Hi Everyone -- I'd post this in either the modding forum, or in the Colosseum, but as a lowly Junior Patron, I can't do either. But, for what it's worth, I've come up with a fix for squalor by modding some files, in a very simple fashion.
In the Data subdirectory, there's a file called "export_descr_character_traits", which controls the bonus and negatives given for the various Virtues and Vices, as well as the probability of getting any VnV in a given situation. With each character trait, you'll see what it does, represented like this: "Effect Command 1", for example, for the Virtue "Confident Commander". In order to allow some traits to reduce squalor, simply add the following comment "Effect Squalor -1". I've added it to a few skills where I felt it was appropriate -- such as the skilled bureaucrat, and a few others. It just makes your good city managers all the more important.
Now, once you do this, the effects *will* be modeled in the game, but the in-game text for your traits won't show that the Virtue modifies squalor. The change that, go into the Data/Text directory, and open up the "Export_VnVs" file; look for the descriptions of each of the virtues that you've modified, and just add whatever text you'd like. Thus, if you changed Confident Commander to mod squalor (not that you would), you'd change the existing description of "+1 Command" to "+1 Command, -1 to Squalor" and the text would appear, in full grammatical English (assuming you typed it right) in the game.
You can do the same thing for appropriate ancillaries -- such as, say the Chirurgeons or the Doctors, or some priests, or what-have-you. The effect comment is the same, but you'll have to modify the "export_descr_ancillaries" in the Data folder to affect the game, and the "Export_ancillaries" file in the Data/Texts folder to affect the text displayed in game.
So, now you can have *some* control over squalor. Just preserve/train good managers, and you can have some people capable of dealing with troubled cities. I still haven't figured out how to have buildings affect squalor -- no building actually does affect squalor, according to their comments, so I don't know what the comment would be. Also, I'm not sure if this is a perfect solution -- maybe it just delays the onset of the problem. Thus, now cities with 45,000 people will be as bad as the cities of 24,000 were before -- but it's something. And, frankly, so long as you're judicious in assigning the squalor penalties only to things that makes sense, I think it might balance the gameplay, and not feel inappropriate.
Cheers.![]()
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