Log in

View Full Version : Unrest question, possibly for Epistolary Richard



Pannonian
09-01-2006, 15:43
Is it possible to assign additional unrest for certain cultures, that disappear when a certain province is captured? Something like the pyramids in Vanilla, but generalised and applicable to any culture. Using hidden resources instead of cultures would also be OK, as long as there is unrest which disappears with the capture of a specific province. I would imagine it would involve scripting of some kind if it's at all possible, hence my directing the question at you.

What I am thinking of is adding extra unrest to Gallic provinces, that disappear when the province approximating to Wales is captured, thus simulating the effect of the druids on Celtic independence.

Epistolary Richard
09-02-2006, 19:12
There's no really easy way to do what you're describing. Unrest itself is difficult to alter - aside from the baseline unrest which you don't want - really the only thing that can affect it are traits.

If you're happy for the reduction in unrest to only appear when there is a governor in town it's really quite easy. You create a trait that has the impact of reducing the unrest and give it to a governor when they're in one of the Gallic settlements and the player owns the Wales province. Then take the trait away again as soon as they're out of that settlement.

The only alternative I can think of is the scripted placement of buildings - now there's no building bonus that reduces unrest but you can add law and happiness bonuses that will offset the unrest. Once the Wales province is captured the script should just place the new building down in the relevant provinces.

Dol Guldur
09-02-2006, 20:18
You could have a building that can only be built in (say) Angelsey (by means of hidden resources) and which would contain a faction-wide bonus/bonuses for happiness, law etc. for your faction only.

So, if another culture captured the Isle the bonuses would not apply (or others could apply to their detriment). You could also then tie ancillaries and traits to this building for your named characters - though that would be regional in nature I believe.

The building course of course be conditioned upon other buildings first existing thus to simulate a passage of time and/or druidic advancement.

I would probably set up a building tree representing the advancement of druidism, with greater benefits as the "building" advanced.

Myrddraal
09-02-2006, 23:19
and which would contain a faction-wide bonus/bonuses for happiness

Bonuses aren't something I've explored personally, but I didn't know there were faction wide bonuses...

The only way I can see of doing it is the scripted adding of buildings. But if faction wide bonuses are possible then that would be the way to go.

Dol Guldur
09-02-2006, 23:32
Building Blocks - Faction_Capability

These are similar to capabilties except they are applied faction-wide rather than just in one settlement (regional). For example, inserting:


faction_capability
{
construction_time_bonus_defensive bonus 50 requires factions { parthia, }
}

after the Capabilty block of a building (and before the construction line) will, when such a building is built by Parthia, reduce building times of defensive structures (i.e. walls) by half in all Parthian settlements.

Taken from The Complete EDB Guide....
https://forums.totalwar.org/vb/showthread.php?t=50439

Myrddraal
09-03-2006, 02:41
Cool

Pannonian
09-08-2006, 16:59
The only alternative I can think of is the scripted placement of buildings - now there's no building bonus that reduces unrest but you can add law and happiness bonuses that will offset the unrest. Once the Wales province is captured the script should just place the new building down in the relevant provinces.
Is it possible to detect if a specific province has been lost? If the druidic culture building level 1 has a negative happiness bonus or something similar, and holding the province of Anglesey upgrades it to level 2 which turns the negative into a positive, is it possible to detect the loss of Anglesey at any time which downgrades the building again? By downgrading, I assume the way to achieve it would be to destroy it and rebuild at level 1.