Hmm, wonder why macsen hasn't beaten me to this one...
Note: I believe this belongs in the Alchemists Lab, perhaps? But hey, it gets more attention here. =D
True. If you are ever unsure, open \campmap\startpos\"era".txt and check. Where "era" is say Vikings etc. It says somewhere close to the top of the file something along the lines of: "UnitProd: viking_unit_prod.txt BuildProd viking_build_prod.txt"Originally Posted by drone
projectilestats.txt is shared, true, so be careful what you touch in there.
No (I think...), those income values are directly implemented in game, they are adjusted in the startpost file I've referred to above under each province. That way you'll see that farm income in Sinai etc. is low no matter how much you soup up the farms. That label simply relates to what is read in game... e.g. "The farms in this province will generate the following income:" and "These mines will produce this following income:" etc. The only one that is different is trade and ports, which is dependent on your province's trade resources and ship routes etc.Originally Posted by drone
I actually have no clue... I've only ever really played a VI campaign properly as, well, the Vikings...Originally Posted by drone
Hmm? Income or cost to construct? You get money from destroying buildings relative to how much it costs... Sorry, I don't think I quite get you on this. You'll have to wait for someone more experienced then me.Originally Posted by drone
It's hard-coded. I don't know the exact bonus, sorry.Originally Posted by drone
Are you looking for a magic formula that shows how much income you'll get if you had x merchant with y trade goods and z trade routes? Well, I don't think you'll find one.Originally Posted by drone
But that sounds more like a question for Puzz the ultra-uber technical guy. If he doesn't mind me saying...
- Eh, I just realized I didn't answer half of those questions... shows how much I know... =D
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