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Thread: 4tpy / Adequate aging / Construction and recruitment timeout

  1. #1

    Default 4tpy / Adequate aging / Construction and recruitment timeout

    A very recurring topic in the title, but complicated to add and make it work properly.
    In my campaigns I like to have the years with at least 4 shifts a year, in order to better appreciate the historical dates of conquest and movement, so different from vanilla that the movement is slow.


    How can I add 4tpy with the proper aging, time limit for construction and retanning and make them work correctly. Or there is a file or option already made for Titanium, just apply it. For example, as well as the Invasion Barbarorum mods for RTW, which have these options to change the number of shifts, mainly in the Aureliano campaign, with an installer to be applied to the shifts.
    Fall of the Republic & Rise of the Empire: https://www.twcenter.net/forums/show...FRRE-mod-links

  2. #2
    paleologos's Avatar You need burrito love!!
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    Default Re: 4tpy / Adequate aging / Construction and recruitment timeout

    Read this and make the adjustments you need:
    [Resource] 12 turns per year with proper aging

  3. #3

    Default Re: 4tpy / Adequate aging / Construction and recruitment timeout

    Does that file work in saves already in progress?

    I have doubts about adding the texts correctly in Titanium, like where to put the lines of code in their corresponding files.
    Last edited by l5c4sl3m0s; November 11, 2020 at 05:50 PM.
    Fall of the Republic & Rise of the Empire: https://www.twcenter.net/forums/show...FRRE-mod-links

  4. #4

    Default Re: 4tpy / Adequate aging / Construction and recruitment timeout

    Tutorial?
    Fall of the Republic & Rise of the Empire: https://www.twcenter.net/forums/show...FRRE-mod-links

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