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Ignopotens
11-28-2008, 23:28
That's not exactly my point. In fact I don't really think the "cities" in the steppe represent actual single locations, and instead represent the available population of that territory.

I understand Barbarians don't want to live in cities, especially nomadic ones, but with the population growth rate reduced to almost nothing, it just becomes impossible to mantain any kind of army at all. And even if one did raid and pillage other cities with the intention of reducing their population, they would still outgrow you because your own growth rate is artificially reduced.

MarcusAureliusAntoninus
11-29-2008, 10:00
Ignopotens, there were two version for v1.1. If you installed the Hellenisation/Romanization version then the steppes can't get above the 'large town' level. If you play the regular version then you should be able to build the 'city' level, which is quite large for the steppes. Unfortunately, EB has already done all that can be done to reduce population growth and there is no mechanic to set a population cap. Many towns already have "0" farming level to reduce growth (which also hurts the farming income of those regions). There is no way of lowering growth any further. The only other thing you could do to reduce growth would be to write a script that removes all the population of every city then replenishes it to the level you want. Of course, that script would make the game crawl on AI turns. This minimod is definately not for everybody, which is one of the main reasons it is not added to default EB.

---

As for the v1.2 version of this minimod, sorry I've been delayed. Thanksgiving and spending time with relatives has taken up most of my time. I've finally started getting the stuff together and will work on this tommorrow(I actually had to download the old version--I couldn't find it on my computer).

Titus Marcellus Scato
11-29-2008, 11:42
As for the v1.2 version of this minimod, sorry I've been delayed. Thanksgiving and spending time with relatives has taken up most of my time. I've finally started getting the stuff together and will work on this tommorrow(I actually had to download the old version--I couldn't find it on my computer).

Woohoo! Thanks, Marcus.

MarcusAureliusAntoninus
11-29-2008, 23:03
Updated to v5.0 for EBv1.2.

I have version "a" up right now. Version "b" will be up later today. I also plan to have a v5.1 that alters traits and the script but that will take a week or more before I get to that.

Report back if you have any problems. I tested it but I still have the feeling I'm forgetting something...

MarcusAureliusAntoninus
11-29-2008, 23:38
OK, scratch that. I already had to make an alteration. New version is v5.1. Again, can someone test it and make sure nothing huge is wrong with it. Both version "a" and version "b" are up.

Does a city not get big enough? Does a region lack something or have something it should/shouldn't? As always, suggestions for future versions are welcome.

NONOPUST
11-29-2008, 23:42
THANKS!! :2thumbsup:

Titus Marcellus Scato
12-01-2008, 01:47
5.1a is working fine - up to 254 BC and no CTD's.

Thanks very much!

MarcusAureliusAntoninus
12-01-2008, 09:37
5.1a is working fine - up to 254 BC and no CTD's.

Thanks very much!
Good to hear. :2thumbsup:

---

A couple things I forgot to mention, by the way. I now have two towns in gaul and one in britain that can get to 'large city' level, so the second keltic reforms are slightly easier to get. I changed up the towns that can get the 'large city' and 'huge city' too. Some that could get there can't any more and some that used to not be able to now can. I plan to make another version sometime that mods the traits and script...

zhen87
12-10-2008, 01:46
Does this mod work with the alexander exe?

MarcusAureliusAntoninus
12-10-2008, 11:13
I'm not sure. I thought I recall someone saying it did, but then again...

Maksimus would know.

Leviathan DarklyCute
12-10-2008, 14:54
It does work with AlexEB, but you need to change the line ;option bi to options +prebattle_night_battle_tickbox in descr_strat.txt

Havok.
12-12-2008, 12:33
It does work with AlexEB, but you need to change the line ;option bi to options +prebattle_night_battle_tickbox in descr_strat.txt

Since i wont take the chances on doing that myself, even though it seems incredibly simply, can you do the uptade of citymod to 1.2 and then send it to Lz3 so he can add to eb mini mod pack?

^RaGe^
12-18-2008, 16:27
Is export_descr_buildings save game compatible? I'm planning to install only the edb, but I don't feel like abandoning my ongoing Romani campaign.

MarcusAureliusAntoninus
12-25-2008, 07:08
If you install only the EDB, you will only be able to build large towns everywhere by everyone.

Mediolanicus
01-17-2009, 21:20
Does Rome still have the hidden Italy resource in the 1.2 version?

Because I have just made Rome a hugh city as the Romans and I don't get the vanilla reforms.

Any ideas, MAA?

ps: I'm playing version 5.1b

||Lz3||
01-19-2009, 08:50
Does Rome still have the hidden Italy resource in the 1.2 version?

Because I have just made Rome a hugh city as the Romans and I don't get the vanilla reforms.

Any ideas, MAA?

ps: I'm playing version 5.1b

Someone would like to answer?

