Pahlava Reforms don't work.

Thread: Pahlava Reforms don't work.

  1. jarek1231231231 said:

    Default Pahlava Reforms don't work.

    Hi all. I have Asaak, Hektatompylos, Ekbataba, Rhagae and developed farms on the fourth level in all, but reform don't work. I attach a save with this situation (110.sav) and other before the farms were built (Przed reformom.sav)
    Attached Files
     
  2. Domaje's Avatar

    Domaje said:

    Default Re: Pahlava Reforms don't work.

    Hello Jarek.

    There is a typo in the script for the reform that the team is aware of.
    For it to function you need to open your campaign_script.txt located in your EBII folder. You'll find it in ebii\data\world\maps\campaign\imperial_campaign.

    Once open, search for the Pahlava Reforms section and look for those lines :

    Code: [View]
        monitor_event SettlementTurnStart SettlementName sett_131    ;;; count developed farms in relevant city - Asaak
            and SettlementBuildingExists > farms_three
            inc_counter parthia_agriculture_development 1
            terminate_monitor
        end_monitor
    You need to change it with :

    Code: [View]
        monitor_event SettlementTurnStart SettlementName sett_131    ;;; count developed farms in relevant city - Asaak
            and SettlementBuildingExists > pastfarms_five
            inc_counter parthia_agriculture_development 1
            terminate_monitor
        end_monitor
    The red words are the modification. You only need to do it for Asaak as it is the only pastoral settlement and so has a different farms building.

    Don't forget to delete map.rwm in mods\ebii\data\world\maps\base for the change to be taken in account.

    Also, unfortunately, this is not savegame compatible meaning you'll have to start a new campaign.
     
  3. jarek1231231231 said:

    Default Re: Pahlava Reforms don't work.

    Domaje, thanks for your quick response and help.
     
  4. QuintusSertorius's Avatar

    QuintusSertorius said:

    Default Re: Pahlava Reforms don't work.

    This is true, the script has a typo in it, which requires a new campaign to fix.

    However, the fallback will trigger around turn 281.