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Thread: Buildings that reduce rebels

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  1. #1

    Default Re: Buildings that reduce rebels

    Quote Originally Posted by Piddyx
    If one wanted to lower pop growth the rebels without changing the bonus from the background script, why wouldn't adding something like this work:

    pop_growth_mod -2 requires faction { slave, }

    the code is crude because I am working from memory, but shouldn't something like that only effect the rebels?
    They are talking about reducing the rebels that pop out of no where, not rebel cities.
    I shouldn't have to live in a world where all the good points are horrible ones.

    Is he hurt? Everybody asks that. Nobody ever says, 'What a mess! I hope the doctor is not emotionally harmed by having to deal with it.'

  2. #2

    Default Re: Buildings that reduce rebels

    It seems they have tried to address this issue in .81... Looking forward to checking it out but I can't bring myself to break off my .80 getai campaign.
    The History of the Getai AAR
    https://forums.totalwar.org/vb/showthread.php?t=79451
    Star Haven: A fantasy AAR using Deus lo Vult
    https://forums.totalwar.org/vb/showthread.php?t=83098

  3. #3

    Default Re: Buildings that reduce rebels

    Quote Originally Posted by Fondor_Yards
    They are talking about reducing the rebels that pop out of no where, not rebel cities.
    oops, I was posting on the wrong thread. Sorry

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