Once, when they become excom'd. There is also a FactionExcommunicated condition, which could be used for ongoing state tests.
Once, when they become excom'd. There is also a FactionExcommunicated condition, which could be used for ongoing state tests.
It does apply for hanseatic guild as well. I got hanseatic guild in Vienna that has no access to sea (so no port), and no hidden_resource hanse, and even event_counter hanseatic_league was at 0. It seems the city amassed the required number of points of the guild and it was offered.
Code:building guild_hanseatic_guild{ convert_to guild_hanseatic_guild levels hanseatic_guild { hanseatic_guild requires factions { northern_european, eastern_european, } and port and event_counter hanseatic_league 1 and hidden_resource hanse { convert_to 0 capability { population_growth_bonus bonus 1 requires factions { northern_european, southern_european, eastern_european, greek, middle_eastern, } and not event_counter OSTSIEDLUNG 1 population_growth_bonus bonus 2 requires factions { northern_european, southern_european, eastern_european, greek, middle_eastern, } and event_counter OSTSIEDLUNG 1 trade_base_income_bonus bonus 1 requires factions { northern_european, southern_european, eastern_european, greek, middle_eastern, } and not event_counter HANSEATIC_LEAGUE_EXPANDS 1 trade_base_income_bonus bonus 3 requires factions { northern_european, southern_european, eastern_european, greek, middle_eastern, } and event_counter HANSEATIC_LEAGUE_EXPANDS 1 navy_bonus 1 requires factions { northern_european, southern_european, eastern_european, greek, middle_eastern, } and event_counter HANSEATIC_LEAGUE_EXPANDS 1 } material wooden construction 1 cost 5000 settlement_min large_town upgrades { } } } plugins { } }
Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
..............................................................................................................................................................................
If you want to play a historical mod in the medieval setting the best are:
Stainless Steel Historical Improvement Project and Broken Crescent.
Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
..............................................................................................................................................................................
Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
Follow home rules for playing a game without exploiting the M2TW engine deficiencies.
Hints for Medieval 2 moders: forts, merchants, AT-NGB bug, trade fleets.
Thrones of Britannia: review, opinion on the battles, ideas for modding. Shieldwall is promising!
Dominant strategy in Rome2, Attila, ToB and Troy: “Sniping groups of armies”. Still there, alas!
I cannot rightly remember how the guild point mechanics work, but would it be possible to have it simply be the case that any city without the hidden resource hanse receives like -100 guild points for the Hanseatic League each turn? Is that a parameter that could be used for the issuing of guild points?
Spoiler Alert, click show to read:
Yes, solving a particular case is possible (and in the SSHIP will be done for the Hanse) with other means. But it's worth to know the mechanism that's a kind of modding trap.
Can anybody tell if a conquest of a settlement (one faction takes the settlement from another one) sets all the points to 0, or they stay as they were before?
Your results may be misleading as the conditions are faulty, 'port' will require a building definition, eg 'building_present_min_level' - but as withnwar points out that didn't work anyhow. Check your hanseatic triggers - here is a the default set up from teutonic:
Following the discussion in this thread I have come to the following conclusion:Code:Trigger 0286_Hanseatic_Control_[settlement name] WhenToTest SettlementTurnStart Condition SettlementName [settlement name] and I_EventCounter hanseatic_constructed = 0 Guild hanseatic_guild s 5 Guild hanseatic_guild a 5
- the only valid requirements for EDB buildings with the guild prefix is 'factions'
- any other requirements need to be defined in the triggers in export_descr_guilds
This makes the guild system rather versatile as the triggers can be highly customized. Keeping in mind that the 's' score in connection with a WhenToTest settlement event defines where the guild will be offered.
"port" is also a condition in its own right, reported here. It means a region with a port tile, regardless of whether any port building is currently constructed.
Thanks, Guys, I also find the guilds very versatile. Could you as well tell this one loud and clear: a conquest of a settlement (one faction takes the settlement from another one, or sells a settlement, or it's bribed) sets all the guild points for this settlement to 0, or they are retained (=stay as they were before)?
This is the way I've dealt with my proble.
I also don't know:
- how many IsRegionOf conditions are a max in a line (so I made 4 trigger - if 20 conditions are allowed, I'd do with 1 trigger)
- if it's possible to "terminate monitor" in the EDG, as we do in the script.txt.
