }
            }
    	fur_trader requires factions { england, portugal, hre, } and resource furs and not resource iron ;Fur Trader
            {
                capability
                {
    		trade_base_income_bonus bonus 1 requires resource furs
    		; income_bonus bonus 20
                }
                material wooden
                construction  3
                cost 1200 
                settlement_min town
                upgrades
                {
    		large_evil_craft
                }
            }
    	iron_monger requires factions { england, france, portugal, hre, } and resource iron ;Iron Monger
            {
                capability
                {
    		trade_base_income_bonus bonus 1 requires resource iron
    		;income_bonus bonus 20
    		;happiness_bonus bonus -1 requires resource iron		
                }
                material wooden
                construction 3
                cost  1200 
                settlement_min town
                upgrades
                {
    		large_evil_craft
                }
            }
    	slave_trader requires factions { england, spain, venice, } and resource slaves ;Slave Trader
            {
                capability
                {
    		trade_base_income_bonus bonus 1 requires factions { england, france, hre, portugal, spain, venice, } and not resource fish
    		;population_health_bonus bonus -1	
                }
                material wooden
                construction 3
                cost  1200 
                settlement_min town
                upgrades
                {
    		large_evil_craft
                }
            }
    	orc_feast requires factions { england, france, hre, portugal, } ;Orc Feast
            {
                capability
                {
    		;population_growth_bonus bonus 1 requires factions { england, france, hre, portugal, spain, venice, }
    		happiness_bonus bonus 1 requires factions { england, france, hre, portugal, spain, venice, }
    		;trade_base_income_bonus bonus -1 requires factions { england, france, hre, portugal, spain, venice, }		
                }
                material wooden
                construction 3
                cost  1200 
                settlement_min town
                upgrades
                {
    		;large_evil_craft
                }
            }
    	slaughter_house requires factions { england, france, hre, portugal, } and resource wool or resource dogs ;Slaughterhouse
            {
                capability
                {
    		trade_base_income_bonus bonus 1 requires resource wool or resource dogs
    		;income_bonus bonus 25 requires factions { england, hre, portugal, } and resource wool or resource dogs
    		happiness_bonus bonus -1 requires factions { scotland, turks, byzantium, sicily, milan, mongols, egypt, moors, }
                }
                material wooden
                construction 3
                cost 1200 
                settlement_min town
                upgrades
                {
    		large_evil_craft
                }
             }
    	raid requires factions { } ;Raid
            {
                capability
                {
    	    }
                material wooden
                construction 3
                cost 1200 
                settlement_min town
                upgrades
                {
    		large_evil_craft
                }
            }
    	execution_square requires factions { spain, venice, } ;Execution Square
            {
                capability
                {
    		law_bonus bonus 2 requires factions { spain, venice, }
    		happiness_bonus bonus -1 requires factions { spain, venice, }
    		; population_growth_bonus bonus -1 requires factions { spain, venice, }
    		; trade_base_income_bonus bonus -1
                }
                material wooden
                construction 3
                cost 1200 
                settlement_min town
                upgrades
                {
    		; large_evil_craft
                }
            }		
    	large_evil_craft requires factions { england, france, hre, portugal, spain, venice, } and resource furs or resource iron or resource slaves or 
    
    resource wool or resource dogs
            {
                capability
                {
    		;Fur Market
    		trade_base_income_bonus bonus 2 requires resource furs
    		;income_bonus bonus 25 requires resource furs
    		;Iron Works
    		trade_base_income_bonus bonus 2 requires resource iron and not resource chocolate
    		;mine_resource 1 requires resource iron and not resource gold and not resource silver and not resource chocolate
    		population_health_bonus bonus -1 requires resource iron
    		;Slave Market 
    		trade_base_income_bonus bonus 2 requires factions { england, france, hre, portugal, spain, venice, } and resource slaves
    		population_health_bonus bonus -1 requires factions { england, france, hre, portugal, spain, venice, } and resource slaves
    		;Abattoir
    		trade_base_income_bonus bonus 2 requires resource wool or resource dogs
    		;income_bonus bonus 25 requires factions { england, france, hre, portugal, spain, venice, } and resource wool or resource dogs
    		happiness_bonus bonus -1 requires factions { scotland, turks, byzantium, sicily, milan, mongols, egypt, moors, } and resource wool or 
    
    resource dogs	
                }
                material wooden
                construction  5 
                cost  3600 
                settlement_min large_town
                upgrades
                {
                }
            }
        }
        plugins 
        {
        }
    }
    Text:
    Spoiler Alert, click show to read: 

    {evil_crafts_name}
    Evil Crafts

    ¬--------------
    {whipping} Whipping
    {whipping_desc} Before we can gain benefit from local craftsmen, they must be subdued. A few lashes will speed the process up. Provides access to Slave Trader, Fur Trader, Execution Square, Village Raid (amber = local village) and Iron Monger.
    {whipping_desc_short} We have repressed the local craftsmen, so they are now ready to work for us.