MarcusAureliusAntoninus
01-19-2009, 09:21
Roma does have the "Italy" hidden_resource and should trigger the vanilla reforms. The vanilla marians are so hard to predict, though, seeing as nobody has seen the code for them. Since Roma is neither named "Rome" or in the province "Latium" there shouldn't be any hardcoding preventing the reforms from being triggered by the "Italy" hidden_resouces in Roma.

Mediolanicus
01-19-2009, 09:29
Well, I should get a message as the romans telling me the reforms have occurred, right?
Besides I don't see any late bodyguards or other reformed units either in my campaign...

Does anyone of the other cities that can become huge have the italy resource too? Who knows, maybe they'll come along when I build a palace there.

MarcusAureliusAntoninus
01-22-2009, 01:40
Sometimes there is no reform message. The Romans don't get reformed bodyguards. To know if you have the reforms or not, check a town with an advanced military dock. The only thing the vanilla marian reforms give the Romans are a couple new (covered) boats.

If you don't mind having another huge_city in Italy, you can go into the desrc_regions.txt and make it so that another Italian city has the hidden_resources "large" and "huge". Then delete the map.rwm and the city you choose should be able to become huge. If you already have conquered other huge cities such as Kart-Hadast, you could just add the "Italy" hidden_resource to that town and delete the map.rwm.

Mediolanicus
01-22-2009, 09:51
I was talking about the bodyguards of Baktria for example (perfect_spy).

Thanks for the advice, I'll try that.

Mediolanicus
01-22-2009, 14:35
It worked like a charm.
Adding italy resource to Kart-Hadast indeed works, but that wouldn't do the AI rome any good if I want to play another faction. So I made that Capua can become a huge city too.
If this is the only way to get the vanilla marians, maybe you should alter the mod this way.

I still have one question though.


Latium2
legion: Latium2LegionName
Rome
seleucid
Roma_Latium
52 13 198
bigport, tradeport, italy, rome, variantro, SW, B, y1, y2, y4, n8, city, large, huge
5
2


I wonder what that "rome" hidden resource does. Any idea? I tried removing it to see if I could trigger the reforms in Rome itself that way. I didn't, but I don't now if that is because this trick doesn't work or if it is because Rome was already huge when I changed this.
Also, if this resource isn't vital, and if the vanilla reforms are triggered by 1. city with rome resource huge and 2. Huge city with italy resource build by romans, then maybe we could at the rome hidden resource to Kart-Hadast instead of Rome. Unless of course the city with the rome hidden resource has to be owned by the Romans too, in which case the Capua solution is still the only way out.

MarcusAureliusAntoninus
01-22-2009, 20:03
I think the "rome" hidden_resource is one of the resources that if removed will break the game. I don't know why it is in the city of Roma, though. I had thought that all the hardcoded "rome" stuff had been moved to Gotland...

Mediolanicus
01-22-2009, 21:50
Latium
Gawjam_Gotanoz
germans
Gotanoz
70 128 64
tradeport, navyport, smallfleet, NW, D, n1, y2, n4, n8, city
5
1


Latium2
legion: Latium2LegionName
Rome
seleucid
Roma_Latium
52 13 198
bigport, tradeport, italy, rome, variantro, SW, B, y1, y2, y4, n8, city, large, huge
5
2


Well I copied that part from your download. Only Latium has been moved to Gotland.

All I know is that removing "rome" there doesn't cause an immediate CTD, I tested it. I don't know in the long term.

I may test my theory by moving that "rome" resource to Kart-Hadast or Seleukeia if I find the time.

SaberHRE
02-05-2009, 23:12
Small problem. I installed the mod, but I'm not sure it works. I've just seen the Gallic Mediolanum turn into Large town within a couple of years(playing as Romans).

Second problem, I can't seem to find characters. Tried give_trait to character, and it alway says, character not found.

Atraphoenix
02-05-2009, 23:30
I am a fan of your Mod, I have two questions:

- As you limit the cities how do you adjust income, namely do you increase the income of the cities, as you know the bigger the more income or we have just the same income as normal city of EB.

-Hekatompylos, Baktria, Patala, Persepolis, Babylon, Seleukeia, Ekbatana, Susa, Alexandreia, Pella, Armavir, Ipsos, these are the cities that I have to make them large city to trigger my mod, but to adapt with your mod I can mod them easily in my files, I just need info that they all can be city at least under Pahlava or A.S., Cannot they?
I used proconsular palace to be built to trigger my ancillaries, I will change it with governors palace, in my next release, If you can confirm be appreciated.

Atra

MarcusAureliusAntoninus
02-11-2009, 23:03
If Mediolanium grew to large_city, then the mod isn't installed correctly. Mediolanium shouldn't grow too big in the latest version of the mod.

I haven't adjusted anything to make small towns as profitable as large town. Small towns that can't grow, just won't be as profitable as towns that can grow.

Anybody can upgrade any town that is upgradable if they get that level of upgrade.

madtomic
02-22-2009, 15:29
So anyone have any idea on how to upgrade large town holds to minor city roman settlement? I reach pop. 6000 again and no option but stuck with warlord holds. err

madtomic
02-22-2009, 15:31
Small problem. I installed the mod, but I'm not sure it works. I've just seen the Gallic Mediolanum turn into Large town within a couple of years(playing as Romans).

Second problem, I can't seem to find characters. Tried give_trait to character, and it alway says, character not found.

I had seen many of gallic and spain towns turn into large towns.

MarcusAureliusAntoninus
02-24-2009, 20:00
There is no reason that you shouldn't be able to upgrade a barbarian large town to a Roman minor city. I don't know what is causing that.

You could try switching version (b to a), but then the barbarians will upgrade their towns to cities.

Lovejoy
03-02-2009, 18:35
Is the Offiical fixes included in this install?

I just tried it with alex.exe. It seem to work fine. Any known problems?

Mediolanicus
03-02-2009, 19:00
The only known problem is the vanilla Roman reforms which can easily be solved (look at the top of the page and at the previous page).

The Celtic factions also can't get their second reform when you're playing the "b" version IIRC.

MarcusAureliusAntoninus
03-02-2009, 23:40
The fixes aren't included. Just install this minimod after installing the fixes.

Yeah, one of the disadvantages of the "b" version is that there are no second celtic reforms. You can change the requirements in the script if you really want them to happen, though.

Lovejoy
03-18-2009, 13:02
The only known problem is the vanilla Roman reforms which can easily be solved (look at the top of the page and at the previous page).

The Celtic factions also can't get their second reform when you're playing the "b" version IIRC.
I canr figure it out. :S I cant find the descr_regions file.. where is it? :inquisitive:

Mediolanicus
03-18-2009, 19:53
EB\data\world\maps\base

Lovejoy
03-19-2009, 00:26
Thanks! I guess its not saved-game comp.?

Mediolanicus
03-19-2009, 18:03
It is! (at least in my campaign... it could be I had to delete map.rwm though)

schlappi
05-13-2009, 15:10
Is there any way to modify the script in order to be able to build roman highways (as romani) at minor city level?

Tarkus
05-18-2009, 17:27
Hey Marcus et al.,

I have the City Mod installed, as well as most of the other mods bundled in Lz3's minimod pack. I'm at 219BCE of a Baktrian campaign and have yet to see any of my reformed bodyguard units that I understand should be triggered by the March of Time (right?). I've discovered Rome to have about 16,000 people and Capua about 14,000.

1. To resolve this issue, I take it from reading this thread that I must alter desrc_regions.txt to allow Capua to become huge?
2. This edit will merely provide the opportunity for Capua to grow, correct? I take it that the edit won't make Capua huge immediately. At the moment Capua's population growth rate is negative, so even if I make this change how can I get the desired outcome?
2. Any suggestions regarding a more realistic timing of the Baktrian unit reforms, as controlled by revisions in City Mod? I'd like to be reasonably historical here...when did Capua become huge?

Thanks to all for any help you can throw my way!

Mediolanicus
05-18-2009, 19:14
Try adding the "italy" resource to Seleukeia, I think that city is huge. That COULD trigger the MoT immediately.

If not, try the Capua solution and do "add_population Capua 4000" until +24000 pop. and "process_cq Capua" a few turns in a row.

Good luck!

MarcusAureliusAntoninus
05-19-2009, 21:00
Is there any way to modify the script in order to be able to build roman highways (as romani) at minor city level?
In this minimod, you should be able to build all roads at pretty low levels. If you wish to edit it yourself, open up the export_descr_buildings.txt and look for the section on roads. Change the part that says "town", "large_town", "city", "large_city", or "huge_city" to what you would prefer it to be.

Hey Marcus et al.,

I have the City Mod installed, as well as most of the other mods bundled in Lz3's minimod pack. I'm at 219BCE of a Baktrian campaign and have yet to see any of my reformed bodyguard units that I understand should be triggered by the March of Time (right?). I've discovered Rome to have about 16,000 people and Capua about 14,000.

1. To resolve this issue, I take it from reading this thread that I must alter desrc_regions.txt to allow Capua to become huge?
2. This edit will merely provide the opportunity for Capua to grow, correct? I take it that the edit won't make Capua huge immediately. At the moment Capua's population growth rate is negative, so even if I make this change how can I get the desired outcome?
2. Any suggestions regarding a more realistic timing of the Baktrian unit reforms, as controlled by revisions in City Mod? I'd like to be reasonably historical here...when did Capua become huge?

Thanks to all for any help you can throw my way!
The whole issue with the reforms and the delayed units and bodyguards is arbitary as is city size.

If you add the "huge" hidden resource to Capua in the descr_regions then delete the map.rwm (and don't start with the trivial script), Capua will be able to become huge but will not become so automatically. If you do as Mediolanicus suggested, then you should be able to get the population up and activate the reforms.

Tarkus
05-19-2009, 21:31
If you add the "huge" hidden resource to Capua in the descr_regions then delete the map.rwm (and don't start with the trivial script), Capua will be able to become huge but will not become so automatically. If you do as Mediolanicus suggested, then you should be able to get the population up and activate the reforms.

Many thanks, MAA. Could you please be a little more specific about the mechanics of making this work? Specificially -- why would I dispense with starting with the trivial script? How do I do that -- by deleting it from the desktop shortcut? And do I just do this once and then restore the shortcut to its original form?

And Mediolanicus suggested the "process_cq" command. I can do this with the console, but I'm afraid I don't know what that command does...can you help me out with this?

Sorry for all the questions! Thanks again for your help. I really like the mod and definitely want to make it work with the reforms.

Mediolanicus
05-20-2009, 16:45
Many thanks, MAA. Could you please be a little more specific about the mechanics of making this work? Specificially -- why would I dispense with starting with the trivial script? How do I do that -- by deleting it from the desktop shortcut? And do I just do this once and then restore the shortcut to its original form?

And Mediolanicus suggested the "process_cq" command. I can do this with the console, but I'm afraid I don't know what that command does...can you help me out with this?

Sorry for all the questions! Thanks again for your help. I really like the mod and definitely want to make it work with the reforms.


I can't help you with the trivial script, because I didn't install it (it's helpfull for those who don't know anything about modding, but else it is an absolute pain in the ass).

"process_cq City_Name" is indeed a console command. It completes all the buildings in the construction queue immediately. You can use this cheat on Capua every turn until the AI has decided to build the top tier gov building.

MarcusAureliusAntoninus
05-21-2009, 21:02
Every time you start the game with the trivial script, it will replace the map.rwm with a stock version of the file. Since you altered map files, you will need to get the game to generate a new map.rwm but it will not if the script replaces it.

You can start the game without the script by simply starting EB using a desktop shortcut. Copy your RTW vanilla shortcut, right-click and choose "Properties", under the "Target" line add this to the end:
-mod:eb
This will make the shortcut start EB without the trivial script.

If you want to use the trivial script again, you'll have to copy the newly generated map.rwm over the one used by the trivial script. It should be in a folder called sp_somethingorother.

Svenn
05-21-2009, 21:50
Which mini-mods is this mod incompatible with?

And is there any indicators that will show me that its downloaded succesfully that i can notice quickly?

MarcusAureliusAntoninus
05-26-2009, 20:27
It matters what files other minimod alter to determine what it is incompatible with. Since many commonly altered files are altered in this minimod, it is not compatible with many minimods.

To know if it is installed, start up the game and click on an unimportant city. Click the building browser. If there is no "Imperial Palace" listed along the top, meaning it cannot be built, then it was installed.

Alexandros_III
06-28-2009, 18:29
1 Complaint. Why cant Athens be a huge city?????

Moosemanmoo
06-29-2009, 17:44
1 Complaint. Why cant Athens be a huge city?????

Yeah I've noticed that too :dizzy2:

MarcusAureliusAntoninus
07-02-2009, 22:30
I used to have it become huge, but it never really increased in population to challenge some of the other huge cities during this time period, so I made it only large in the latest edition. You can change what files do what by altering the files, though you have to delete the map.rwm (if you are using the trivial script, there are extra steps that have been explained prior).

thecellarlife
08-14-2009, 02:13
This question may have already been answered, but I did a search and came up with nothing, and I don't feel like looking through all 10 pages, besides, I want to refer to the latest version of this mod so...

I'm playing as the Hellinons and I've had problems with city sizes the entire game and this fixes a lot of these issues, especially with bonuses to population growth with certain buildings being pretty unrealistic, but my questions are:

1) Will this work with a pre-existing game save?
2) If so, what will happen to the cities that have already surpassed the levels set with this mod? Will the buildings be deleted, and population reduced?
---Okay I tried the mod, and it looks like it does change the game around, adding the law bonus for the academy and it started lowering the populations of a few cities which were over the cap. Only problem is, after 2 turns I got a CTD. I don't know if this is due to using it on a previous game save, or if it's because the mod isn't perfected, and does not have the most recent fixes applied to it. So if you could answer that question...

3) Is there a list of every change made with this mod, down to specific cities, buildings per city etc? I believe this would help a lot more than just the generic description you have listed.

6) Most importantly, is this updated with the most recent fixes as of January 2009? Those have fixed a lot of problems with reform markers, and CTDs in Africa, Iberia and other problems in the game.
---This I assume is not the case, or the mod causes it's own problems with CTDs. I got one in 2 turns after installing the mod so I reverted back to my backed up files. If you could update the mod with the new fixes, that'd be great.

I really like this mod for how it improves gameplay, but I can't seem to use it without having problems.