- how does the points behave at extreme values (like 1000), so I've made it with 150 points for 10 turns
Code:;=============================================================================;-------------- Hanseatic ----------------- ;============================================================================= ; in v.097 the non-hanseati-related points may accrue to 200 (required for the building) in 45 turns ;============================================================================= ; The problem: points given to all guilds make the Hanseatic available in in-land and far-away settlements. ; It cannot be restricted in EDB with conditions related to hidden resources or buildings. ; Using GovernorPlugInExists condition is not possible - it works only if there's a governor. ;----------------------------------------------------- Deny Trigger Deny_Hanseatic_Guild_To_All_Settlements WhenToTest FactionTurnStart Condition I_TurnNumber < 10 Guild hanseatic_guild a -150 ;------------------------------------------ Trigger Allow_Hanseatic_Guild_To_1 WhenToTest SettlementTurnEnd Condition I_TurnNumber < 15 and IsRegionOneOf 1 2 3 4 5 9 13 Guild hanseatic_guild s 150 ;------------------------------------------ Trigger Allow_Hanseatic_Guild_To_2 WhenToTest SettlementTurnEnd Condition I_TurnNumber < 15 and IsRegionOneOf 14 15 16 18 22 26 28 Guild hanseatic_guild s 150 ;------------------------------------------ Trigger Allow_Hanseatic_Guild_To_3 WhenToTest SettlementTurnEnd Condition I_TurnNumber < 15 and IsRegionOneOf 29 31 33 34 35 50 53 Guild hanseatic_guild s 150 ;============================================================================= ;------------------------------------------ Trigger Hanseatic_Exists_City_Plugin01 WhenToTest CharacterTurnEnd Condition GovernorPlugInExists = hansa and I_EventCounter hanseatic_count >= 0 and I_EventCounter hanseatic_constructed = 0 Guild hanseatic_guild s 8 ;------------------------------------------ Trigger Hanseatic_Exists_City_Plugin02 WhenToTest CharacterTurnEnd Condition GovernorPlugInExists = hansa and I_EventCounter hanseatic_count >= 1 and I_EventCounter hanseatic_constructed = 0 Guild hanseatic_guild s 5 ;------------------------------------------ Trigger Hanseatic_Exists_City_Plugin03 WhenToTest CharacterTurnEnd Condition GovernorPlugInExists = hansa and I_EventCounter hanseatic_count >= 2 and I_EventCounter hanseatic_constructed = 0 Guild hanseatic_guild s 3 ;------------------------------------------ Trigger Hanseatic_Exists_City_Plugin04 WhenToTest CharacterTurnEnd Condition GovernorPlugInExists = hansa and I_EventCounter hanseatic_count >= 3 and I_EventCounter hanseatic_constructed = 0 Guild hanseatic_guild s 2 ;------------------------------------------ Trigger Hanseatic_Exists_Castle_Plugin01 WhenToTest CharacterTurnEnd Condition GovernorPlugInExists = c_hansa and I_EventCounter hanseatic_count >= 0 and I_EventCounter hanseatic_constructed = 0 Guild hanseatic_guild s 8 ;------------------------------------------ Trigger Hanseatic_Exists_Castle_Plugin02 WhenToTest CharacterTurnEnd Condition GovernorPlugInExists = c_hansa and I_EventCounter hanseatic_count >= 1 and I_EventCounter hanseatic_constructed = 0 Guild hanseatic_guild s 5 ;------------------------------------------ Trigger Hanseatic_Exists_Castle_Plugin03 WhenToTest CharacterTurnEnd Condition GovernorPlugInExists = c_hansa and I_EventCounter hanseatic_count >= 2 and I_EventCounter hanseatic_constructed = 0 Guild hanseatic_guild s 3 ;------------------------------------------ Trigger Hanseatic_Exists_Castle_Plugin04 WhenToTest CharacterTurnEnd Condition GovernorPlugInExists = c_hansa and I_EventCounter hanseatic_count >= 3 and I_EventCounter hanseatic_constructed = 0 Guild hanseatic_guild s 2 ;------------------------------------------ Trigger Hanseatic_Loyalty_Level_Bonus_City WhenToTest CharacterTurnEnd Condition GovernorLoyaltyLevel = loyalty_happy and GovernorPlugInExists = hansa Guild hanseatic_guild s 5 ;------------------------------------------ Trigger Hanseatic_Loyalty_Level_Bonus_Castle WhenToTest CharacterTurnEnd Condition GovernorLoyaltyLevel = loyalty_happy and GovernorPlugInExists = c_hansa Guild hanseatic_guild s 5
Last edited by Jurand of Cracow; October 30, 2020 at 01:50 AM.
Not sure. I've used about 10 in the past with no problem. Try 20 and check if the first and last region in that 20 list are working correctly, if they are then it's a safe bet that they all are.
No idea on the max points allowed or the resetting to 0 upon capture.
