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View Full Version : Modding/adding special loyalty/culture buildings



caravel
07-24-2008, 21:20
I do this as well, and it really is the "second best thing". But I'd like to see invaders have a much harder time than myself in controlling my provinces. This is only fixable trough region+faction specific loyalty buildings, I think. But maybe you meant that Cynwulf has already implemented this (I haven't, as of yet, I might add)?
This can't be done. The rate that a province "acclimatises" to it's new owners is hardcoded as far as I can tell. The modifier to this is religious difference. The only real way to do this is to increase the rebelliousness of a province. This means that a faction has a harder job in holding it down.

It is worth noting that the AI is poor at this anyway, and provinces such as Portugal tend to host a lot of faction reappearances. The way to counter this is to have a low base loyalty but at least give factions the means to pacify a province. This can be done by adding happiness bonuses to certain buildings. Currently only the Church, Town watch, Watch Towers and Brothel have this effect, but it could be extended to other buildings and upgrades, such as those to the Town Watch and for the Tavern and it's upgrades for example.

Happiness upgrades could also be applied to the castles themselves. In this way building a larger castle would serve to better stabilise a province. Makes sense really.

bondovic
07-24-2008, 22:06
This can't be done.

Sure it can. Let me explain in detail.

Step #1 is to create a faction specific building, for every faction in the game, that increases loyalty quite drastically.

Step #2 is to assign to each of these buildings region restrictions. This is perhaps the hardest part of all, in that one has to decide at the outset how much the factions will be able to expand smoothly.

Step #3 is to bump the default rebellious factor by something that reflects the loyalty bonus received from the new buildings. If this is done properly the increase in rebelliousness will not be noticed if one has a "new" loyalty building in the region.

This way, the Turkish, for example, will be able to construct their loyalty building only in, say, Asia minor and the Khazars. This means they'll be able to keep these provinces happy with traditionally sized garrisons, whilst a conquest of the Balkans would require much larger ones. The hardcoded acclimatization is, of course, still in effect, as well as religious zeal, and will be noticed as before.

The tricky part is, as said, to determine the region restrictions for each faction, since this will limit their possibility to expand. It will have to be done arbitrarily. But that's just more of the same, keeping unit "homelands" in mind (something that really refreshed the gameplay for me). The balancing process of rebellious factor vs. loyalty bonus might be tedious, but certainly not difficult.

This would mean more battles and an increase in average faction life length, since a lot more invasions would be rebelled against.

This wouldn't be perfect by any means, though. Considering that there is nothing that guarantees that the new loyalty building would be destroyed in an invasion, thus bypassing the whole function. Maybe it's not that big of a problem? One could view this as a random liking of the invaders type thing. Or would one have to keep check using -ian, manually enforcing the destruction of conquered loyalty buildings? Still. Better than nothing, imo.

caravel
07-24-2008, 22:16
Step #2 is to assign to each of these buildings region restrictions. This is perhaps the hardest part of all, in that one has to decide at the outset how much the factions will be able to expand smoothly.
You simply can't do this, only units can be assigned specific provinces and not buildings. so I'm sorry but, it can't be done.

bondovic
07-24-2008, 22:20
You simply can't do this, only units can be assigned specific provinces and not buildings. so I'm sorry but, it can't be done.

Wow. I've been staring myself blind at the unit_prod for so long. There you go. Thanks for saving me some time, Cyn! :beam:

caravel
07-24-2008, 22:26
This is where the build prod file falls down. It's a pity region specific buildings weren't included.

There is a way to include this however. You can use resources. For example you want to lay down cultural regions across the map? The simple way to do this is add "culture type" resources in each province and then have buildings depend on these resources (in the way that a gold mine depends on the gold resource etc).

~:cheers:

bondovic
07-24-2008, 22:29
You simply can't do this, only units can be assigned specific provinces and not buildings. so I'm sorry but, it can't be done.

Since we're on the topic - have you tried tinkering with the unit capacity column of the build_prod? To lenghten sieges and force more assaults with higher attacker losses as a result, I mean. This could conceivably be one way to make conquest more difficult by reducing the number of occupying troops and, hopefully, increasing the amount of loyalist rebellions beacause of lower loyalty?

bondovic
07-24-2008, 22:30
This is where the build prod file falls down. It's a pity region specific buildings weren't included.

There is a way to include this however. You can use resources. For example you want to lay down cultural regions across the map? The simple way to do this is add "culture type" resources in each province and then have buildings depend on these resources (in the way that a gold mine depends on the gold resource etc).

~:cheers:

Well, aren't we back from the dead then?! Or is there a limit to the number of such resources?

caravel
07-24-2008, 22:35
I'd say you're back from the dead. I was thinking about adding that to the mod but never got around to it.

bondovic
07-24-2008, 22:39
I'd say you're back from the dead. I was thinking about adding that to the mod but never got around to it.

Hang on. I would actually have to engineer little resource icons, yes? Could use the shields, I suppose. Seems like some work.

caravel
07-24-2008, 22:43
Not that difficult. There are tools available. First you'd have to decide on the cultures, then make some icons.

bondovic
07-24-2008, 22:47
Not that difficult. There are tools available. First you'd have to decide on the cultures, then make some icons.

For me, it's a new world, since I've only done textmodding thus far! Kinda fun - "Egyptians are in plentiful supply here"

Thx, man. :2thumbsup:

caravel
07-24-2008, 22:50
The icons aren't hard to make. As they'd be cultural ones you'd need to keep them simple. I'm not sure what cultures would be needed though.

bondovic
07-24-2008, 22:57
The icons aren't hard to make. As they'd be cultural ones you'd need to keep them simple. I'm not sure what cultures would be needed though.

If I want to make reality of my loyalty buildings it has to be one resource per faction. It can be done! I'm happy again.

caravel
07-24-2008, 22:59
Per faction? So you'd assign each faction a particular region and these regions could potentially cross???

This would work well I think.

bondovic
07-24-2008, 23:06
Per faction? So you'd assign each faction a particular region and these regions could potentially cross???

This would work well I think.

Exactly. The HRE and Italy, for example, would share some provinces, enableing both to build their loyalty building there. And so on with other factions/regions. Probably not many provinces would be unique to any one faction.

Now to find out if I actually get around to it... :sweatdrop:

Martok
07-25-2008, 01:05
Just a heads-up, guys. I've split this off from the "What if" thread to keep the original one on topic. ~:)