Like I said, I'm sure most of these questions have been asked and answered, but for anyone new to this particular mod, and is worried about ruining his/her EB install may like to know the answers without having to search through this entire thread.

Thanks if you have the time to post these. Sorry if this is a lot of work.

Mediolanicus
08-14-2009, 11:12
This question may have already been answered, but I did a search and came up with nothing, and I don't feel like looking through all 10 pages, besides, I want to refer to the latest version of this mod so...

I'm playing as the Hellinons and I've had problems with city sizes the entire game and this fixes a lot of these issues, especially with bonuses to population growth with certain buildings being pretty unrealistic, but my questions are:

1) Will this work with a pre-existing game save?
2) If so, what will happen to the cities that have already surpassed the levels set with this mod? Will the buildings be deleted, and population reduced?
---Okay I tried the mod, and it looks like it does change the game around, adding the law bonus for the academy and it started lowering the populations of a few cities which were over the cap. Only problem is, after 2 turns I got a CTD. I don't know if this is due to using it on a previous game save, or if it's because the mod isn't perfected, and does not have the most recent fixes applied to it. So if you could answer that question...

3) Is there a list of every change made with this mod, down to specific cities, buildings per city etc? I believe this would help a lot more than just the generic description you have listed.

6) Most importantly, is this updated with the most recent fixes as of January 2009? Those have fixed a lot of problems with reform markers, and CTDs in Africa, Iberia and other problems in the game.
---This I assume is not the case, or the mod causes it's own problems with CTDs. I got one in 2 turns after installing the mod so I reverted back to my backed up files. If you could update the mod with the new fixes, that'd be great.

I really like this mod for how it improves gameplay, but I can't seem to use it without having problems.


Like I said, I'm sure most of these questions have been asked and answered, but for anyone new to this particular mod, and is worried about ruining his/her EB install may like to know the answers without having to search through this entire thread.

Thanks if you have the time to post these. Sorry if this is a lot of work.

1) Yes, but I assume you may encounter some CTD's. A new campaign is always the safest.
2) They will stay the way they are.
3) Take a look at DESCR_REGIONS to see which cities can become large and huge. Apart from that the only changes are some added boni to the buildings you will soon see.
4)?
5)?
6) This mod does not change the EBBS or any other file that has been fixed AFAIK; thus if you have installed the fixes, then your EB+City Mod has the fixes too.


Take simple back ups and always delete map.rwm after the changes and you'll never ruin your install...

thecellarlife
08-15-2009, 01:58
Thanks, that answered my questions.

as for questions 4 and 5, I removed them and forgot to renumber 6. I figured out those obviously, but can not remember what they were. ha.

I assumed that problems would arise with old game saves, so whenever I plan on starting a new faction, I'll make sure to apply this mod. Unfortunately, I'm working at the one I'm on.

I'll check out the file to see the changes per city, but which building bonuses are changed, if you can list those? I can figure it out after adding the mod, which I guess may add to the experience.

Thanks again. Great mod.

I'll let you know if any CTDs arise from adding this mod whenever I start a new game, in hopes of improving it.

Mediolanicus
08-15-2009, 14:57
if any CTDs arise from adding this mod whenever I start a new game, in hopes of improving it.

I've been using this mod since it was adapted to EB 1.2 and I haven't got a single CTD.
The only problem that may arise with this mod is getting the March of Time reforms, as you can see on the previous two pages.

Indeed, MAA made a great mod. I can't play EB without it.

thecellarlife
08-18-2009, 00:22
I'm around 230 BC with Saba after starting a new game, and no CTDs so far. Sometimes the units blink in battles though, but I think that may just be that particular faction as I think I've seen something about it on here.

Konstantin Megas
09-03-2009, 08:34
Hi. Is City Mod compatible with EAEM. :help:

madtomic
09-19-2009, 16:08
version a.

the construction of 'city', 'large city', and 'huge city' to "civilized" factions. which factions are those?



version b.

what "barbarian" factions are restricted? can i please have a list of the factions.

Thanks! i think it's time to switch to version a if there are no more barbarians left in my current game. i'm so sick of looking at small towns and huts. lol...

Mediolanicus
09-19-2009, 19:00
Casse, Aedui, Arverni, Lusotann, Sweboz, Getai, Sauromatae and Saka.

If all your barbarians are death, than you already have version a, since all non barbarian faction are the same in version a as they are in version b.

anubis88
09-25-2009, 15:57
One quick question. Since i haven't played EB for almost half a year couse i lacked challenge, does this mod make the game harder or easier for the human player?

Mediolanicus
09-25-2009, 16:19
Both.

Harder: less developed cities, slower population growth, less people to recruit.
Easier: higher public order overall, so your empire can be bigger, although you must take care not to overexpand too fast, since your cities build up quite slow.

anubis88
09-25-2009, 16:48
Thanks for the quick answer. How about the AI? how doest it handle the a and b versions? Does it stop it from spamming so much? any other gameplay change?

Mediolanicus
09-27-2009, 17:40
I don't see any real difference in the recruitment behaviour of the AI.

The AI builds up cities fast(er than you). And does not send you endless stacks of light levies.

Alexandros_III
10-27-2009, 01:30
If we ever feel like playing as a barbarian faction can we just switch back and forth at will?

Mediolanicus
10-28-2009, 18:08
Yes.

Just switch the files.

lupin
12-29-2009, 22:35
HI is there some quick way when you start the game to check if you have the Mod installed correctly.

MarcusAureliusAntoninus
12-29-2009, 22:38
Click on a city and then click the building browser. See if your common cities can upgrade only to "Minor City" level, while the more important cities will be able to upgrade to "Large City" or "Huge City". If all cities can become "Huge City" than the mod was not installed. If all cities can only become "Large Town" than the mod was installed incorrectly.

Alexandros_III
03-11-2010, 04:55
How do I give certain cities the ability to become larger? Long ago I asked about Athens and Jerusalem, but nobody seems to have done much. How do I change this?

vartan
03-14-2010, 20:07
Will EBII have realistic caps on town/city population sizes or will this endeavor require a new sub-mod all over again?

Titus Marcellus Scato
03-16-2010, 15:36
I like this mod very much. I like playing barbarian factions with the 'civilised' game files, so my own faction is crippled!

I feel this kind of helps me roleplay that not a lot of warriors are available to me, as the High King, at any one time. My ostensibly unified faction is actually a lot of separate tribes, all of which spend most of their time killing each other in petty tribal conflicts, so they don't provide me with many troops. And not a lot of taxes either.

'My' royal army is only those warriors assigned to the service of the High King - the local chieftains keep many warriors back for 'local' defence (and attacking their neighbours!) And I can't stop the local chieftains from doing this, or they will revolt against my overlordship, and I don't want that. So I have to put up with a weak central government, a weak central army, and a poor central treasury. Most of my faction's wealth is in the hands of the local chieftains, where I can't use it.

Moosemanmoo
03-22-2010, 01:49
I've just realised I've never shown any gratitude for this mod!

Thanks MAA!!

rocknrollrefugee
03-30-2010, 01:59
Is this mod supposed to cap population growth, or population? For ex Taras is at 13000 and since I can't build a proconsuls place squalor seems to go up. Did I not install this correctly? I know I can use pop cheat but that would be really annoying not to mention it would effect the AI (I think).

btw I really hope the EB team uses this idea for EB2.

XSamatan
03-30-2010, 12:09
This mod gives only a few cities the chance to get huge, a limited number the chance to get large (see post 1). So, everything is alright with your game, this is a feature, not a bug. ;)

XSamatan

BTW: Welcome to the forum!

rocknrollrefugee
04-18-2010, 05:14
thanks for the reply!

so what your saying is that I'm just SOL when it comes to not having to use the pop cheat to keep my squalor down? :dizzy2:

XSamatan
04-18-2010, 10:29
IMO this adds a good point to the game, it is now harder to get a decent population and high taxes.
Build as many health buildings as you can, plus build schools in big towns so your governors can gain good traits and ancillaries to boost growth. Otherwise, yes you are stuck with that, but this is the feature of this mod.

XSamatan

I of the Storm
04-21-2010, 07:26
A small technical advice to those who have changed Capua/Campania to become a Huge city because of the 'March of Time' trigger conditions. The advice in this thread said to simply add this resource (huge) in the regions file and delete the map.rwm. This is correct. In case you are starting EB with the 'Play Single Player'-Launcher the game provides you with, it is necessary to delete the map.rwm in the 'sp game edu backup' folder as well. You will get an error while starting but the game will load fine. Just copy the newly generated map.rwm into this folder and everything will be fine again and Capua (or whatever city you have changed) will be able to become huge.
It took me half an hour to figure out why my changes didn't apply :wall:, so I just thought I'd share this with you.
Have fun.

Gaius Sempronius Gracchus
05-22-2010, 17:30
Hi..., my first post here. Have just started on a campaign - as the Casse - on Europa Barbororum, and love it. I was looking for mods that might make things even more realistic, historically, and this one caught my eye. Now, I know that this will make my job as a faction leader of the Casse very, very difficult indeed..., and one of the more recent posts outlines that. But, that pretty much describes how the tribes of the Gauls were run.

What I was wondering was, while this historical depiction is fine, it strikes me that this same scenario (many smaller tribes all infighting, turning against the central power etc.) could easily describe the early state of Rome. So, would it be possible to have some sort of 'trigger', a level of factional control, that then allowed a barbarian culture to begin city building?

Mediolanicus
05-22-2010, 17:35
You can always Roleplay. Wait with real city building until an event happens in your campaign that makes you think that the time of city building has arrived.

