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  1. #1

    Default Messing with recruitment pools

    Hello, can anyone tell me what text documents I need to be messing about with to edit unit recruitment pools? Things like making units available at certain buildings and messing with replenishment rates and pool sizes?

    Cheers.

  2. #2

    Default Re: Messing with recruitment pools

    The file you're looking for is the export_descr_buildings.txt in the mod's data folder. Remember to use Notepad++ instead of regular Notepad.

  3. #3

    Default Re: Messing with recruitment pools

    I will remember, thanks for the reply Sylon

  4. #4

    Default Re: Messing with recruitment pools

    A guide to the EDB.

    Here's a real example of one (Parthian Royal Clan building):

    Code:
             parth_rcl requires factions { f_parthia, } and not building_present govallied and not event_counter ecParthia_Imperial 1
            {
                capability	;;; Recruitment pool: 15 * 0.04 - preferring top- and low-tier units
                {
    				;;; SARMATIA
                    recruit_pool "steppe cavalry early sarmatian nobles"  1  0.12  3  0  requires factions { f_parthia, } and hidden_resource sarmatian
                    recruit_pool "steppe cavalry sarmatian horse archers"  1  0.25  4  0  requires factions { f_parthia, } and hidden_resource sarmatian
    				recruit_pool "steppe infantry sarmatian archers"  1  0.2  5  0  requires factions { f_parthia, } and hidden_resource sarmatian
    				;;; SAKA
                    recruit_pool "steppe cavalry early saka nobles"  1  0.12  3  0  requires factions { f_parthia, } and hidden_resource saka
    				recruit_pool "steppe cavalry saka horse archers"  1  0.24  4  0  requires factions { f_parthia, } and hidden_resource saka
    				recruit_pool "steppe infantry saka archers"  1  0.12  3  0  requires factions { f_parthia, } and hidden_resource saka
                    recruit_pool "steppe infantry saka axemen"  1  0.12  3  0  requires factions { f_parthia, } and hidden_resource saka
    				;;; DAHA
                    recruit_pool "steppe cavalry parthian cataphracts"  1  0.12  3  0  requires factions { f_parthia, } and hidden_resource daha
    				recruit_pool "steppe cavalry dahae horse archers"  1  0.25  5  0  requires factions { f_parthia, } and hidden_resource daha
    				recruit_pool "steppe infantry gundi nizagan"  1  0.12  3  0  requires factions { f_parthia, } and hidden_resource daha
    				recruit_pool "steppe infantry parthian archers"  1  0.12  3  0  requires factions { f_parthia, } and hidden_resource daha
    				;;; ESLEWHERE
                    recruit_pool "steppe cavalry parthian cataphracts"  1  0.08  2  0  requires factions { f_parthia, } and not hidden_resource sarmatian and not hidden_resource saka and not hidden_resource daha
                    recruit_pool "steppe cavalry parthian horse archers"  1  0.12  3  0  requires factions { f_parthia, } and not hidden_resource sarmatian and not hidden_resource saka and not hidden_resource daha
    				recruit_pool "steppe infantry gundi nizagan"  1  0.08  2  0  requires factions { f_parthia, } and not hidden_resource sarmatian and not hidden_resource saka and not hidden_resource daha
    				recruit_pool "steppe infantry parthian archers"  1  0.08  2  0  requires factions { f_parthia, } and not hidden_resource sarmatian and not hidden_resource saka and not hidden_resource daha
    The number you need to alter if you want to adjust refresh is the decimalised one. 1/(that number) determines how many turns it takes before a new unit becomes available.

  5. #5

    Default Re: Messing with recruitment pools

    Ahh nice one, Quintus. Much obliged.

  6. #6

    Default Re: Messing with recruitment pools

    I ctrl-F'd for the word "map" in that guide to the EDB and didn't find it, so I thought I'd add: changes to EDB generally require a re-build of map.rwm, and this generally breaks existing save games. When you make changes to EDB, you'll want to delete data/world/maps/base/map.rwm. This will cause a hang of a few minutes when you start your new campaign (because you will have broken your existing campaigns by making this change, though you can backup EDB before you make your changes and backup map.rwm to save the time spent generating it, and drop 'em back in to resume your save games). Failure to do this can lead to frustration where you know you changed things, yet it doesn't seem to show up in the game.

    I'm not an expert, so I'm not sure if even little things like the refresh rate or max capacity of a unit require this, or just bigger things like adding a whole new building or changing the required region flags or factions. But other than the few minutes' delay, it doesn't hurt to err on the side of map.rwm deletion.

  7. #7

    Default Re: Messing with recruitment pools

    Good call on the map.rwm - yes changes to the refresh in the EDB will not apply to an existing save. You'll need to delete the old map.rwm and start a new game in order to apply it.

    That decimal is literally the only number you need to change. Though I'd advise caution - all the pools in the EDB are built with particular "budgets" in mind for balance purposes. One of those balance factors is to encourage varied and balanced armies, not just churning out armies full of the same units.

  8. #8

    Default Re: Messing with recruitment pools

    To be honest, I'm more interested in adding and removing recruitment options as opposed to increasing replenishment rates.

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