-
Changing Governments
I know this question has been asked several times and it probably is a noob question. How do you change which governments can be built in a province? Example: Province A can build all 4 types of governments but province B can only governments 2-4. What files do you have to edit and how do you make province B able to build governments 1-4?
-
Re: Changing Governments
It wouldn't be smart to want to build a gouvernment type 1 in province B, since province B isn't a home province. Therefore, if you would build a gouvernment type 1 you wouldn't be able to build high regional barracks, while at same time your factional barracks go at there highest, but give you hardly any units.
So Type 1 gouvernment in outlying regions = no trainable units.
-
Re: Changing Governments
Campaigne_Script.txt file in Data\world\maps\campaign\imperial_campaign is responsible for placing outlying/expansion/homeland building markers.
This is the file you need to edit but remember what Mediolanicus said.
-
Re: Changing Governments
Alright than. Thank you for the good advice. I'm glad i asked here before i fragged my EB installation.
-
Re: Changing Governments
Or you could always do what I do: Remove the requirements on the government buildings in the EDB so that you can build any government anywhere, leaving your houserules to decide what you build and leaving the markers as the "anilla EB "suggestions"...
-
Re: Changing Governments
Marcus when your talking about removing the requirement portion do you mean the following portion marked bold
gov1 requires factions { britons, dacia, gauls, germans, scythia, spain, egypt, saba, carthage, romans_scipii, numidia, romans_brutii, romans_julii, greek_cities, macedon, thrace, seleucid, } and building_present_min_level hinterland_precursor homeland and not hidden_resource not_here
{
-
Re: Changing Governments
No, just this part:
gov1 requires factions { britons, dacia, gauls, germans, scythia, spain, egypt, saba, carthage, romans_scipii, numidia, romans_brutii, romans_julii, greek_cities, macedon, thrace, seleucid, } and building_present_min_level hinterland_precursor homeland and not hidden_resource not_here
{
You need the not_here part to avoid a crash...
-
Re: Changing Governments
Out of curiosity, if you modify either the file as LorDBulA said, or the EDB as MarcusAureliusAntoninus said, do you need to start a new campaign for the changes to take effect? I'm going to assume the answer is yes, but I hope not. :book:
-
Re: Changing Governments
Actually, for the EDB, you don't have to start a new campaign!
-
Re: Changing Governments
Thanks Hax!
It worked too. :beam: