"Blitzing" is the practice at the start of a campaign to hire all the troops and mercenaries you can and conquer as many settlements as possible before your army is whittled down. It's practically required for all steppe and barbarian factions, and most civilized ones. It also prevents historical roleplaying within your historical spheres of power, since as most factions at the start, you have to do one of the two:
- blitz, and end up eliminating all competition early in the campaign
- downsize your army, and lose in 20 turns because you're too weak
This can easily be solved by adding a special "treasury" feature that gives each faction +3000 income if they control their historical capital. 3000 is a carefully chosen number that instantly allows any faction to no longer need to expand while still supporting most of their starting army. From there, you can either disband a few units and build up, or conquer one region and start performing some roleplaying antics, like intervening in a foreign war or establishing crazy footholds in foreign lands. Do NOT install this mod if you aren't a historical roleplayer, or aren't planning to play a barbarian or steppe faction, because that +3000 income just makes the game easier.
Installing is very easy.
1. Make a backup of <EBII installation path>/data/export_descr_buildings.txt . You MUST do this to have a backup plan
2. Copy this code
Code:
;;; Treasuries to alleviate the need to blitz
income_bonus bonus 3000 requires factions { f_rome, } and hidden_resource italy and hidden_resource hr_i
income_bonus bonus 3000 requires factions { f_carthage, } and hidden_resource punic and hidden_resource royal_core
income_bonus bonus 3000 requires factions { f_makedonia, } and hidden_resource phalangitai and hidden_resource deuteroi
income_bonus bonus 3000 requires factions { f_epeiros, } and not hidden_resource phalangitai and not hidden_resource achaenleague and hidden_resource deuteroi
income_bonus bonus 3000 requires factions { f_kh, } and hidden_resource achaenleague and hidden_resource hr_h and hidden_resource hr_j
income_bonus bonus 3000 requires factions { f_seleukid, } and hidden_resource greek2 and hidden_resource royal_core
income_bonus bonus 3000 requires factions { f_ptolemaioi, } and hidden_resource egypt and hidden_resource hellen1
income_bonus bonus 3000 requires factions { f_baktria, } and hidden_resource baktria and hidden_resource satrapy
income_bonus bonus 3000 requires factions { f_hayasdan, } and hidden_resource caucasus and hidden_resource satrapy
income_bonus bonus 3000 requires factions { f_pontos, } and hidden_resource anatolian and hidden_resource pontic and not hidden_resource greek1 and not hidden_resource greek2
income_bonus bonus 3000 requires factions { f_parthia, } and hidden_resource daha and hidden_resource nomadic_migration
income_bonus bonus 3000 requires factions { f_aedui, } and hidden_resource hr_b and hidden_resource hr_d and hidden_resource hr_e and hidden_resource hr_f
income_bonus bonus 3000 requires factions { f_arverni, } and hidden_resource hr_a and hidden_resource hr_d and hidden_resource hr_e and hidden_resource hr_g
income_bonus bonus 3000 requires factions { f_casse, } and hidden_resource briton and hidden_resource royal_core
income_bonus bonus 3000 requires factions { f_lusotannan, } and hidden_resource hr_a and hidden_resource hr_b and hidden_resource hr_d and hidden_resource hr_g
income_bonus bonus 3000 requires factions { f_sweboz, } and hidden_resource hr_a and hidden_resource hr_c and hidden_resource hr_h and hidden_resource hr_j
income_bonus bonus 3000 requires factions { f_getai, } and hidden_resource dacia and hidden_resource hr_j
income_bonus bonus 3000 requires factions { f_saba, } and hidden_resource saba_core and hidden_resource royal_core
income_bonus bonus 3000 requires factions { f_pergamon, } and hidden_resource satrapy and hidden_resource greek1
income_bonus bonus 3000 requires factions { f_saka, } and hidden_resource royal_core and hidden_resource saka
income_bonus bonus 3000 requires factions { f_sauromatae, } and hidden_resource royal_core and hidden_resource sarmatian
income_bonus bonus 3000 requires factions { f_numidia, } and hidden_resource royal_core and hidden_resource numidia
income_bonus bonus 3000 requires factions { f_gandhara, } and hidden_resource royal_core and hidden_resource indo
income_bonus bonus 3000 requires factions { f_bosporan, } and hidden_resource greek1 and hidden_resource skythian
income_bonus bonus 3000 requires factions { f_lugia, } and hidden_resource baltic and hidden_resource celtic
income_bonus bonus 3000 requires factions { f_arevaci, } and hidden_resource hr_g and hidden_resource celtiberia
income_bonus bonus 3000 requires factions { f_boii, } and hidden_resource hr_a and hidden_resource hr_c and hidden_resource hr_h and hidden_resource hr_i
income_bonus bonus 3000 requires factions { f_nabatu, } and hidden_resource hr_e and hidden_resource hr_g and hidden_resource hr_i and hidden_resource hr_j
3. Open your installation's export_descr_buildings.txt
4. Near the very top, you'll see something like
Code:
;This file is entirely composed by hand - errors and bugs are to be expected.
;;;;;;;;;;; SECTIONS
;;;;;;;;;;; EBII CORE BUILDINGS ;;;;;;;;;;;
;;;;;;;;;;; EBII GOVERNMENTS ;;;;;;;;;;;
;;;;;;;;;; EBII INFRASTRUCTURE ;;;;;;;;;;
;;;;;;;;; EBII TEMPLES ;;;;;;
;;;;;;;;; EBII POLEIS / COLONIES ;;;;;;;;;
;;;;; EBII TRIBAL BUILDINGS ;;;;;;;;;;;;;;;
;;;;;;;;; EBII PROVINCE BUILDINGS ;;;;;;;;;
;;;;;;;;;; EBII UNIQUE BUILDINGS ;;;;;;;;;;
;;; CASTLE/CITY CONVERSION BUILDINGS ;;;
;;; FACTION RE-EMERGENCE BUILDINGS ;;;
hidden_resources achaenleague anatolian arabian baktria baltic belgic briton caucasus celtiberia celtic dacia daha deuteroi eastcelt eastern egypt ethiopia forested gallic germania greek1 greek2 hellen1 hellen2 horde_target hr_a hr_b hr_c hr_d hr_e hr_f hr_g hr_h hr_i hr_j hr_island hr_river hyparchia iberia illyria indo italy ioudaioi krete liburnes libya lusitan lydian mixed nabatu_empire no_brigands nomadic_migration numidia phalangitai pontic punic royal_core saba_core saka sarmatian satrapy skythian teutonic_migration thrakia
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;; EBII CORE BUILDINGS ;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
building core_building
{
levels wooden_pallisade wooden_wall stone_wall large_stone_wall huge_stone_wall
{
wooden_pallisade city requires factions { all, } and building_present govallied or building_present govrome or building_present govcarthage or building_present govepeiros or building_present govkh or building_present govseleukid or building_present govhayasdan or building_present govpontos or building_present govparthia or building_present govaedui or building_present govarverni or building_present govcasse or building_present govluso or building_present govsweboz or building_present govgetai or building_present govsaba or building_present govsaka or building_present govsauro or building_present_min_level govnumidia numidia2 or building_present govgandhara or building_present govlugia or building_present govbospor or building_present govarevaci or building_present govboii or building_present govnabatu or building_present govslave or building_present govbaktria or building_present govmakedonia or building_present govpergamon or building_present govptolemaioi
{
capability
{
wall_level 0
tower_level 1
recruitment_slots 1
armour 1 requires factions { all, } and event_counter ecScutariiEra 1
armour 2 requires factions { all, } and event_counter ecThorakitaiReform 1
armour 3 requires factions { all, } and event_counter ecCarthage_Reform 1
armour 4 requires factions { all, } and event_counter ecPanoply_Reform 1
armour 5 requires factions { all, } and event_counter ecMarianEra 1
armour 6 requires factions { all, } and event_counter ecCelticTwilight 1
; trade_base_income_bonus bonus 8 requires factions { all, }
income_bonus bonus 300 requires factions { all, } ;; offset for all income malus structures buildable at the town level
}
5. Enter a few new lines at the end of
Code:
armour 6 requires factions { all, } and event_counter ecCelticTwilight 1
Just to create some breathing room. Then paste the treasury code into that gap. Now that level of walls provides a treasury for all faction's starting capital
6. Scroll down a bit and do this for every
Code:
armour 1 requires factions { all, } and event_counter ecScutariiEra 1
armour 2 requires factions { all, } and event_counter ecThorakitaiReform 1
armour 3 requires factions { all, } and event_counter ecCarthage_Reform 1
armour 4 requires factions { all, } and event_counter ecPanoply_Reform 1
armour 5 requires factions { all, } and event_counter ecMarianEra 1
armour 6 requires factions { all, } and event_counter ecCelticTwilight 1
that you see. That means you have to insert the treasury code into 10 different spots, all very close to the beginning of the massive export_descr_buildings.txt file.
7. Boot up the game. If it crashes, restore <EBII installation path>/data/export_descr_buildings.txt with your backup and retry. Otherwise, boot up a, say, Lugian campaign. If your starting hole of a settlement is suddenly making around 4000 mnai per turn, then the installation worked. Enjoy your money!
Note: Makedonia's treasury is located in Pella, which it doesn't own at the start of the game. But 99% of all Makedonia players conquer Pella anyway, so do that ASAP to enjoy the extra income and then gain the freedom to do whatever you want