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    Default Re: Mod idea: Economy mod

    Quote Originally Posted by Myrddraal
    I've never seen a merc in AI control, but maybe I'm just unlucky...
    You'll see some in Segestica or in one of the Arabian provinces, but they're placed there at the beginning of the game.

    I think some investigation into modding economics would be useful, particularly to try and nix the cash excess after the early game. Ideally, the player should be constantly fighting off bankruptcy all the way through the game and going to war with one of your major trading partners should plunge you deeply into the red.

    Given, however, that the economic side is not really RTW's strong suit I really wouldn't be sure about making the entire game about it...

    Quote Originally Posted by eadingas
    I don't suppose there is a way to reduce campaign map movement to 0 ?
    There is, Duke John posted this thread at the end of last year:

    Quote Originally Posted by Duke John
    C. Zeroing starting action points in descr_character.txt:
    starting_action_points 0
    But "Stop!" you scream, now nobody can move. And then my twisted mind starts working; you can create traits that add action points to named characters/familiy members, agents and admirals upon creation. So now we have only eliminated movement of captains.
    Last edited by Epistolary Richard; 04-14-2005 at 16:21.
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