You can delete those trading resources in descr_regions. As you can see in your EDB sample they are referred to as 'simple' resources, NOT hidden_resources. These trading resources are placed onto the map via descr_strat entries\co-ordinates.
From the crusades export_descr_guilds:
Code:;------------------------------------------ Guild templars_chapter_house building guild_templars_chapter_house exclude st_johns_chapter_house levels 100 250 500 ;------------------------------------------ Guild st_johns_chapter_house building guild_st_johns_chapter_house exclude templars_chapter_house levels 100 250 500 ;------------------------------------------ Guild teutonic_knights_chapter_house building guild_teutonic_knights_chapter_house levels 100 250 500 ;------------------------------------------ Guild knights_of_santiago_chapter_house building guild_knights_of_santiago_chapter_house levels 100 250 500
Thank you
I forgot to mention I was tweaking Stainless Steel, and gracul must have moved those somewhere else. Nvm
How do we allow a guild allowed to build more than once?
The base level can be build multiple times and is usually triggered by action based on a settlement, eg training priests.
Level 2 is a 'faction' upgrade that can happen only once per faction (hard coded).
Level 3 is a 'world' update that can happen only once per game (hard coded).
My understanding was that it's an "only one at a time" thing. If your faction has a Master Thieves Guild then no new one will be offered until your faction no longer has one. Likewise for HQ: no offer while one exists anywhere on the map.
It didn't seem to in some tests I ran. However, those tests only involved "s" points: constructing, etc. in settlement X to get enough points to be offered the guild, seeing if that settlement did get the offer under various EDB conditions and hidden resource assignments. Presence/absence of those HRs and conditions made no difference.
Maybe they work for "o" and "a" points?
"atlantic" is also used by the explorers guild in descr_missions, indicating targets for their take settlement missions.
Nope.
I reckon so. It's pretty clear now that they don't work as offer-region labels.
So "atlantic" has a purpose but it's still a mystery why vanilla has and uses the "explorers_guild" hidden resource. Some leftover from when it used to work that way perhaps? swordsmiths_guild and woodsmens_guild are also HRs, no other guilds are.
Here is a workaround solution to restricting offers to certain settlements...
Every turn, reduce the points to that guild in every settlement that is not where you want it to be.
i.e. Explorers Guild will only be offered in regions 4 22 36 42 54 70. The others will never accumulate enough points, unless of course you have some trigger(s) that are giving enough points to counteract that huge negative.Code:Trigger Deny_Explorers_Guild_To_Certain_Settlements WhenToTest SettlementTurnEnd Condition not IsRegionOneOf 4 22 36 42 54 70 Guild explorers_guild s -1000
It doesn't need to be as high as -1000, so long as its higher than the total points a settlement could possibly accumulate in any turn from all of the other triggers.
Also, guild points can go below zero. I was wondering if they'd be like trait points which can't; no matter how many points you subtract from a character's trait, its total points will never be less that zero. Not so with guild points: in that code example a settlement not in that region list will have -1000 points at the end of turn 1, -2000 at the end of turn 2, and so on (plus any points they picked up from other triggers).
Guys,
do you know if the "RandomPercent" condition work in EDG?
JoC
Another question on the guilds:
Will this trigger fire once (only at the excommunication decision by the pope), or it will trigger every turn the faction is in the state of excommunication?
Code:;------------------------------------------Trigger Theologians_Excommunication WhenToTest FactionExcommunicated Guild theologians_guild a -20
I don't know but would be extremely surprised if it didn't. It works everywhere else that conditions can be used.
Guys,
another question: is it possible to give some guild points to a settelment by script?
I'm thinking about it the context of giving a settlement a guild building by script or mission. Afaik, it's not possible to give a building by script. But maybe it's possible to give points that would allow this?
cheers
JoC
Build by script:
One way to do points by script:Code:console_command create_building London m_explorers_guild
EDG:Code:monitor_event {whatever ... need to give London the points} set_event_counter give_london_points 1 end_monitor monitor_event FactionTurnEnd set_event_counter give_london_points 0 end_monitor
Code:;------------------------------------------ Trigger GiveLondonPointsTrigger WhenToTest SettlementTurnEnd Condition SettlementName London and I_EventCounter give_london_points = 1 Guild explorers_guild s 100
Last edited by Withwnar; June 06, 2020 at 10:09 PM.
Once, when they become excom'd. There is also a FactionExcommunicated condition, which could be used for ongoing state tests.
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?
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