Results 1 to 20 of 20

Thread: City Growth

  1. #1
    Member Member Ionut Alex's Avatar
    Join Date
    Dec 2007
    Location
    Bucharest Romania
    Posts
    34

    Default City Growth

    Hello everyone,

    I haven't posted here for ages but I do have a question (sorry if it has been previously discussed): will the player be able to directly control the population of a city in EB II as in EB I by having a number of units that you disband (thus the -for ex 240 soldiers in the unit- becoming citizens) in the city you want to increase the population?

    Hope I will not encounter the hard-coded show-stopper :D

    All the Best

  2. #2
    Member Member Captain Jazzy's Avatar
    Join Date
    Jul 2009
    Location
    Misty isle of mannanan
    Posts
    62

    Default Re: City Growth

    Im fairly sure that as its the Med II engine when you disband it has no effect on the population. From what I remember the town population never restricted how much you could recruit, you were just allowed a certain number of each unit everyturn depending on what you had built.



    ..........................[

  3. #3
    EBII Mod Leader Member Foot's Avatar
    Join Date
    Apr 2005
    Location
    Brighton, East Sussex, England (GMT)
    Posts
    10,736

    Default Re: City Growth

    Quote Originally Posted by Ionut Alex View Post
    Hello everyone,

    I haven't posted here for ages but I do have a question (sorry if it has been previously discussed): will the player be able to directly control the population of a city in EB II as in EB I by having a number of units that you disband (thus the -for ex 240 soldiers in the unit- becoming citizens) in the city you want to increase the population?

    Hope I will not encounter the hard-coded show-stopper :D

    All the Best
    No that is not possible in MTW2. In MTW2 recruitment and disbanding does not affect population sizes.

    Foot
    EBII Mod Leader
    Hayasdan Faction Co-ordinator


  4. #4
    EBII Hod Carrier Member QuintusSertorius's Avatar
    Join Date
    Apr 2008
    Location
    UK
    Posts
    23,344

    Default Re: City Growth

    In a way that's good since it stops people using recruitment as population-manipulation.

    However, it would be useful to have some influence on it (particularly squalor management); is there any means of moving people in the M2:TW engine?
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  5. #5

    Default Re: City Growth

    btw are there as many health buildings in EB2 as in EB1 and RTW or is it closer to the number of M2TW? I've always been annoyed by m2tw having close to none health buildings, which leads to ridiculous squalor levels :(
    "Who fights can lose, who doesn't fight has already lost."
    - Pyrrhus of Epirus

    "Durch diese hohle Gasse muss er kommen..."
    - Leonidas of Sparta

    "People called Romanes they go the House"
    - Alaric the Visigoth

  6. #6

    Default Re: City Growth

    then i hope the team do something regarding the population growth cause it´s a big part of my fun the micro management of cities planing ahead for the next 50 year hiring big cheap units and moving them around squalor is probably the most anoying thing in the tw games and basically doesn´t matter what you do it always catches up to you

    meanwhile you get places like dalmatia and epeiros where if you don´t give it a litle push they never seem to grow

  7. #7
    Member Member Antonivs Silvicola's Avatar
    Join Date
    Aug 2009
    Location
    Lurking in the forests of the Tabletop Mountains...
    Posts
    60

    Default Re: City Growth

    You could always use the "add population" cheat to move people from a huge city to a smaller settlement. It works in roleplaying as citizens emigrating out of the city.
    De inimico non loquaris sed cogitas-Do not wish ill for your enemy, plan it.

  8. #8
    EBII Hod Carrier Member QuintusSertorius's Avatar
    Join Date
    Apr 2008
    Location
    UK
    Posts
    23,344

    Default Re: City Growth

    Quote Originally Posted by Antonivs Silvicola View Post
    You could always use the "add population" cheat to move people from a huge city to a smaller settlement. It works in roleplaying as citizens emigrating out of the city.
    Do all the same console commands work in M2:TW as R:TW?
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  9. #9
    Member Member stratigos vasilios's Avatar
    Join Date
    Aug 2009
    Location
    New Holland
    Posts
    1,163

    Default Re: City Growth

    I think the reveal map, add money, add traits, move character, etc all are the same.

    EDIT: Also I think it differs slightly as you can add the word "this" in substitute for a FMs name when adding traits. Ie. give_trait "this""GoodCommander"2. But I think it differs on some occasions where you can't use "this" such as in the move_character command. Unfortunately that is about it for my knowledge of consol commands, hoped it helped!
    Last edited by stratigos vasilios; 03-08-2011 at 14:11.
    We love you because you died and resurrected to save us...
    Spoiler Alert, click show to read: 
    We love you Goku!




  10. #10
    EB Support Guy Senior Member XSamatan's Avatar
    Join Date
    Mar 2008
    Posts
    1,820

    Default Re: City Growth

    Most will work, but others were removed from the code, some even before BI/Alexander.

    XSamatan

    1.2 fixes - Updated regularly. Latest news from 2009-02-01.
    EB FAQ --- Tech help important thread list --- Frequent issues and solutions

  11. #11
    Member Member Paltmull's Avatar
    Join Date
    Dec 2008
    Location
    Sweden
    Posts
    498

    Default Re: City Growth

    Quote Originally Posted by Foot View Post
    No that is not possible in MTW2. In MTW2 recruitment and disbanding does not affect population sizes.

    Foot
    Well you could script it, right? IIRC, EBI uses a script that replaces poulation whenever the AI recruits soldiers. Then the opposite should pe possible too. But perhaps it wouldn't work with disbanding though...

    Spoiler Alert, click show to read: 


  12. #12
    EBII Mod Leader Member Foot's Avatar
    Join Date
    Apr 2005
    Location
    Brighton, East Sussex, England (GMT)
    Posts
    10,736

    Default Re: City Growth

    Quote Originally Posted by Paltmull View Post
    Well you could script it, right? IIRC, EBI uses a script that replaces poulation whenever the AI recruits soldiers. Then the opposite should pe possible too. But perhaps it wouldn't work with disbanding though...
    Why would we? Its much better in M2TW. The whole reason we had the script in question is because the AI would deplete their settlements. This won't happen in EBII, and that is a good thing.

    Foot
    EBII Mod Leader
    Hayasdan Faction Co-ordinator


  13. #13
    Member Member Paltmull's Avatar
    Join Date
    Dec 2008
    Location
    Sweden
    Posts
    498

    Default Re: City Growth

    Quote Originally Posted by Foot View Post
    Why would we? Its much better in M2TW. The whole reason we had the script in question is because the AI would deplete their settlements. This won't happen in EBII, and that is a good thing.

    Foot
    Well, it's a good thing for the AI, but I think it kind of adds to the immersion if you lose population when recruiting. It gives the feeling that your soldiers actually are citizens of your state or tribe.

    Spoiler Alert, click show to read: 


  14. #14
    Member Member WinsingtonIII's Avatar
    Join Date
    Jul 2009
    Location
    Boston, USA
    Posts
    564

    Default Re: City Growth

    Quote Originally Posted by Paltmull View Post
    Well, it's a good thing for the AI, but I think it kind of adds to the immersion if you lose population when recruiting. It gives the feeling that your soldiers actually are citizens of your state or tribe.
    Keep in mind that the M2TW recruitment system will actually limit the amount of each type of unit much more because each unit will have its own recruitment pool. It's a much better system and will hopefully help prevent things like AS agyraspide spam as Agyraspides will have a very slow replenishment. It's a much better system for realism than the RTW system because units are limited by type.
    Last edited by WinsingtonIII; 03-10-2011 at 14:53.
    from Megas Methuselah, for some information on Greek colonies in Iberia.



  15. #15
    EBII Hod Carrier Member QuintusSertorius's Avatar
    Join Date
    Apr 2008
    Location
    UK
    Posts
    23,344

    Default Re: City Growth

    Quote Originally Posted by Paltmull View Post
    Well, it's a good thing for the AI, but I think it kind of adds to the immersion if you lose population when recruiting. It gives the feeling that your soldiers actually are citizens of your state or tribe.
    Except that they'd be more likely to come from the rural regions, rather than directly out of the most populous cities. Which wasn't respresented in the RTW engine at all. Furthermore, it will reinforce the reality that (particularly the Hellenistic kingdoms) relied very heavily on mercenaries, not levies or militias.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  16. #16
    EBII Mod Leader Member Foot's Avatar
    Join Date
    Apr 2005
    Location
    Brighton, East Sussex, England (GMT)
    Posts
    10,736

    Default Re: City Growth

    population in any TW game is hardly ever going to accurately represent a population size, so making it more abstract works best. Removing pop because of recruitment is a poor idea and I don't believe adds to game play. Recruit pools in M2TW works better.

    Foot
    EBII Mod Leader
    Hayasdan Faction Co-ordinator


  17. #17

    Default Re: City Growth

    Quote Originally Posted by QuintusSertorius View Post
    Except that they'd be more likely to come from the rural regions, rather than directly out of the most populous cities. Which wasn't respresented in the RTW engine at all. Furthermore, it will reinforce the reality that (particularly the Hellenistic kingdoms) relied very heavily on mercenaries, not levies or militias.
    I always felt that the population count was both that of the city and the rural areas around it. When levied to fight they'd have to go to the city to get outfitted anyway

  18. #18
    Xsaçapāvan é Skudra Member Atraphoenix's Avatar
    Join Date
    Jul 2008
    Location
    İstanbul, Turkey
    Posts
    1,402

    Default Re: City Growth

    I have really missed this, is the required pop. moddable in M2TW?
    Like 1000 for towns, 5000, cities, 100000 for huge cities etc...



    My Submods for EB
    Spoiler Alert, click show to read: 
    My AAR/Guides How to assault cities with Horse Archers? RISE OF ARSACIDS! (A Pahlava AAR) - finished
    History is written by the victor." Winston Churchill

  19. #19

    Default Re: City Growth

    Yes. Easily moddable.

  20. #20
    Xsaçapāvan é Skudra Member Atraphoenix's Avatar
    Join Date
    Jul 2008
    Location
    İstanbul, Turkey
    Posts
    1,402

    Default Re: City Growth

    Quote Originally Posted by Ichon View Post
    Yes. Easily moddable.
    Thanks for quick answer, It is one of the best presents I have taken nowadays...



    My Submods for EB
    Spoiler Alert, click show to read: 
    My AAR/Guides How to assault cities with Horse Archers? RISE OF ARSACIDS! (A Pahlava AAR) - finished
    History is written by the victor." Winston Churchill

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO