Question regarding an alternative government system
Hallo,
sorry if this has been discussed before, but it just came to my mind.
As everybody knows the EB script damages government buildings to 100 % when a city is conquered in an attack. Though I hardly read about it, it seems obvious to me that the AI can't handle that well: quite often a faction will not upgrade a conquered city, meaning it will build a level 1 barracks or so and add nothing further. By control <faction> I switched to another faction in my campaign and looked at some of those cities the AI never upgraded, and I think the reason is that the AI tries to repair the damaged government buildings and fails to do so.
Now my question is: is it possible to give every province the according government marker for each faction right from the start and leave the set_building_health 0-system behind? So, Syria for example would have a Seleucid gov1, a Makedonian/Ptolemaic/Baktrian/... gov2, an Averni/Sweboz/Getic/... gov3 a Lusotannan/... gov4, which results in a marker for each faction in the game having effects only for the faction which controls the province? If that would be too much, one could maybe give similar cultures one standard government, i. e. a Hellenic gov2-marker, a Roman one, a Celtic one...
Of course that wouldn't allow the player to have a choice and fill a lot of space in the building viewer, but I wouldn't mind.
Re: Question regarding an alternative government system
Quote:
Now my question is: is it possible to give every province the according government marker for each faction right from the start and leave the set_building_health 0-system behind?
No. There is not enough building complexes left in the game to do this ( unless you will remove some EB buildings ).
AI doesnt have to build governments buildings. Proper government building is placed for the AI by script when AI captures city.
AW: Question regarding an alternative government system
I know the AI usually doesn't have to build governments, my point is, it sometimes doesn't build any buildings in captured cities and wanted to think about a solution to this. Anyway, you did answer my question, so thank you.
EDIT: if I wanted to remove the present government system, which files are related to it? As far as I know, it is campaign_script, EBBS script and EDB - are there other files linked to it?