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  1. #1

    Default Varying other income(upd17may2014)

    Spoiler Alert, click show to read: 

    Version 1

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    I changed other income for all factions. In the link are various amounts ranging from 0 to 5000. Pick one Otherincome.pack and drop it into your rome II data folder. All factions other income will be at that level. check the box in mod manager to enable when you start the game.

    For example with Otherincome1000.pack Suebi starts with an income of -112. So you'll want to expand quickly or turtle and build up your economy. Your starting treasury is still the same. http://cloud-2.steampowered.com/ugc/...C49F9909122CC/

    I made this because I saw a request for other income of 1000 by someone in a steam workshop mod.

    I changed campaign_variables_tables-campaign_variables. faction_gdp_other and faction_gdp_other_minor to varying amounts.

    Version 2

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    In version 2 I've lowered other income for minor factions by 1500(half of normal). Major factions have normal income, this should help the major factions in the early campaign to overcome the minors.

    version 3

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    Pick a faction to play and open that folder, Pick the level that you want your other income to be at by taking one(only one) .pack with that number 0-2500. Drop that into your rome II data folder-rome II launcher-mod manager-tick the box for it and start the game.

    I haven't figured out yet how to change the other income for just the player without effecting other factions income, so this is a compromise. The creator of the huge income mod added a hidden flat tax bonus to major factions. I combined Otherincome version 1 with the hidden bonus so that you can choose the other income level for your faction, minor factions have normal income and major factions will have a slight income increase from the tax bonus but their income is close to normal.

    *(Adding a tax bonus to normalize the income of other factions has resulted in the player making more money from client states/satraps. Since this amount is based on their tax income. If you want to avoid that use a barbarian faction that can't make vassals or don't make vassals. Otherwise you'll make several hundred more per client state/satrap)*

    For example starting a Seleucid campaign with seleucid1500.pack will look like this.
    http://cloud-3.steampowered.com/ugc/...BB1274D8C4C84/


    If your really hardcore(only recommended for long time TW veterans), Sparta0.pack, true Spartan laconic austerity.
    http://cloud-3.steampowered.com/ugc/...8421D0CA69B3A/
    Last edited by wealthmonger; May 25, 2014 at 10:20 PM.

  2. #2
    14182's Avatar Miles
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    Default Re: Other income reduced to 1000

    Will try it with the all factions playable mod to see if the change is applied to different kinds of factions.

  3. #3

    Default Re: Varying other income

    Thanks for checking.
    Last edited by wealthmonger; May 16, 2014 at 05:48 AM.

  4. #4
    14182's Avatar Miles
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    Default Re: Other income reduced to 1000

    Have started new campaign with around 10 factions from different cultures and see no problems. 1000 seems just fine so far, not many factions get a negative per turn income with this.


    Extra comments:
    1) The diplomacy becomes much more reasonable after the other income was reduced. Weaker factions now are easier to accept trade agreement (they used to reject my offers even mine came with massive amount of money).

    2) Some minor factions (mainly those own only one settlement) with 2 full stacks started to suffer from attrition. I suspect the CAI seldom disband the troops when they can't bear the upkeep costs and not at war with anyone. Yup, I did see AI merged/disbanded troops when they were at war with me or my allies.
    Last edited by 14182; May 15, 2014 at 08:27 AM. Reason: comments added

  5. #5

    Default Re: Other income reduced to 1000

    Updated first post with version 2
    Last edited by wealthmonger; May 17, 2014 at 08:13 PM.

  6. #6
    DeMolay's Avatar Senator
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    Default Re: Varying other income(upd16may2014)

    Thank you for your mod

  7. #7

    Default Re: Varying other income(upd16may2014)

    version 3 is up.

  8. #8

    Default Re: Varying other income(upd17may2014)

    Hi. Thanks for making this. I've been looking for a mod and I think this may be it, if I could ask a few questions first. My main problem is that since they were made ''playable'' by CiG, the Galatia faction is taking over the whole eastern map in every game (I usually play as Rome). I don't mind facing strong enemies, but the immersion suffers completely when the whole of Asia Minor and the Eastern map is Celtic/Barbarian. They usually defeat Seleucids and Pontus before I even meet any of them. Could I use your mod to weaken Galatia a bit, and give the Eastern Empires a chance? If so, which version should I use? Any help would be appreciated. I've tried using PFM to edit but keep running into problems.
    ps. I Also use the Major Factions mod at present.

  9. #9

    Default Re: Varying other income(upd17may2014)

    unfortunately, I haven't been able to break it down to where it can effect an individual faction, which is what I wanted, other income is a flat rate that isn't effected by anything making it a good candidate to raise or lower factions income. I think I need to make an effect for it or some other workaround.

    I'm not at home right now so I can't check but it looks like the major factions mod adds a tax bonus, which is what I use for version 3. If you use that method, you can try galatia version 3 set for whatever you want their other income to be and just play another faction. Then you'll need to increase the tax bonus for the major factions to have it equivalent to the major factions mod.

    Giving them a tax bonus has some side effects as shown in the first post. A tax bonus can be added to individual factions so it's easier to increase their income, harder to lower it.

    Edit: I'm home now. Looking at the major factions, it adds a tax bonus 1000 carthage, 2000 rome, 700 each to seleucids and Egypt. Same thing that I use in version 3. The things I don't like about adding a tax bonus 1) taxes are effected by techs, generals traits etc. which raise the tax difference even more, for example 2% tax increase from the tech gets applied to the 2000 boost that rome gets along with their normal taxes 2) The money you get from a client state/satrap is based on their tax income, you get a little less then a third of their tax income. So increasing their taxes gets you more in tribute. For example I was messing around and gave Athens a 300,000 tax bonus then I started a macedon campaign and I was getting about 90,000 per turn in tribute from them being my client state.

    The major factions mod also mentioned the minor factions mod which basically does what I did in version 2, it lowers the other income of minor factions from 3000 to 1400.

    If anyone has seen a tutorial on creating an effect, please let me know.
    Last edited by wealthmonger; May 28, 2014 at 01:48 AM.

  10. #10

    Default Re: Varying other income(upd17may2014)

    Thanks for replying, and explaining that so well. I'm fiddling with PFM at the moment so maybe find a solution. Thanks again, happy modding!

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