This tutorial was created, because someone asked how to do in another thread, perhaps someone can use this.
Quote Originally Posted by Tomsie View Post
Well I asked if you knew how, not if it was in the mod. Iv seen the 800 buff to Iberian, african and brit tribes, do you know how to add that to all factions? I'd like to try doubling that for majors, seems linked to cultural groups?
As for AI build priorities, reducing squalor/food costs of military buildings should do it. I'm playing a campaign with food and squalor disabled, and enemy AI army composition is improved, and most regions have one form of military building. Maybe moving units one building down their recruitment chain could speed things up? Adding a higher tier barracks to the Major factions start region might help also.
Regarding your question: Yes it is possible to add this buff to all factions.
The way to do it:
- Download PFM http://www.twcenter.net/forums/showt...v-replace-data
- update it if needed,
- open the data_rome2.pack
- navigate to db ==> effect_bundles_to_effects_junctions_tables
- extract the table
- open the extracted table in PFM
- Add a new row
Now the hard work:
1st: effect_bundle_key defines: what kind of effect you add, so you want to add the money constantly, itīs a faction trait
add this: rom_faction_trait this entry alone will do nothing, because you have to specify wich faction should get the trait: example you will give the iceni the trait you have to add: rom_faction_trait_britannic_iceni
2nd: effect_key: defines what the effect does, in our case the entry you have to add is this:
rom_building_gdp_subsistence_faction_capital_hidden
3rd: effect_scope: defines the "range" of the effect, you want the effect for the faction you definded in the entry under step 1, so add this:
this_faction
4th: value: the well value of the effect, in our case you will add denarii, so enter a value you like, standard for african, arabian and britannic factions (except iceni) is a value of 800, you want double it, so add 1600
5th: advancement_stage: this defines when the effect shall trigger, the standard stage is: start_turn_round_completed
I think you donīt have to change this, because the effect is a faction_trait and these are always active, so this is fine, no need to change this.
[B]Summary: To add 1600 denarii per turn to the iceni it looks like this:
under effect_bundle_key ==> entry: rom_faction_trait_britannic_iceni
under effect_key ==> entry: rom_building_gdp_subsistence_faction_capital_hidden
under effect_scope ==> entry: this_faction
under value ==> entry: 1600
under advancement_stage ==> entry: start_turn_round_completed or turn_completed
important: start_turn_round_completed isnīt save game compatible BUT
turn_completed is and there are no bad side effects using this!!!
Thank you TuranianGhaz for testing this!
if you did your entries, save the file as movie.pack or as mod.pack (I prefer mod.pack, but to activate it you have to use the mod manager created by mitch http://www.twcenter.net/forums/showt...36-Mod-Manager)
and put it in your rome2 data directory.
Oh and perhaps give your mod a unique name like: mod_economic_additional_income_allFactions (mod = itīs a mod, economic = your changes are related to the economy of the game, additiona_income = is what the mod does, allFactions: who will get it.) So you can see by the name of the file alone what it does, makes management easier if you will mod more in the future, but itīs just a suggestion.
Rinse and repeat step 1 to 5 for all factions,
a list with the faction names you need for the first entry is available under: db==>effect_bundles_tables==>effect_bundles
sort the enties under key and look for the entries that start with: rom_faction_trait_(name of the faction)#
example: rom_faction_trait_successors_egypt use this entry under step 1 to do the same for egypt, you can simply copy and paste.
Good luck, hope this is what you were looking for.
Edit:
Herer is the list with all faction_traits you need for step 1