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Ionut Alex
03-06-2011, 17:37
Hello everyone,

I haven't posted here for ages but I do have a question (sorry if it has been previously discussed): will the player be able to directly control the population of a city in EB II as in EB I by having a number of units that you disband (thus the -for ex 240 soldiers in the unit- becoming citizens) in the city you want to increase the population?

Hope I will not encounter the hard-coded show-stopper :D

All the Best

Captain Jazzy
03-06-2011, 18:04
Im fairly sure that as its the Med II engine when you disband it has no effect on the population. From what I remember the town population never restricted how much you could recruit, you were just allowed a certain number of each unit everyturn depending on what you had built.

Foot
03-06-2011, 18:04
Hello everyone,

I haven't posted here for ages but I do have a question (sorry if it has been previously discussed): will the player be able to directly control the population of a city in EB II as in EB I by having a number of units that you disband (thus the -for ex 240 soldiers in the unit- becoming citizens) in the city you want to increase the population?

Hope I will not encounter the hard-coded show-stopper :D

All the Best

No that is not possible in MTW2. In MTW2 recruitment and disbanding does not affect population sizes.

Foot

QuintusSertorius
03-07-2011, 11:06
In a way that's good since it stops people using recruitment as population-manipulation.

However, it would be useful to have some influence on it (particularly squalor management); is there any means of moving people in the M2:TW engine?

Ca Putt
03-07-2011, 17:11
btw are there as many health buildings in EB2 as in EB1 and RTW or is it closer to the number of M2TW? I've always been annoyed by m2tw having close to none health buildings, which leads to ridiculous squalor levels :(

moonburn
03-08-2011, 06:09
then i hope the team do something regarding the population growth cause it´s a big part of my fun the micro management of cities planing ahead for the next 50 year hiring big cheap units and moving them around squalor is probably the most anoying thing in the tw games and basically doesn´t matter what you do it always catches up to you

meanwhile you get places like dalmatia and epeiros where if you don´t give it a litle push they never seem to grow

Antonivs Silvicola
03-08-2011, 12:14
You could always use the "add population" cheat to move people from a huge city to a smaller settlement. It works in roleplaying as citizens emigrating out of the city.

QuintusSertorius
03-08-2011, 12:47
You could always use the "add population" cheat to move people from a huge city to a smaller settlement. It works in roleplaying as citizens emigrating out of the city.

Do all the same console commands work in M2:TW as R:TW?

stratigos vasilios
03-08-2011, 14:08
I think the reveal map, add money, add traits, move character, etc all are the same.

EDIT: Also I think it differs slightly as you can add the word "this" in substitute for a FMs name when adding traits. Ie. give_trait "this""GoodCommander"2. But I think it differs on some occasions where you can't use "this" such as in the move_character command. Unfortunately that is about it for my knowledge of consol commands, hoped it helped!

XSamatan
03-08-2011, 15:38
Most will work (http://www.gamespot.com/pc/strategy/medieval2totalwar/hints.html), but others were removed from the code, some even before BI/Alexander.

XSamatan

Paltmull
03-10-2011, 13:16
No that is not possible in MTW2. In MTW2 recruitment and disbanding does not affect population sizes.

Foot

Well you could script it, right? IIRC, EBI uses a script that replaces poulation whenever the AI recruits soldiers. Then the opposite should pe possible too. But perhaps it wouldn't work with disbanding though...

Foot
03-10-2011, 13:47
Well you could script it, right? IIRC, EBI uses a script that replaces poulation whenever the AI recruits soldiers. Then the opposite should pe possible too. But perhaps it wouldn't work with disbanding though...

Why would we? Its much better in M2TW. The whole reason we had the script in question is because the AI would deplete their settlements. This won't happen in EBII, and that is a good thing.

Foot

Paltmull
03-10-2011, 13:55
Why would we? Its much better in M2TW. The whole reason we had the script in question is because the AI would deplete their settlements. This won't happen in EBII, and that is a good thing.

Foot

Well, it's a good thing for the AI, but I think it kind of adds to the immersion if you lose population when recruiting. It gives the feeling that your soldiers actually are citizens of your state or tribe.

WinsingtonIII
03-10-2011, 14:51
Well, it's a good thing for the AI, but I think it kind of adds to the immersion if you lose population when recruiting. It gives the feeling that your soldiers actually are citizens of your state or tribe.

Keep in mind that the M2TW recruitment system will actually limit the amount of each type of unit much more because each unit will have its own recruitment pool. It's a much better system and will hopefully help prevent things like AS agyraspide spam as Agyraspides will have a very slow replenishment. It's a much better system for realism than the RTW system because units are limited by type.

QuintusSertorius
03-10-2011, 15:24
Well, it's a good thing for the AI, but I think it kind of adds to the immersion if you lose population when recruiting. It gives the feeling that your soldiers actually are citizens of your state or tribe.

Except that they'd be more likely to come from the rural regions, rather than directly out of the most populous cities. Which wasn't respresented in the RTW engine at all. Furthermore, it will reinforce the reality that (particularly the Hellenistic kingdoms) relied very heavily on mercenaries, not levies or militias.

Foot
03-10-2011, 16:41
population in any TW game is hardly ever going to accurately represent a population size, so making it more abstract works best. Removing pop because of recruitment is a poor idea and I don't believe adds to game play. Recruit pools in M2TW works better.

Foot

fomalhaut
03-10-2011, 16:59
Except that they'd be more likely to come from the rural regions, rather than directly out of the most populous cities. Which wasn't respresented in the RTW engine at all. Furthermore, it will reinforce the reality that (particularly the Hellenistic kingdoms) relied very heavily on mercenaries, not levies or militias.

I always felt that the population count was both that of the city and the rural areas around it. When levied to fight they'd have to go to the city to get outfitted anyway

Atraphoenix
03-10-2011, 17:11
I have really missed this, is the required pop. moddable in M2TW?
Like 1000 for towns, 5000, cities, 100000 for huge cities etc...

Ichon
03-10-2011, 18:41
Yes. Easily moddable.

Atraphoenix
03-10-2011, 18:56
Yes. Easily moddable.

Thanks for quick answer, It is one of the best presents I have taken nowadays... :yes: