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  1. #7
    Evil Overlord Member Kaidonni's Avatar
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    Default Re: Removing Armourer's as a build requirement

    LEV1_INCOME doesn't work at all. It seems I have to have CATHEDRAL_INCOME included, there doesn't seem to be any other building type available for income generating buildings (unless I try the trading post type line, but that might not be a good idea, I suspect it'll act exactly like any trading post). Also, I just had a thought, and am in the process of experimenting. A value of 100 equals 52 florins, and 200 equals 104 florins. It seems that the income values in the build_prod.txt files are percentages, and it is possible that 52 florins equals 100%. 52/100x75 = 39 florins, exactly what I got when I set the income value to 75.

    EDIT: Just experimented with Byzantines in Early, changing the construction time for the Armourer line. It seems that it works for a generational set of buildings. Armourer=52 florins, Armourer's Workshop=104 florins, Armourer's Guild=208 florins. Gonna just do one more test, changing Fortress construction time too...

    EDIT 2: Yep, Master Armourer=416 florins income per turn. Seems that it works fine now. It doubles every year. A value of 800 seems to be equal to 52 florins*8, and so on and so forth.

    EDIT 3: Er...how do I ensure no one can build the Metalsmith? Or shall I give that a similar financial bonus, and still allow people to build it? On second thoughts...no, I want to remove it. I try NO_FACTION, but it seems that the Iron Mine is still stated as a pre-requisite to the Metalsmith+, and I was figuring it wouldn't say that if no one could build it...or if I couldn't build it.
    Last edited by Kaidonni; 08-03-2008 at 11:50.
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