    {slave_trader} Slave Trader
    {slave_trader_desc} A Slave Trader increases trade (+1). Upgrade: Slave Market
    {slave_trader_desc_short} Your local Slave Trader is ready for business!

    {orc_feast} Orc Feast
    {orc_feast_desc} A proper Orc Feast includes generous servings of orc draught, human flesh and elf ears. Increase in happiness, (disabled: but a slight reduction in trade (-1). Upgrade: none
    {orc_feast_desc_short} A proper Orc Feast includes generous servings of orc draught, human flesh and elf ears.

    {fur_trader} Fur Trader
    {fur_trader_desc} A Fur Trader increases trade (+1). Upgrade: Fur Market
    {fur_trader_desc_short} Your local Fur Trader is ready for business!

    {iron_monger} Iron Monger
    {iron_monger_desc} An Iron Monger increases trade (+1). Upgrade: Troll Iron Works
    {iron_monger_desc_short} Your local iron_monger is ready for business!

    {slaughter_house} Slaughter House
    {slaughter_house_desc} A Slaughter House increases trade (+1). Requires horses or sheep (wool). Upgrade: Abattoir
    {slaughter_house_desc_short} Your local Slaughter House is ready for business!

    {raid} _Village Raid or Land Devestation
    {raid_desc} NOT IN USE Raiding the local villages or countryside regularly is a good way to stay in shape and it provides a little loot, but should not be regarded as a profitable long-term strategy (requires local village (amber), sheep, horses, grain, fish, wine, fruit, honey or tobacco). The drawback is reduced trade (-2 trade base income) and dead or fleeing villagers. Upgrade: none
    {raid_desc_short} Raiding the local villages or countryside regularly is a good way to stay in shape and it provides a little loot.

    {execution_square} Execution Square
    {execution_square_desc} A local Execution Square improves law and order, but reduces happiness. Upgrade: none (or gallows -> exec square?)
    {execution_square_desc_short} Your local Execution Square is ready for business!

    {large_evil_craft} Fur Market/Troll Iron Works/Slave Market/Abattoir
    {large_evil_craft_desc} Fur Market or Troll Iron Works or Slave Market or Abattoir. Requires Fur Trader, Iron Monger, Slave Trader or Slaughterhouse respectively.\n\nBonuses: \n- Fur Market: Increase in trade (+2)\n- Iron Works: Increase in trade (+2) (not with Mithril), but -1 public health.\n- Slave Market: Increase in trade (+2), but -1 public health \n- Abattoir: trade_base_income_bonus bonus 2. Requires sheep (wool) or horses (dogs).
    {large_evil_craft_desc_short} Fur Market/Troll Iron Works/Slave Market/Abattoir (see description) provides an increase in trade as well as a resource specific bonus/penalty.
    Triggers:
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger building_evil_dread1_kp
    WhenToTest GovernorBuildingCompleted

    Condition SettlementBuildingFinished = whipping

    Affects StrategyDread 1 Chance 33
    Affects HarshRuler 1 Chance 10
    Affects Authoritarian 1 Chance 10
    Affects HarshJustice 1 Chance 15
    ;------------------------------------------
    Trigger building_evil_dread2_kp
    WhenToTest GovernorBuildingCompleted

    Condition SettlementBuildingFinished >= slave_trader

    Affects StrategyDread 1 Chance 10
    Affects HarshJustice 1 Chance 5
    Affects Authoritarian 1 Chance 3
    Affects HarshRuler 1 Chance 2
    ;------------------------------------------
    Graphics:
    whipping = #eastern_european_corn_exchange.tga
    level 2 = #eastern_european_market.tga
    level 3 = #eastern_european_fairground.tga

    The above code and the text entries are included in the component file (see attachments in OP).

  11. #11

    Default [MMUP] High Temple of Melkor

    Ideally the guild HQ should only be available in Barad Dur, but i'm seeing some weird guild suggestions when using hidden_resources as condition (being verified). More info about mythical beliefs in the TA here: http://www.twcenter.net/forums/showt...1#post12813939 (see responses to the post).
    Bonuses: Happiness and High Priest of Melkor ancillary

    Code:
    building guild_theologians_guild
    {
        religion catholic
        levels theologians_guild m_theologians_guild gm_theologians_guild ;htm_kp 
        {
            theologians_guild requires factions { england, } and hidden_resource big_city
            {
                capability
                {
    		religion_level bonus 1 requires factions { england, france, hre, portugal, spain, venice, }
                    pope_disapproval 1
    		pope_approval 1
    		happiness_bonus bonus 1 requires factions { england, france, hre, portugal, spain, venice, }
    			;population_growth_bonus bonus 1 requires factions { england, france, hre, portugal, spain, venice, }
    			;agent diplomat  0  requires factions { england, france, hre, portugal, spain, venice, }
                            ;agent_limit diplomat 1
                }
                material wooden
                construction  1
                cost  1000 
                settlement_min city
                upgrades
                {
                    m_theologians_guild
                }
            }
            m_theologians_guild requires factions { england, } and hidden_resource big_city
            {
                capability
                {
    		religion_level bonus 1 requires factions { england, france, hre, portugal, spain, venice, }
                    pope_disapproval 1
    		pope_approval 1
    		happiness_bonus bonus 2 requires factions { england, france, hre, portugal, spain, venice, }
    			;population_growth_bonus bonus 1 requires factions { england, france, hre, portugal, spain, venice, }
    			;agent diplomat  0  requires factions { england, france, hre, portugal, spain, venice, }
                            ;agent_limit diplomat 1
                }
                material wooden
                construction  2
                cost  2000 
                settlement_min large_city
                upgrades
                {
                    gm_theologians_guild
                }
            }
            gm_theologians_guild requires factions { england, } and hidden_resource big_city
            {
                capability
                {
    		religion_level bonus 1 requires factions { england, france, hre, portugal, spain, venice, }
                    pope_disapproval 1
    		pope_approval 1
    		happiness_bonus bonus 3 requires factions { england, france, hre, portugal, spain, venice, }
    			;population_growth_bonus bonus 1 requires factions { england, france, hre, portugal, spain, venice, }
    			;agent diplomat  0  requires factions { england, france, hre, portugal, spain, venice, }
                            ;agent_limit diplomat 1
                }
                material wooden
                construction  3
                cost  3000 
                settlement_min large_city
                upgrades
                {
                }
            }
        }
        plugins 
        {
        }
    }
    Text: loads and loads of room for improvement here
    Spoiler Alert, click show to read: 
    {guild_theologians_guild_name}
    High Temples of Melkor

    {theologians_guild_eastern_european} High Temple of Melkor
    {theologians_guild_eastern_european_desc}
    Rather than a place of worship, the Theologians' Guild house is a place of study, contemplation and very careful debate. The building is essentially a place of research into holy texts, relics, writings and their meanings. Profound findings are rare, as theologians struggle with being dubbed heretics, which has the benefit of making priests who study here pious and proper.\nA High Temple of Melkor improves happiness. Rare visits by the High Priest.
    {theologians_guild_eastern_european_desc_short}
    A High Temple of Melkor improves happiness. Rare visits by the High Priest.

    {m_theologians_guild_eastern_european} Awesome Temple of Melkor
    {m_theologians_guild_eastern_european_desc}
    A Master Theologians’ Guild house is a true centre of spiritual exploration. Here enough learned scholars that have explored a diversity of texts are gathered in one place to understand the nature of the spirit, and the holy word to make it a place on the map for any seeking religious enlightenment. This enlightenment can be seen in the priests that are trained here.\nThe Awesome Temple of Melkor improves happiness. More frequent visits by the High Priest.
    {m_theologians_guild_eastern_european_desc_short}
    Awesome Temple of Melkor improves happiness. More frequent visits by the High Priest.

    {gm_theologians_guild_eastern_european} Pantheon of Melkor
    {gm_theologians_guild_eastern_european_desc}
    The Theologians’ Guild Headquarters is considered the premiere authority of religious research and understanding, outside of that which is written in the Bible and deigned by the Papacy. Many of the most respected members of the clergy come here to better complete their understanding of God before meeting him, and their experience is evident in the clergy fortunate enough to study here.\nPantheon of Melkor improves happiness. The High Priest of Melkor recides here.
    {gm_theologians_guild_eastern_european_desc_short}
    Pantheon of Melkor improves happiness. The High Priest of Melkor recides here.
    Ancillaries and Traits:
    Spoiler Alert, click show to read: 
    ¬---------------
    {paladin} High Priest of Melkor

    {paladin_desc}
    A servant of the Dark Lord from the High Temple of Melkor.

    {paladin_effects_desc}
    +2 Obedience, +1 Dread, +1 Public Health, +2% BattleSurgery
    ¬---------------

    Ancillary paladin
    Type Military
    Transferable 0
    Image Zworshipper.tga
    ExcludeCultures mesoamerican
    Description paladin_desc
    EffectsDescription paladin_effects_desc
    Effect Piety 2
    Effect Chivalry -1
    Effect BattleSurgery 2
    Effect Health 1

    ;----------------------------------------------
    Trigger worshipper_morgoth3_kp
    WhenToTest CharacterTurnEnd
    Condition EndedInSettlement
    and IsGeneral
    and CultureType eastern_european
    and SettlementBuildingExists >= theologians_guild
    and TimeInRegion > 5

    AcquireAncillary worshipper_morgoth chance 5
    ;----------------------------------------------
    Trigger high_priest_melkor1_kp
    WhenToTest CharacterTurnEnd
    Condition EndedInSettlement
    and IsGeneral
    and CultureType eastern_european
    and SettlementBuildingExists = theologians_guild
    and not FactionwideAncillaryExists paladin
    and TimeInRegion > 10

    AcquireAncillary paladin chance 5
    ;----------------------------------------------
    Trigger high_priest_melkor2_kp
    WhenToTest CharacterTurnEnd
    Condition EndedInSettlement
    and IsGeneral
    and Attribute Piety > 4
    and CultureType eastern_european
    and SettlementBuildingExists >= m_theologians_guild
    and TimeInRegion > 5

    AcquireAncillary paladin chance 6
    ;----------------------------------------------
    Trigger high_priest_melkor3_kp
    WhenToTest CharacterTurnEnd
    Condition EndedInSettlement
    and IsGeneral
    and Attribute Piety > 7
    and CultureType eastern_european
    and SettlementBuildingExists >= m_theologians_guild
    and TimeInRegion > 5

    AcquireAncillary paladin chance 6
    ;----------------------------------------------
    Trigger high_priest_melkor4_kp
    WhenToTest CharacterTurnEnd
    Condition EndedInSettlement
    and IsGeneral
    and Attribute Piety > 4
    and CultureType eastern_european
    and SettlementBuildingExists = gm_theologians_guild
    and TimeInRegion > 5

    AcquireAncillary paladin chance 12
    Guild Entries:
    Spoiler Alert, click show to read: 
    Trigger 0197_Governor_piety1_kp
    WhenToTest SettlementTurnStart

    Condition GovernorAttribute Piety > 4
    and FactionType england

    Guild theologians_guild s 4

    ;------------------------------------------
    Trigger 0198_Governor_Dread2_kp
    WhenToTest SettlementTurnStart

    Condition GovernorAttribute Chivalry < -4
    and FactionType england

    Guild theologians_guild s 3

    ;------------------------------------------
    Trigger 0199_FL_Dread3_kp
    WhenToTest CharacterTurnEnd

    Condition IsFactionLeader
    and FactionType england
    and FactionLeaderAttribute Chivalry < -4
    and FactionLeaderAttribute Piety > 4

    Guild theologians_guild a 2

    ;------------------------------------------
    Trigger 0200_FL_Piety4_kp
    WhenToTest CharacterTurnEnd

    Condition IsFactionLeader
    and FactionType england
    and FactionLeaderAttribute Piety > 7

    Guild theologians_guild a 2

    ;------------------------------------------
    Trigger 01_Build_melkor_guild1_kp
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = small_church

    Guild theologians_guild s 10
    Guild theologians_guild o 4
    ;------------------------------------------
    Trigger 02_Build_melkor_guild2_kp
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = small_chapel

    Guild theologians_guild s 10
    Guild theologians_guild o 4
    ;------------------------------------------
    Trigger 03_Build_melkor_guild3_kp
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = church

    Guild theologians_guild s 15
    Guild theologians_guild o 5
    ;------------------------------------------
    Trigger 04_Build_melkor_guild4_kp
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = chapel

    Guild theologians_guild s 15
    Guild theologians_guild o 5
    ;------------------------------------------
    Trigger 05_Build_melkor_guild5_kp
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = abbey

    Guild theologians_guild s 25
    Guild theologians_guild o 10
    Graphics:
    #eastern_european_small_church
    #eastern_european_church
    #eastern_european_abbey
    or the default Theologians guilds

    Would be super cool with some unique graphics for this building line.

