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View Full Version : Mod idea for Acadamies



dulsin
08-29-2005, 15:57
Over all I have been extreemly disapointed with the effects of acadamies on the game. Particularly the fact that having an acadamy doen't allow your generals to learn anything.

I would like to have the Ludus Magnus be a great center for learning where you will ship generals to for aquiring skills needed to govern. Idealy this would be when a character comes of age but there is no way to affect where a character is raised (bording schools) so I suggest this mod to the export_descr_character_traits.txt

Warning this is not tested!

Trigger acadamy_vnv_trigger
WhenToTest CharacterTurnEnd

Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= academy

Affects GoodCommander 1 Chance 2
Affects RhetoricSkill 1 Chance 2
Affects PoeticSkill 1 Chance 2
Affects PhilosophySkill 1 Chance 2
Affects ArchitectSkill 1 Chance 2
Affects GoodMiner 1 Chance 2
Affects GoodEngineer 1 Chance 2

Trigger scriptorium_vnv_trigger
WhenToTest CharacterTurnEnd

Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= scriptorium
Affects GoodAdministrator 1 Chance 3
Affects NaturalPhilosophySkill 1 Chance 3
Affects GoodBuilder 1 Chance 3
Affects GoodSpy 1 Chance 3
Affects GoodDiplomat 1 Chance 3



Trigger ludus_magnus_vnv_trigger
WhenToTest CharacterTurnEnd

Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= ludus_magnus

Affects Intelligent 1 Chance 2
Affects Just 1 Chance 3
Affects MathematicsSkill 1 Chance 3
Affects PoliticsSkill 1 Chance 3

Gustav II Adolf
08-30-2005, 08:13
I agree with you. This is a great idea.

Aesculapius
08-30-2005, 10:29
Nice idea, but I'm afraid you're not the first to have it. See player1's posts here (https://forums.totalwar.org/vb/showpost.php?p=795069&postcount=93) and here (https://forums.totalwar.org/vb/showpost.php?p=846755&postcount=188) re recent updates to his 'Bugfixer' patch (which is fast becoming more like a mod).

...although your version does have the added elegance of being tiered according to the size of the academy...

dulsin
08-30-2005, 15:08
I tried to make the mod last night but it didn't work. I could test for academy but not scriptorium or ludus_magnus. If you have a test for ludus_magnus it crashes the game on startup and the scriptorium test crashed the game at turn end.

I have collapsed it all into the academy like in the bug fix mod. The difference being that I grant more skills but at slightly lower chance of the trait occuring. I have also added a law bonus to all acadamies.

The text for the acadamy is that it will make the town run smother due to the skilled people training there. But if the only benifite is ancilleries if there is no govener the schools do nothing. this change to the export_descr_buildings.txt gives

Acadamies
5% Law

Scriptorium
15% Law
5% Health

Ludus Magnus
25% Law
15% Health



building academic
{
levels academy scriptorium ludus_magnus
{
academy requires factions { ct_carthage, eastern, parthia, egyptian, greek, roman, } and building_present_min_level market market
{
capability
{
law_bonus bonus 1
}
construction 3
cost 1600
settlement_min city
upgrades
{
scriptorium
}
}
scriptorium requires factions { ct_carthage, eastern, parthia, egyptian, greek, roman, } and building_present_min_level market forum
{
capability
{
law_bonus bonus 3
happiness_bonus bonus 1
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
ludus_magnus
}
}
ludus_magnus requires factions { ct_carthage, eastern, parthia, egyptian, greek, roman, } and building_present_min_level market great_forum
{
capability
{
law_bonus bonus 5
happiness_bonus bonus 2
}
construction 6
cost 6400
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}

edyzmedieval
08-30-2005, 21:29
Good idea.

If this works, it's a good addition to the Byzantium mod.
University of Constantinople.