View Full Version : Tax level high-o-matic
Mad Hoplite
11-12-2007, 21:46
Hello.
I'm wondering is there any way to start the game with a tax level high in every settlement. I ask this because it's a real pain to raise taxes in each town everytime I start a game, and I use to start a game almost everyday.
Having to go for this each time doesn't help a lot with the feeling of "being there, done that... one gazillion times!"
So... Is there any way to start the game with tax level high or any way to raise it automatically? (If possible, one that does not have nothing to do with making a tedious script with select_ui_element increase_taxation_gadget and simulate click downs for every possible town?)
As always, any help is much appreciated. :bow:
Have you tried putting this in descr_strat.txt file for each region
year_founded 0
population 4000
settlement_tax 51
plan_set default_set
faction_creator romans_julii
Mad Hoplite
11-13-2007, 01:04
Yeah, thank you Hacon. I tried settlement_tax 100 before creating this thread but I confess I did not try with settlement_tax 51, so just in case I did... but to no avail.
I don't know what does settlement_tax but it doesn't affect the level tax, at least in my tests.
Dammit, I want those stupid folks to pay my taxes! :whip:
Red Spot
11-13-2007, 07:37
I dont think the tax-line is used anymore, at least I have been modding Rome since it was v1.3 and I never had those lines in my "vanilla" descr_strat, nor do I use them in v1.5 (or in BI 1.6)
anyway why not do as I did in vanilla with my favourite campaign, the Scipii one, where I made a save-game 4 turns in game so I didnt always have to move my armies over to Sicilly and do the basic moves I "always" do(like you, also adjusting tax-levels)
put the save somewhere outside the Rome folder so you dont overwrite it, I just left it as autosave so at the time I could just copy it over to the savegame folder and just hit the "continue campaign" button (dont even have to set up difficulty or battle time-limit than)
G
Mad Hoplite
11-13-2007, 13:27
Ah, because I'm always modding, RS, and a saved game in my comp is only compatible for two hours or so (I can't stop tweaking things).
Oh, well. It doesn't matter. I think I got used to all those click click click.
I must recognize though that the first two hundred times was even cool to raise the taxes for myself (Pay you bastards! :whip:) but now it feels a bit tedious and still you *have to* do it, it's not like you have any chance with normal level tax.
Heh, at least I always play the julii, the greeks or Carthage. I can't imagine the horror of playing exclusively the Seleucids on a big map! :sweatdrop:
Lucky_Shotz
11-14-2007, 17:20
funny you should say that, Hoplite..i am creating a map that includes the entire seleucid empire, care to test it? :laugh4:
Mad Hoplite
11-14-2007, 18:43
Yeah, sure, why not? :thumbsup:
It can't be much worse than micromanaging WRE or ERE in BI!
gummybear00
11-22-2007, 12:11
I think save games are more compatible than most people think. You can edit most aspects, except for the map, and still play the save game just fine. You can edit any unit stat, add/change new units, buildings, traits, ancillaries and same games will still work.
As far as I know, the save game file contains characters info, territorial info, army composition & positions, and probably some other stuff like diplomacy. Kind of like the stuff in descr_strat.
So basically, no need to make a new campaign every time.
Pharnakes
11-22-2007, 17:16
Don't edit traits, just don't, please, spare yourself.
(possibly this only applies to mods that don't use traits to link in with the campaign scripts, but I wouldn't guarantee it. It is ubleviable what one tiny little trait change can do to an eb campaign, for example)
As to the other I had always thought that that tax line was a modifer, so you could make some settlements richer in taxes, regradless of population, but its a while since I have done any descr_strat modding, so I may be wrong.
Trait/Ancillaries are a bit tricky. We released a save game compatible hotfix for Roma Surrectum that had some trait additions (i.e. new traits were added in, no old ones were removed) yet there was still some weird behaviour of character acquiring traits that they couldn't actually acquire.
Makanyane
11-22-2007, 18:45
On save game, I've given up assuming anything at all is save game compatible...
My mod has a peculiarity that if I change anything in EDB even recruit line, I seem to have to re-do all the .rwms or all the resource related conditions get messed up.
I've previously had saved games go buggy when I change bits of UI (adding portraits to mod folder), and lots of unexplained problems when trying to persevere with campaigns after seemingly innocent changes.
It's OK if you're just playing for pleasure, but if you're trying to test mod you definitely shouldn't try continuing pre-change save.
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