    Code, text entries, comments and graphics references are included in the component file (see attachments in OP).
    Last edited by King Philip II; May 05, 2013 at 03:55 AM. Reason: typos en masse

  12. #12

    Default Re: [MMUP] High Temple of Melkor

    Update:
    - i have received permission from EB to use some of their stuff so I'll post the relevant zipped graphics when I figure out how to zip this up the easies way
    - mail in KK's inbox regarding section 3) and permission to use TATW graphics
    - the remaining building threes are ready to be released, but I'll hold back until someone asks for them
    - focus changed to section 4)

  13. #13

    Default Re: [MMUP] Master Mason's Urban Planner

    Here's a free resource you might find useful for 2d graphics for these.

    http://www.moddb.com/games/age-of-em...jorgito-aqua27

  14. #14

    Default Re: [MMUP] Master Mason's Urban Planner

    Quote Originally Posted by Spice Master View Post
    Here's a free resource you might find useful for 2d graphics for these.

    http://www.moddb.com/games/age-of-em...jorgito-aqua27
    Thanks for this (downloading ...). I'm really procrastinating over this graphics task, i'm a clown in that area and it's really boring donkey work to rename all the files

  15. #15

    Default Re: [MMUP] Master Mason's Urban Planner - Navy_Bonus from Admirality

    Update: this project will be closed within the next week or two as I start working on EBII as a contractor. Please send me a PM if you are interested in continuing this for TATW.
    ;----------------------------------------------
    just a small code snippet I stumbled over:

    ADMIRALITY

    navy_bonus 1 only applies to gunpowder era naval wessels. Here is a quick way to implement the exp bonus. There is a nice ancillary tied to this building as well: Shipwright

    Code:
    building admiralty
    {
        levels naval_academy admiralty 
        {
            naval_academy requires factions { sicily, spain, turks, byzantium, egypt, moors, } and building_present_min_level port shipwright or building_present_min_level castle_port c_shipwright
            {
                capability
                {
                    recruit_pool "cog"  0   0.01   0  1  requires factions { sicily, scotland, turks, byzantium, }  and hidden_resource coast
                    recruit_pool "holk"  0   0.01   0  1  requires factions { sicily, byzantium, scotland, turks, egypt, mongols, }  and hidden_resource coast
                    recruit_pool "longboat"  0   0.01   0  1  requires factions { milan, moors, }  and hidden_resource coast
                    recruit_pool "dragon boat"  0   0.01   0  1  requires factions { milan, moors, }  and hidden_resource coast
                    recruit_pool "dhow"  0   0.01   0  1  requires factions { spain, venice, }  and hidden_resource coast
                    recruit_pool "corsair pirate ship"  0   0.01   0  1  requires factions { spain, venice, }  and hidden_resource coast
                    recruit_pool "dromon"  0   0.01   0  1  requires factions { egypt, mongols, }  and hidden_resource coast
    		recruitment_cost_bonus_naval bonus 1
                    ;navy_bonus 1
                }
                material stone
                construction  4
                cost  3200 
                settlement_min city
                upgrades
                {
                    admiralty
                }
            }
    /snip
    ;------------------------------------------------
    Edit: Can't believe I forgot to mention this: one of the fixes to the EDB file is to correct all the "material" (stone or wooden) entries so they make sense. Only applicable if you have enabled the Masons Guild, which I highly recommend, it's an awesome building.

    /KP

  16. #16

    Default Re: [MMUP] Master Mason's Urban Planner

    PROJECT CLOSED

    Please PM me if you're interested in any of the building I haven't published as well as the EB Graphics pack for River Ports and Granaries (EB T&C applies).

    Just to reiterate: there is no need to ask permission to use this, of course it would be a nice gesture to mention my name in credits, but it's not a requirement.

    This work is continuing on: The First Triumvirate 2 for M2TW and another Mod

    regards,
    KP

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