Gaius Sempronius Gracchus
05-22-2010, 17:44
You can always Roleplay. Wait with real city building until an event happens in your campaign that makes you think that the time of city building has arrived.

Of course....., the simplest option is always the best. But I was thinking more in terms of using the City Mod to make sure that the likes of the Sweboz or the Arverni don't turn out as great city-states...

Having not played the game for very long, does this tend to happen? If not then there is no issue anyways..., I suppose the Roman threat - and their own in-fighting - would tend to keep their populations low.

TuCoT
08-01-2010, 12:06
A great minimod. But is there a list that shows which cities can reach which levels?

TuCoT
08-02-2010, 19:05
Anyway, I made it by myself, here's the list:

HUGE CITY

Alexandreia - Delta Neilou
Terhazza - Eremos
Roma - Latium
Seleukeia - Mesopotamia
Persepolis - Persis
Antiocheia - Syria
Kart-Hadast - Zeugitana

LARGE CITY

Babylon - Babylonia
Arvernotorg - Gergovia
Athenai - Attike
Baktra - Baktria
Mastia - Bastetania
Capua - Campania
Camulosadae - Cassemorg
Taksashila - Gandhara
Sarmiszegethusa - Getia Koile
Armavir - Hayasdan
Memphis - Heptanomis
Sparte - Lakonike
Sardis - Lydia
Pella - Makedonia
Ekbatana - Media
Bibracte - Mrogaedu
Sinope - Paphlagonia
Swebotraustastamnoz - Swebolandam
Syracuse - Trinakrie

MINOR CITY

All other settlements can reach minor city level

QuintusSertorius
09-24-2010, 18:05
How do all other settlements reach minor city size? I've got Pergamon, Nikaia, Byzantion and Hallikarnassus, and they all seem to stop at large town. Pergamon is the only one close, it's got 10500 people but doesn't say when it reaches the next size.

EDIT II: Had a message saying Byzantion had reached the next size. Only no new governor's building appeared in the construction roster. Is that intentional?

Also, do the changes in size impact where you can build fleets? Seems I can only get mercantile ports so far. Looking desiringly across the water at Rhodos which already has a naval port, but not sure I really want a war with KH just so I can invade Krete.

Come to think of it, I don't think I can invade Rhodos without my own ships! EDIT: Mytilene solved this problem, it had a naval port.

Lysimachos
09-28-2010, 08:49
How do all other settlements reach minor city size? I've got Pergamon, Nikaia, Byzantion and Hallikarnassus, and they all seem to stop at large town. Pergamon is the only one close, it's got 10500 people but doesn't say when it reaches the next size.

EDIT II: Had a message saying Byzantion had reached the next size. Only no new governor's building appeared in the construction roster. Is that intentional?

Also, do the changes in size impact where you can build fleets? Seems I can only get mercantile ports so far. Looking desiringly across the water at Rhodos which already has a naval port, but not sure I really want a war with KH just so I can invade Krete.

Come to think of it, I don't think I can invade Rhodos without my own ships! EDIT: Mytilene solved this problem, it had a naval port.

Do you have the appropriate market building in order to upgrade the city centre building?

QuintusSertorius
09-28-2010, 11:35
Do you have the appropriate market building in order to upgrade the city centre building?

Pergamon has no more buildings in its roster, has the top tier market I was able to build. Same goes all the others, markets are one of the first things I build. Got the message saying new settlement size, but no new governor's building.

Here's screenshots so you can see what I mean (for some reason all my government buildings were damaged last turn, I repaired them all):

The capital (note no "upgrade at 12000"):

https://img.photobucket.com/albums/v66/Kiero/Pergamon.jpg

Nikaia:

https://img.photobucket.com/albums/v66/Kiero/Nikaia.jpg

Byzantion:

https://img.photobucket.com/albums/v66/Kiero/Byzantion.jpg

And as an example of one that does say I can upgrade:

https://img.photobucket.com/albums/v66/Kiero/Kydonia.jpg

QuintusSertorius
10-04-2010, 15:36
Seems to be happening in my other game as well. Everywhere caps at large town, rather than minor city. When the 6000 mark is reached, no new governor's building appears, and it also no longer displays what population for the next size.

AstroCat
10-21-2010, 15:37
Is there an error with this mod based on the last 2 posts? I'd like to try it out at some point but of course would like to know if it is bugged. Thanks!

QuintusSertorius
10-25-2010, 03:41
I don't mind it so much, but I still haven't had anywhere grow larger than large town, and I now have 16 settlements at 196BC. The biggest place I have is Rhodos, which was already a minor city when I took it.

AstroCat
10-25-2010, 15:17
Hmmm, according to the mod info that doesn't seem correct. I wonder what is going on...

QuintusSertorius
10-31-2010, 13:09
Hmmm, according to the mod info that doesn't seem correct. I wonder what is going on...

