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  1. #1

    Default Revenue and 4TPY

    I have been playing with the MC 4TPY mod turned on and noticed that Ive been raking in a ton of gold; so much so that its getting ridiculous! I was wondering if its possible to change the mod in such as way as to only receive revenue during the fall season, when crops were traditionally harvested and taxes paid? Ive looked at the script_4tpy_dates, but I don't have a clue what I should change.

    Anything will help; thanks!
    Last edited by Shorebreak; March 23, 2007 at 02:27 AM.

  2. #2

    Default Re: Revenue and 4TPY

    Well, the only thing you can adjust is a fixed amount every turn. So that would not be what you are looking for. Nevertheless, if you are interested, just let me know.

  3. #3

    Default Re: Revenue and 4TPY

    You could also double the build times and costs of all buildings, since they are set for a 2tpy game.
    "All animals are equal but some animals are more equal than others." - Animal Farm

    "Isn't it enough to see that a garden is beautiful without having to believe that there are fairies at the bottom of it too?" - Douglas Adams (RIP)

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  4. #4
    Pontifexus Maximus's Avatar Tiro
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    Default Re: Revenue and 4TPY

    Quote Originally Posted by Sheep View Post
    You could also double the build times and costs of all buildings, since they are set for a 2tpy game.
    I think it would be more realistic to decrease the income, rather than increasing the build-time and costs. The build-time is OK, I think.

  5. #5

    Default Re: Revenue and 4TPY

    Quote Originally Posted by Pontifexus Maximus View Post
    I think it would be more realistic to decrease the income, rather than increasing the build-time and costs. The build-time is OK, I think.
    I'm sure most ancient temples were built in 6 months.
    "All animals are equal but some animals are more equal than others." - Animal Farm

    "Isn't it enough to see that a garden is beautiful without having to believe that there are fairies at the bottom of it too?" - Douglas Adams (RIP)

    Patronized by imb39. House of wilpuri... go fightin' dubyas!
    Member of S.I.N.

  6. #6
    Pontifexus Maximus's Avatar Tiro
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    Default Re: Revenue and 4TPY

    Quote Originally Posted by Sheep View Post
    I'm sure most ancient temples were built in 6 months.
    In the FTPY mod the temples are build in 2 turns, aren't they? I haven't tried it yet.

  7. #7
    Quinn Inuit's Avatar Artifex
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    Default Re: Revenue and 4TPY

    It would indeed be more realistic, but we can't do that short of reducing agricultural production, and that creates as many problems as it solves.
    RTR Platinum Team Apprentice, RTR VII Team Member, and Extended Realism Mod Team Coordinator. Proud member of House Wilpuri under the patronage of Pannonian

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  8. #8

    Default Re: Revenue and 4TPY

    Well, I can see your point; if it is impossible to limit the revenue, then the next best thing would be to increase the cost of things. I looked at the export_descr_buildings and tried to figure out how to change the costs via an exel formula, although I didn't have much success.

    Is there an easier way to change all of the numbers? I was thinking I would multiply all of the costs by 2.5 and increase all of the build times by 1.5. Im also thinking about raising the unit costs by 1.5; I'm guessing that I would have edit the export_descr_units in the same way as the buildings. Any suggestions besides manually pasting them in there?

  9. #9

    Default Re: Revenue and 4TPY

    Quote Originally Posted by Shorebreak View Post
    Well, I can see your point; if it is impossible to limit the revenue, then the next best thing would be to increase the cost of things. I looked at the export_descr_buildings and tried to figure out how to change the costs via an exel formula, although I didn't have much success.

    Is there an easier way to change all of the numbers? I was thinking I would multiply all of the costs by 2.5 and increase all of the build times by 1.5. Im also thinking about raising the unit costs by 1.5; I'm guessing that I would have edit the export_descr_units in the same way as the buildings. Any suggestions besides manually pasting them in there?
    You only need to edit the "export_descr_buildings.txt" file if all you wish to do is change the construction time of buildings and their construction costs. You only need to edit the "export_descr_units.txt" file if you wish to change the recruitment times and/or costs of units.

    I am currently testing a new version for my 4tpy Mod where I have doubled the construction time and construction costs for all buildings in the EDB file. Its working pretty good so far, having reduced the rate my Roman treasury was growing previously. Economic growth has slowed in my current test campaigns, taking longer to upgrade newly conquered regions to "Roman" standards, especially the building of the various Auxilia buildings.

    I tried increasing the unit costs too, but found I was quickly bankrupting my Roman economy. Any increase in troop costs will reduce the number of troops you will be able to raise, and increases in upkeep costs will decrease the overall size of armies you will be able to field.

    My best recommendation though, is to go with a change that you are happy with.

    For a pretty good editor for the EDB file, try out Hadrian's Building Editor. Here is a link to where you can download it from the TWCenter Downloads...


    Hope this helps.
    Marcus Camillus


  10. #10
    Quinn Inuit's Avatar Artifex
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    Default Re: Revenue and 4TPY

    That might work. I commend these threads to your attention:
    http://forums.totalrealism.net/showthread.php?t=4528
    http://forums.totalrealism.net/showthread.php?t=4579

    That might keep you from having to reinvent a wheel. Also, I'm pretty sure there's a batch-editing tool for the EDU.
    RTR Platinum Team Apprentice, RTR VII Team Member, and Extended Realism Mod Team Coordinator. Proud member of House Wilpuri under the patronage of Pannonian

    The ExRM forum: come for the mod, stay for the Classical History discussions. Or vice versa.

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