Thanks, Guys, for advices. Given that we don't know if the points reset, I've made it in such a way:
In the script:
Spoiler Alert, click show to read:
In the EDG:
Spoiler Alert, click show to read:
Last edited by Jurand of Cracow; November 01, 2020 at 07:40 AM.
declare_counter hanseatic_guild_allowed
set_event_counter hanseatic_guild_allowed 0
1. You do not need to declare an event_counter - it always exists in a zero state.
2. Having the same name for a regular counter and an event counter can easily lead to issues.
I don't know why you don't use the port condition in the EDG triggers to avoid inland hansa guilds, as well as NOT using 'a' - that gives points to every settlement, so only use 's':
Code:Trigger 0286_Hanseatic_Control_[settlement name] WhenToTest SettlementTurnStart Condition SettlementName [settlement name] ; alternatively use IsRegionOneOf and I_EventCounter hanseatic_constructed = 0 and port ; alternatively use SettlementBuildingExists Guild hanseatic_guild s 5
Hi Gig,
ad counters - that's a mistake, indeed the declare_counter is redundant.
ad port condition - it doesn't prevent the other non-eligible (ie coastal but not Hanseatic) provices from getting the points.
ad a <> s - I use "a" in the first trigger (all provinces have -100 pts.), but then I add in certain (Hanseatic-eligible) provinces ("s" plus list of provinces) that 100 pts.
I would have been easier if one could use "hidden resources" in EDG, but I don't know if it's allowed.
port condition - that would mean the condition isn't valid\is ignored outside the EDB, in that case a "SettlementBuildingExists >= port" should do the deed for a global trigger:
Code:Trigger 0666_Hanseatic_port_settlement WhenToTest SettlementTurnStart Condition SettlementBuildingExists >= port ; c_port for castle and I_EventCounter hanseatic_constructed = 0 Guild hanseatic_guild s 5
Nice to see other people are delving into guilds as well
Wouldnt perhaps the completely easiest solution be, that you create a hinterland "hanse" building, that would be used as a condition for getting guild points in EDG? (and also for drastically decreasing hanse guild points in case a region doesnt have it?)
Well, based on research/testing by jojo, Callistonian and a bit of me, some breaking news on guild mechanics are presented below, discovering a new great vanilla bug. Everyone setting up guilds should be aware of this.
Regarding the guild point triggers, it was discovered that "s" score increase doesnt actually exist in the game, only "o" and "a". And it works the way I describe below, not the way described by the Guide, i.e., the "o" actually does what "s" is supposed to be doing, and "s" (kind of) doesnt do anything.
When using events that export settlements:
-"o" adds points the local settlement. Whatever else you write there (such as "s") also adds points the local settlements (the game doesnt care what you write there, as long it is not "o" or "a")
-"a" adds points to all the settlements within a faction
When using events that export factions (which is almost every usual event):
- Neither "o", "s" or anything adds any points
- "a" adds points to all the settlements within a faction
Other things:
I also confirmed in my test that we can get the intended result of "o" ( all settlements but the exported settlements) by combing "o" (or "s") with "a" (for example deducing points via "o", and adding points by "a")
And also, when more guilds have the same amount of points and are eligible to be offered, the one thats closer to the top in export_descr_guilds will be offered.
EDIT
And in other news, EOP now can directly set and view guild points/standing... therefore it will be possible to modify it the way, that players would see how many guild points they have with every guild, which will be a great addition to singleplayer
Last edited by Jadli; April 11, 2022 at 06:32 AM.
That's ridiculous... I mean: thank you, @Callistonian and @Jadli, for that finding!
I've got a conceptual framework for the new guilds' system in the SSHIP, and now it might be more reasonable to implement it!
Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
..............................................................................................................................................................................
If you want to play a historical mod in the medieval setting the best are:
Stainless Steel Historical Improvement Project and Broken Crescent.
Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
..............................................................................................................................................................................
Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
Follow home rules for playing a game without exploiting the M2TW engine deficiencies.
Hints for Medieval 2 moders: forts, merchants, AT-NGB bug, trade fleets.
Thrones of Britannia: review, opinion on the battles, ideas for modding. Shieldwall is promising!
Dominant strategy in Rome2, Attila, ToB and Troy: “Sniping groups of armies”. Still there, alas!
BTW, while at it, I suppose its also good to mention that when you accept a guild when you have no money (but you had money at the beginning of the turn ofc), you dont lose any points (its neither accepted or rejected), and next turn the guild is offered in the same settlement again and again... (until other settlement has more points for a guild I suppose). So the tactic of spending all the money to not be able to accept it can be also easily used to derail the guild offers...