I seem to have inadvertently solved it, the issue is the map.rwm file. The City Mod needs a new one to work properly, and it was when I was trying out the "no big trees" mod and generating a new one that it fixed the issue. I'm suddenly able to build the new tier of government buildings in places where I wasn't previously.

AstroCat
10-31-2010, 18:56
Hehe, nice to know it was an easy fix. Yeah I've learned whenever you add or change a mod go ahead and delete the map.rwm file to be safe.

jirisys
11-08-2010, 18:31
Descr_strat
Error at line 14907 column 1
Suethes is not a head of faction, he is not married, doesn't have a brother (etc...)

What??????

~Jirisys (I need fix)

QuintusSertorius
12-27-2010, 13:01
This is probably a premature question, but are there any plans to do a City Mod for EBII when it comes out? I like the "b" version of the mod that prevents ahistorical barbarian empires spanning Europe, given the number of new Celtic and Germanic factions we've already seen in EBII, that's a real possibility.

QuintusSertorius
01-24-2011, 20:48
Does variant "b" of the mod prevent you from playing a barbarian or steppe faction? I ask because my selection screen looks thus:

https://img.photobucket.com/albums/v66/Kiero/selectionscreen.jpg

XSamatan
01-24-2011, 21:16
Check \EB\Data\world\maps\campaign\imperial_campaign\descr_strat.txt for playable and non playable factions.
The default looks like this:

playable
seleucid
pontus
scythia
parthia
numidia
romans_julii
egypt
gauls
germans
britons
greek_cities
macedon
carthage
romans_scipii
dacia
armenia
spain
thrace
romans_brutii
saba
slave
end
unlockable
end
nonplayable

XSamatan

QuintusSertorius
01-24-2011, 21:31
Check \EB\Data\world\maps\campaign\imperial_campaign\descr_strat.txt for playable and non playable factions.
The default looks like this:

playable
seleucid
pontus
scythia
parthia
numidia
romans_julii
egypt
gauls
germans
britons
greek_cities
macedon
carthage
romans_scipii
dacia
armenia
spain
thrace
romans_brutii
saba
slave
end
unlockable
end
nonplayable

XSamatan

Ah, that's exactly the problem, it looks thus:


playable
seleucid
parthia
numidia
romans_julii
egypt
greek_cities
macedon
carthage
romans_scipii
thrace
romans_brutii
saba
end
unlockable
end
nonplayable
pontus
scythia
gauls
germans
britons
dacia
armenia
spain
slave
end

So if I move them back up to the playable section, they should re-appear?

XSamatan
01-24-2011, 22:37
Yes!

QuintusSertorius
01-25-2011, 01:49
Yes!

And they did, thanks for that.

Bob Doad
05-04-2012, 03:33
does this work with Jirsy's Mega Mod Pack?

Damnas
05-08-2012, 19:44
Hi, this mod looks pretty awesome. Is there any reason it shouldn't work on Mac?

I've downloaded and installed it, but whenever I try and launch a new campaign it just sends me back to the menu screen.

I read in the thread about the Trivial script and I imagine that's what my issue is, but the truth is I have no idea what this script is. I took a look at the instructions about how to bypass it, but obviously those were instructions for PC and not Mac, and not knowing what the Trivial script even is, I'm a bit lost out here...

Not sure I get the part about the self-generating map.rwm.

Thanks in advance.

joshmahurin
10-18-2012, 05:23
does this work with Jirsy's Mega Mod Pack? Never got answered

kidpacific
05-17-2013, 05:41
Since there are only 1 huge city (Roma) in the Italy, the "March of Time" event can't be triggered.
How can i fix this problem?:wall:

moriluk
05-17-2013, 19:28
Since there are only 1 huge city (Roma) in the Italy, the "March of Time" event can't be triggered.
How can i fix this problem?:wall:

Pull up DESCR_REGIONS
it is in <rtwdirectory>\EB\Data\world\maps\base
Find Capua
after "large" put a comma and add huge.
the entry should look like this
Campania
Capua
seleucid
Campanians
198 13 174
wine, tradeport, navyport, italy, smallfleet, variantro, SW, B, n1, n2, n4, y8, city, large, huge
5
2
Delete map.rwm in the same folder AND the one in the <rtwdirectory>\EB\sp game edu backup
when you start a new game it will create a new map.rwm.
This is not game save compatible I am pretty sure.
You can also do this for any city. Make sure you add large before huge.

kidpacific
05-18-2013, 02:03
Thanks for ur help.:2thumbsup:
We can find that "City Mod Version 3.1 One slight change to allow the "March of Time" event, so i wonder the new requirements of the "March of Time" event after this change

DailyLama
06-12-2014, 18:26
some factions don't have large or huge cities
is it still possible to employ their elite troops?

Lysimachos
06-12-2014, 18:45
some factions don't have large or huge cities
is it still possible to employ their elite troops?

In EB you don't need large or huge cities to build the highest tiers of recruitment buildings.