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Thread: Field costs and stronger garrisons on campaign

  1. #1

    Default Field costs and stronger garrisons on campaign

    For the players who want harder campaigns this script is what they need

    Basically this is an add on to the previous stronger garrisons mini sub mod and adds field costs to the campaign since having armies on the field would represent a lot more costs than just upkeep costs, leaders had to pay for food, transportation, supplies costs, equipment, additional payments to their soldiers, etc.

    With 6 settlements:
    If you have a stack in your lands, it will cost you 100 mnai per turn, if the stack is in enemy lands, it will cost 200 mnai and if it is besieging a city, it will cost 400 mnai. This adds on for every stack that you put on the field so prepare well before going into war, especially if you are a small faction.

    With 20 settlements:
    If you have a stack in your lands, it will cost you 150 mnai per turn, if the stack is in enemy lands, it will cost 300 mnai and if it is besieging a city, it will cost 600 mnai. This adds on for every stack that you put on the field so prepare well before going into war.

    Note: Lugia, Saka, Nabatu and Sauromatae are not affected by this script.

    campaign_script.zip

    To install just extract the file and replace it with the campaign_script file in EBII/data/world/maps/campaign/imperial_campaign. Remember to do a backup of that file in case I did something wrong and the game crashes or you end up not liking it.

    NOT SAVEGAME COMPATIBLE.

    The original script comes from The Italian Wars mod
    Last edited by Lusitanio; March 23, 2019 at 05:18 PM.

  2. #2

    Default Re: Field costs and stronger garrisons on campaign

    i love this, reminds me of a good old DLV (though supply costs are even more punishing there). well done. its something for EB team to consider perhaps, given that money isnt an issue in mid-late game and lots of players seem to find it difficult to utilise the surplus in a reasonable manner.

  3. #3
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Field costs and stronger garrisons on campaign

    I also appreciate it a lot.
    Lusi, can you just put here instructions what should be modified (file, place) if somebody would prefer higher costs or exclusion of any other faction (Pahlava etc.)?

  4. #4

    Default Re: Field costs and stronger garrisons on campaign

    I know it seems low, but I did a quick campaign with Pontos which is one of the smallest factions (has only one region), and I saw that I could survive with this field costs. Of course that bigger factions won't feel that much impact, however, if you have two armies besieging two different settlements for five turns and also another army in enemy lands for the same amount of turns, in five turns you will have spend 5000 mnai, just on field costs. I'm also thinking about expanding the script for the later game with inflation costs in which after the player gets 30 settlements, the costs double.

    To modify the file, you need to open it with notepad++ and search for field costs, you will find this:

    Spoiler Alert, click show to read: 
    Code:
         ;----------------------------------------------------------------------------------------------------    ;---------------------------- Field Costs -----------------------------------------------------------
        ;----------------------------------------------------------------------------------------------------
    
    
        monitor_event CharacterTurnEnd FactionIsLocal
            and not EndedInSettlement
            and not IsBesieging
            and not AgentType = admiral
            and not AgentType = spy
            and not AgentType = diplomat
            and not AgentType = assassin
            and not FactionType f_lugia
            and not FactionType f_saka
            and not FactionType f_sauromatae
    	and not FactionType f_nabatu
    	and not FactionType f_saba
            and InEnemyLands
    	and I_NumberOfSettlements > 5
            console_command add_money -200
        end_monitor
    
    
        monitor_event CharacterTurnEnd FactionIsLocal
            and not EndedInSettlement
            and not AgentType = admiral
            and not AgentType = spy
            and not AgentType = diplomat
            and not AgentType = assassin
            and not FactionType f_lugia
            and not FactionType f_saka
            and not FactionType f_sauromatae
    	and not FactionType f_nabatu
    	and not FactionType f_saba
            and not InEnemyLands
    	and I_NumberOfSettlements > 5
            console_command add_money -100
        end_monitor
    
    
        monitor_event CharacterTurnEnd FactionIsLocal 
            and not EndedInSettlement
            and IsBesieging
            and not AgentType = admiral
            and not AgentType = spy
            and not AgentType = diplomat
            and not AgentType = assassin
            and not FactionType f_lugia
            and not FactionType f_saka
            and not FactionType f_sauromatae
    	and not FactionType f_nabatu
    	and not FactionType f_saba
            and InEnemyLands
    	and I_NumberOfSettlements > 5
            console_command add_money -400
        end_monitor
    	
        monitor_event CharacterTurnEnd FactionIsLocal
            and not EndedInSettlement
            and not IsBesieging
    	and InEnemyLands
    	and I_NumberOfSettlements > 19
            and not AgentType = admiral
            and not AgentType = spy
            and not AgentType = diplomat
            and not AgentType = assassin
            and not FactionType f_lugia
            and not FactionType f_saka
            and not FactionType f_sauromatae
    	and not FactionType f_nabatu
    	and not FactionType f_saba
            console_command add_money -100
        end_monitor
    
    
        monitor_event CharacterTurnEnd FactionIsLocal
            and not EndedInSettlement
    	and not InEnemyLands
    	and I_NumberOfSettlements > 19
            and not AgentType = admiral
            and not AgentType = spy
            and not AgentType = diplomat
            and not AgentType = assassin
            and not FactionType f_lugia
            and not FactionType f_saka
            and not FactionType f_sauromatae
    	and not FactionType f_nabatu
    	and not FactionType f_saba
            console_command add_money -50
        end_monitor
    
    
        monitor_event CharacterTurnEnd FactionIsLocal 
            and not EndedInSettlement
            and IsBesieging
    	and InEnemyLands
    	and I_NumberOfSettlements > 19
            and not AgentType = admiral
            and not AgentType = spy
            and not AgentType = diplomat
            and not AgentType = assassin
            and not FactionType f_lugia
            and not FactionType f_saka
            and not FactionType f_sauromatae
    	and not FactionType f_nabatu
    	and not FactionType f_saba
            console_command add_money -200
        end_monitor


    To increase the field costs just change the numbers to something higher and to replace which factions don't have field costs just replace the name f_faction with another.
    Other Faction names:

    f_gandhara
    f_sweboz
    f_pergamon
    f_seleukid
    f_boii
    f_numidia
    f_saba
    f_arverni
    f_aedui
    f_carthage
    f_parthia (Phalava)
    f_hayasdan
    f_pontos
    f_ptolemaioi
    f_baktria
    f_arevaci
    f_lusotannan
    f_rome
    f_makedonia
    f_bosporan
    f_getai
    f_casse
    f_kh
    f_epeiros
    Last edited by Lusitanio; March 23, 2019 at 05:20 PM.

  5. #5
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Field costs and stronger garrisons on campaign

    Thanks!

    Quote Originally Posted by Lusitanio View Post
    Do not add another condition without deleting one of the existing ones because it will crash if you do it.
    Why such effect exists? Intricacies of the EBII modding?

  6. #6

    Default Re: Field costs and stronger garrisons on campaign

    Quote Originally Posted by Jurand of Cracow View Post
    Thanks!

    Why such effect exists? Intricacies of the EBII modding?
    They don't exist after all. I was thinking that it was the same as the edct in which more than 12 conditions generate a crash and the original script only had 12 conditions so I thought it would crash. However, my tests seem to show that I can add more factions/conditions to the script.

    In fact, my script is currently like this and doesn't crash

    Spoiler Alert, click show to read: 
    Code:
        ;----------------------------------------------------------------------------------------------------    
        ;---------------------------- Field Costs -----------------------------------------------------------
        ;----------------------------------------------------------------------------------------------------
    
    
        monitor_event CharacterTurnEnd FactionIsLocal
            and not EndedInSettlement
            and not IsBesieging
            and not AgentType = admiral
            and not AgentType = spy
            and not AgentType = diplomat
            and not AgentType = assassin
            and not FactionType f_lugia
            and not FactionType f_saka
            and not FactionType f_sauromatae
            and not FactionType f_nabatu
            and not FactionType f_numidia
            and not FactionType f_saba
            and not FactionType f_aedui
            and InEnemyLands
            console_command add_money -200
        end_monitor
    
    
        monitor_event CharacterTurnEnd FactionIsLocal
            and not EndedInSettlement
            and not AgentType = admiral
            and not AgentType = spy
            and not AgentType = diplomat
            and not AgentType = assassin
            and not FactionType f_lugia
            and not FactionType f_saka
            and not FactionType f_sauromatae
            and not FactionType f_nabatu
            and not FactionType f_numidia
            and not FactionType f_saba
            and not FactionType f_aedui
            and not InEnemyLands
            console_command add_money -100
        end_monitor
    
    
        monitor_event CharacterTurnEnd FactionIsLocal
            and not EndedInSettlement
            and IsBesieging
            and not AgentType = admiral
            and not AgentType = spy
            and not AgentType = diplomat
            and not AgentType = assassin
            and not FactionType f_lugia
            and not FactionType f_saka
            and not FactionType f_sauromatae
            and not FactionType f_nabatu
            and not FactionType f_numidia
            and not FactionType f_saba
            and not FactionType f_aedui
            and InEnemyLands
            console_command add_money -400
        end_monitor


    I don't have time for further tests right now but it may be possible to add more.

  7. #7
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Field costs and stronger garrisons on campaign

    Good news!
    Do you think it's possible to make this script conditional on the difficulty level?
    So that the players who don't want to bother would take Normal difficulty, low level of costs would be related to Hard difficulty and significant cost to Very Hard?
    I'm just thinking about how to convince the EBII team to adopt it .

    Furthermore, it's possible to differentiate the costs depending on the number of units in the stack (I don't know how do to it, but tmodelsk made it for the SSHIP).

  8. #8
    Campidoctor
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    Default Re: Field costs and stronger garrisons on campaign

    This is great! One of my favorite features of DLV (and maybe BGR?). And thanks for the instructions on how to modify costs as well.

  9. #9

    Default Re: Field costs and stronger garrisons on campaign

    I'm not sure if it is possible to make it conditional on the difficulty level but I think it may be, don't know how :/

    Well, if tmodelsk did it for SSHIP then it's probably possible to do it for EBII, I just need to see the script. However, while in this script players can't exploit by sending stacks of captains instead of Generals, I think a script like that would only be possible with Generals, therefore players could take advantage and send captain led armies. Besides that, bigger armies already pay a bigger upkeep x)
    Last edited by Lusitanio; March 23, 2019 at 03:05 PM.

  10. #10

    Default Re: Field costs and stronger garrisons on campaign

    Updated the file. Now you only get this extra costs when you have more than 5 settlements and there is an increase when you have 20 settlements or more.

  11. #11

    Default Re: Field costs and stronger garrisons on campaign

    There is a "CampaignDifficulty" condition in the docudemons (don't know if it works though).

    Maybe it could be interresting to add a monitor to test if a general is at sea, with the size of his army, and then give also a cost for him. In the case of a big army of a mediterranean faction, the trireme fleet would be an escort for troop carrier ships, and the whole operation would be costly.

    Nice idea in any event.

  12. #12

    Default Re: Field costs and stronger garrisons on campaign

    I have to test that on campaign but I think that at least with the number of regions condition, it helps unexperienced players to grow a little more before facing this field costs.

    Players from The Italian Wars mod which uses this script say that when you have troops on ships you pay the same for them as if they were in enemy territory, haven't tested it yet to see if it's true.

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