Title says it all.
Title says it all.
If you destroy a government in your own settlement, with which you then gift it to an AI faction, the AI will be forced to build a new government eventually due to the fact that no government is automatically built for them in a situation like this. So far, in my own personal experience, the AI always goes for the cheapest government: type 4.
But I don't think they get puppet rulers...![]()
No AI doesn't use them.
You can safely remove this part of script but if you are using newest version of script dont expect to gain more then 2-4 seconds ( unless you have really slow computer ).
Taking that out of the script will disable the spawning of Client Rulers, but it doesn't have much else to do with Type 4 gov'ts. You can still easily build Type 4's if you take that out of the script, the only difference is that no client rulers will spawn. However, family members will still receive the "interloper" if staying in a type 4 territory, which can be fixed by doing a small editing of some trait file, of which I forget.
Besides this, you can still recruit generals, so it isn't all that bad...
EDIT: Don't forget though, if you have the newest version of the script, as LorDBulA previously stated, taking out the client ruler portion of the script won't change the amount of time the AI turns take too much.
Last edited by Megas Methuselah; 08-12-2008 at 07:00. Reason: I'm an editting-luvah!!! W00T!!!!!
I am using only the supported one with sweboz reform marker fix, not the unsupported one with the optimized client ruler script as well, as I was having some difficulty with it and I decided I never really needed the client ruler script in the first place.
By client ruler i mean character spawned by script not character that has "Client ruler" trait.
If you check out EBBS you will see that there is condition that makes sure client rulers are spawned only for player faction.
Anyway no need to beat the dead horse. Script implementation of client ruler feature will be removed in next patch.
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