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Thread: Changing Governments

  1. #1
    An Imperfect Follower of Light Member Wolfman's Avatar
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    Default 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?
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  2. #2
    Guitar God Member Mediolanicus's Avatar
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    Default 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.
    Last edited by Mediolanicus; 05-20-2008 at 08:52.
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  3. #3

    Default 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.
    Last edited by LorDBulA; 05-20-2008 at 13:59.

  4. #4
    An Imperfect Follower of Light Member Wolfman's Avatar
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    Default Re: Changing Governments

    Alright than. Thank you for the good advice. I'm glad i asked here before i fragged my EB installation.
    Tales of Gods and Kings - An Arverni AAR-DEAD
    https://forums.totalwar.org/vb/showth...82#post1930882
    A People of the Mist - Casse AAR-ALIVE!!!!
    https://forums.totalwar.org/vb/showth...Mist-Casse-AAR

  5. #5
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default 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"...
    Last edited by MarcusAureliusAntoninus; 05-21-2008 at 02:44.


  6. #6
    An Imperfect Follower of Light Member Wolfman's Avatar
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    Default 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
    {
    Tales of Gods and Kings - An Arverni AAR-DEAD
    https://forums.totalwar.org/vb/showth...82#post1930882
    A People of the Mist - Casse AAR-ALIVE!!!!
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  7. #7
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default 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...


  8. #8

    Default 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.

  9. #9
    Member Member Hax's Avatar
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    Default Re: Changing Governments

    Actually, for the EDB, you don't have to start a new campaign!
    This space intentionally left blank.

  10. #10

    Default Re: Changing Governments

    Thanks Hax!
    It worked too.

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