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Thread: New To Modding: Want to Edit TPY, and Unrest in Ancient Empires

  1. #1

    Icon4 New To Modding: Want to Edit TPY, and Unrest in Ancient Empires

    I am trying to edit the TPY with Packfile manager, as well as the unrest that you suffer when occupying a new settlement, but I am not sure of what exactly I am supposed to be doing

    and I'd really appreciate help

  2. #2
    Alexander78's Avatar Campidoctor
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    Default Re: New To Modding: Want to Edit TPY, and Unrest in Ancient Empires

    To change the TPY, I would recommend the SaveParser It is easier to use and does not require special knowledge like in PFM. Just use this program to open a saved game and change what you need. I'm not sure about the unrest, but you can definitely change TPY, and not only that.

  3. #3
    twisted's Avatar Libertus
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    Default Re: New To Modding: Want to Edit TPY, and Unrest in Ancient Empires

    Not sure about unrest, but there are bound to be mods that could do that for you with some testing.

    For the TPY, if you want to do it with PFM see screenshot attached, change the top value (mine is 4) into whatever you want. Do note, this does not affect technology or building times.
    It only changes how many turns are needed for a 1 year cycle. Hence it won't speed up tech from 8 to 4 turns I.E.
    Attached Thumbnails Attached Thumbnails TPY.PNG  





  4. #4
    Daruwind's Avatar Citizen
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    Default Re: New To Modding: Want to Edit TPY, and Unrest in Ancient Empires

    Keep in mind that campaigns are usually construct around some numbers and that some numbers work better than others like 1,2,4,4x any number and that some % might be latter off. For example changing TPY from 1 to 12 while % of getting childrens etc are balanced around 1 year cycle...seasons in year etc.

    For unrest while looting visit attila data.pack, under db there is campaign_variable table with a lot variables...

    occupation_decision_colonise_conquest_public_order_reduction -5
    occupation_decision_colonise_cost 10000
    occupation_decision_colonise_cost_increase_for_inverse_proportion_of_max_men 1
    occupation_decision_colonise_cost_reduction_percentage_per_unit 4
    occupation_decision_colonise_growth_per_unit 10
    occupation_decision_colonise_public_order_reduction 0
    occupation_decision_colonise_soldiers_percentage_lost 50
    occupation_decision_gift_to_another_faction_base_loot_income 0
    occupation_decision_gift_to_another_faction_conquest_public_order_reduction 5
    occupation_decision_gift_to_another_faction_public_order_reduction_different_culture 10
    occupation_decision_gift_to_another_faction_public_order_reduction_same_culture 20
    occupation_decision_liberate_base_loot_income 0
    occupation_decision_liberate_conquest_public_order_reduction 0
    occupation_decision_liberate_public_order_reduction 0
    occupation_decision_loot_building_damage_percent 25
    occupation_decision_loot_building_damage_spread_percent 5
    occupation_decision_loot_conquest_public_order_reduction 20
    occupation_decision_loot_income_percentage_modifier -15
    occupation_decision_occupation_base_loot_income 0
    occupation_decision_occupation_conquest_public_order_reduction 20
    occupation_decision_occupation_public_order_reduction_different_culture 10
    occupation_decision_occupation_public_order_reduction_same_culture 5
    occupation_decision_raze_base_loot_income 0
    occupation_decision_raze_conquest_public_order_reduction 50
    occupation_decision_raze_public_order_reduction 5
    occupation_decision_raze_without_occupy_base_loot_income 0
    occupation_decision_raze_without_occupy_conquest_public_order_reduction 0
    occupation_decision_raze_without_occupy_income_percentage_modifier -95
    occupation_decision_raze_without_occupy_public_order_reduction 0
    occupation_decision_sack_base_loot_income 0
    occupation_decision_sack_building_damage_percent 50
    occupation_decision_sack_building_damage_spread_percent 10
    occupation_decision_sack_conquest_public_order_reduction 0
    occupation_decision_sack_income_percentage_modifier -70
    occupation_decision_sack_public_order_reduction 15
    occupation_decision_vassal_base_loot_income 0
    occupation_decision_vassal_public_order_reduction 0
    Last edited by Daruwind; January 19, 2020 at 10:13 AM.
    DMR: (R2) (Attila) (ToB) (Wh1/2) (3K) (Troy)

  5. #5
    twisted's Avatar Libertus
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    Default Re: New To Modding: Want to Edit TPY, and Unrest in Ancient Empires

    If you dont mind me asking, can you actually change the research rate with a simple percentage? Well I know you can, but care to explain which db file contains this?
    I like the mod I.E. but just can't be arsed to be clicking 20 turns to get 1 tech researched... Simply don't have the time anymore.
    Same goes for recruiting, I'm a bit rusty when it comes to modding, if I remember correctly "turns to recruit" was not in land/main_units correct?
    Lost all my old mod files due to a HDD crash... So don't have any old examples lying arround anymore unfortunately.

    And would assume that if I place the research mod on top, it will overrule AE default setting right?
    Otherwise I'll just mod the original files.

    Thanks in advance!





  6. #6

    Default Re: New To Modding: Want to Edit TPY, and Unrest in Ancient Empires

    ty

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