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Thread: Help in changing technology rate and army construction rate

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  1. #1

    Default Help in changing technology rate and army construction rate

    I want to make a small mod about having more turns per year (almost like the ones out already), but I want to tweak a bit the turns of the technology tree and also the turns required to create the units to make the game more smooth to my eyes. The problem is that, while some guys said where is the option about the turns-for-a-year change, I tried to find the part of the mentioned above options, in order to change them, but I couldn't. Can anyone help me out a bit?

    Thanks in advance.

  2. #2

    Default Re: Help in changing technology rate and army construction rate

    db->technologies_table->technologies the "research_points_required" column. Can double them if you are doing 2tpy, or 4x if 4tpy or make faster or whatever

    db->building_levels_tables->building_levels the "create_time" column to adjust build times.

    db->main_units_table->main_units the "create_time" column to adjust how long to recruit
    Si Vis Pacem Para Bellum

  3. #3

    Default Re: Help in changing technology rate and army construction rate

    Quote Originally Posted by StrikeQ View Post
    db->technologies_table->technologies the "research_points_required" column. Can double them if you are doing 2tpy, or 4x if 4tpy or make faster or whatever

    db->building_levels_tables->building_levels the "create_time" column to adjust build times.

    db->main_units_table->main_units the "create_time" column to adjust how long to recruit
    Thanks for the reply. Could you please upload a screenshot as well, because I searched the "db" part in the startpos.esf file but couldn't manage to find it.

    Also, I had two more questions. Where could I tweak the per-turn-income? I want to create 12-turn-per-year campaign (like fall of the samurai) so I think it would be appropriate to make the income 1/12 of what it give now in a turn. Also is there any way to make the "winter textures" come out more often and on specific turns? That would at least create an illusion of winter, even though there won't be any side effects

  4. #4

    Default Re: Help in changing technology rate and army construction rate

    Quote Originally Posted by Zaratoth View Post
    Thanks for the reply. Could you please upload a screenshot as well, because I searched the "db" part in the startpos.esf file but couldn't manage to find it.

    Also, I had two more questions. Where could I tweak the per-turn-income? I want to create 12-turn-per-year campaign (like fall of the samurai) so I think it would be appropriate to make the income 1/12 of what it give now in a turn. Also is there any way to make the "winter textures" come out more often and on specific turns? That would at least create an illusion of winter, even though there won't be any side effects
    You need to use PackFileManager and open the data_rome2.pack for those tables.

    As for income there is a "faction_gpd_other" variable in db->campaign_variables_tables->campaign_variables that I assume controls your flat 2500 income. There are also some tax efficiency variables there that may allow you to control the taxes you receive but not as straight forward.

    Otherwise you could adjust the values for the various gdp related variables in the db->building_effects_junction_tables->building_effects_junction
    Si Vis Pacem Para Bellum

  5. #5

    Default Re: Help in changing technology rate and army construction rate





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