View Full Version : How to add the homeland resource to provinces?
roman dude
10-11-2009, 06:31
Hello, this is my first post here. I have been playing EB for a few months and I absolutely love it, but I was thinking about changing a few things to spice the experience up a bit. I know it's totally a-historical (and totally unrealistic), but it would be fun to be able to recruit Praetorian guard units in Sarmatia, for example, or Ptolemaic Elite Phalanxes in Rome. It would save me the trouble of always having to take my best army trudging back to a home province after a few battles to retrain and would make it much more common to fight an army of another faction's best units, which I find more fun than fighting wave upon wave of low-level units.
So anyway, does anyone know of a way to make every province on the map a homeland province for all factions with all of the faction's native units recruitable there? Any info would be greatly appreciated!
The General
10-11-2009, 08:28
Why not just ship reinforcements to the frontier?
Tellos Athenaios
10-11-2009, 16:05
Heavy handed editing of the campaign script. It is not save game compatible.
Also: if you do it wrong you stand to risk a defunct EB installation; so backup first. Additionally do not expect tech support for a build which is ‘tainted’ by editing the CS.
Cute Wolf
10-11-2009, 16:13
1. EB re create what did you (as the governing power of certain faction in question) face in real life, because even after 100 year of conquest, the native people still mistrust much of you, and you must either rely on local low class troops, and must import your crack elite from far away
2. But for some reason some "middle class" troops should be available anywhere, such as Hoplite, maybe in EB 2 the situation is better. :thumbsup:
Fluvius Camillus
10-11-2009, 16:23
I dont really have problems with it, I can still manage to defeat the Carthies as Baktria for example with quite decent armies...~D
I know this post did not help you at all...:shame:
~Fluvius
Titus Magnus
10-11-2009, 16:48
No, you fight with army the Devs gave you,or import them, fighting with local hellenic or barbarian army as Romani, is terrific.
Fluvius Camillus
10-11-2009, 17:29
Which faction are you playing with? I guess not a hellenic faction or the Romani...
~Fluvius
roman dude
10-11-2009, 18:48
Okay since my original question has been answered, now I have another: Can I make the Praetorian Guard units recruitable in romanized provinces like the legionary units are after the Augustan reforms? This goes for other units as well, my real question is can I make native units recruitable under any government type?
I understand that it's very possible to recruit good armies far from your homeland, but I just like to build a few large armies of my best units and then use them as my main force to fight all of my major battles with and load them with experience until they are unstoppable. I usually use the process_cq cheat to build my MICs up so I can immediately retrain my units and move on, because I simply do not have the time to play the game as it was intended. I know it isn't how most people play the game, but to each his own, right? Thanks for the help!
Centurio Nixalsverdrus
10-11-2009, 20:01
Take a look in the Unofficial Submods Forum. There is a thread in which I just a few days ago explained how to give you new units. It's not extremely difficult but not totally easy either, so I recommend making backups and begin with a "baby steps" approach.
Epimetheus
10-11-2009, 20:34
Heavy handed editing of the campaign script. It is not save game compatible.
Also: if you do it wrong you stand to risk a defunct EB installation; so backup first. Additionally do not expect tech support for a build which is ‘tainted’ by editing the CS.
Actually, I believe it could be done without messing with the campaign script. Theoretically, one could use the genericScript to add the "homeland" building to a particular province of an already started game, without any major risks.
However, that is beside the point, as government types only determine what kind of buildings you can build in a given region, not the units you can recruit. Unit recruitment is controlled by a completely different mechanism. As Centurio Nixalsverdrus said, there are a number of threads in the Unofficial Submods Forum explaining how to modify recruitment.
team_kramnik
10-11-2009, 20:46
The edit you want to make is both savegame compatible and very easy to do.
1. Search in EB/data for a file called export_descr_buildings.txt and make a backup
2. Open the file with a text-editor and search for Barracks_A
Above you now see the government buildings which you can use as a reference which name the factions have in code. As you can see the romans are called seleucid. Below are the barrack-buildings which are used to recruit troops and which you want to edit. First the factional barracks which most factions have 5. After them follow the regional barracks which each faction also has 5. For some factions especially the romans things are more complicated. Romans have 5 camillian, 4 polybian, 5 marian and 4 imperial factional barracks. EB has nicely placed these Barracks in sequence and which is which can of course also be seen by the units the barrack can recruit.
3. We want to edit praetorians. So search for praetorian. You'll see this line:
recruit "roman infantry praetorian cohort i" 0 requires factions { seleucid, } and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
We are now of course in the highest level imperial barrack which recruits praetorians but only in rome. Change the line to:
recruit "roman infantry praetorian cohort i" 0 requires factions { seleucid, }
Praetorians can now be raised everywhere.
4. Just above are the imperial first cohorts. If you want to change them also edit their line to:
recruit "roman infantry first legionary cohort ii" 0 requires factions { seleucid, }
normal imperial cohorts just above:
recruit "roman infantry legionary cohort ii" 0 requires factions { seleucid, }
ETC.. One line per unit is enough. But beware a city can only have 32 recruitable units in rtw. So if you change your factional barracks this way you probably shouldn't have more than 20 units in them to leave some room for regional units and ships.
You can also recruit camillian units in imperial times or vice versa. E.g. search for rorarri,copy their code and drop it into the imperial barracks.
5. Of course this still leaves the problem you can't build the highest level barracks outside italy. So scroll up from the praetorians to the beginning of the building. You should see this:
royal_barracks_B2 requires factions { seleucid, } and building_present_min_level government gov1 and building_present_min_level hinterland_reforms1 romani4 and not building_present_min_level hinterland_reforms1 celt1
The bold part resticting the barrack to a homeland-government. Change to:
royal_barracks_B2 requires factions { seleucid, } and building_present_min_level government gov4 and building_present_min_level hinterland_reforms1 romani4 and not building_present_min_level hinterland_reforms1 celt1
6. You can't build a level 5 barrack without a level 4 barrack. So scroll up to the beginning of the next building. Here you have this line:
army_barracks_B2 requires factions { seleucid, } and building_present_min_level government gov2 and building_present_min_level hinterland_reforms1 romani4 and not building_present_min_level hinterland_reforms1 celt1
Change to:
army_barracks_B2 requires factions { seleucid, } and building_present_min_level government gov4 and building_present_min_level hinterland_reforms1 romani4 and not building_present_min_level hinterland_reforms1 celt1
Have fun!
Wow, team_kramnik, very informative post.
IrishHitman
10-12-2009, 04:33
It's pretty boring unless you can only recruit your factional troops from homeland regions.
That factor makes the whole thing more challenging.
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