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  1. #1
    Asia ton Barbaron mapper Member Pharnakes's Avatar
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    Smile Colonial recruitment and cultural assimilation mod

    Most people have probably seen something of what I am doing by now, but as this project is nearing a release I thought I'd start a thread in here.

    The main focus of this minimod is to try and represent the gradual proccess of colonialisation/cultural assimilation that a conquered province undergos.

    In order to achive this I have made the following changes, mostly to export_descr_buildings and export_buildings:


    The colonial building has now been completly revamped, and turned into a tree. You can follow two paths of colonialsation, miltary and economic. The economic colonies offer large trade bonuses, small law bonuses and small growth inhibition. They are also somewhat cheaper than the military colonies. The military colonies offer large law bonuses, large growth inhibitors and small tax bonuses. The other key point is that you now only need a type 3 goverment to build this.

    Hopefuly this diagram will make it clear how you can upgrade your colonies:

    [img=https://img413.imageshack.us/img413/5046/untitledyp2.th.png]

    As you can see, the ultimate level is the "important colonial city," and when this is built you can construct a type two goverment in the province.

    I am in the process of finalising the recruitment options for the miltary colonies, but a selection of middle and a few high end troops will be avalible for alll factions, at the moment unafected by region. (although this may change).

    At present therfore the system is very much open to ahistorical spamming, but to players I would say this: Where is the fun if you just build up the bigest stack of elites you can and then use these colonies to blitz the AI. Surely that is neither fun and it is certinately not historical. As for the AI, well, it spams stacks anyway, atleast with these colonies there might be an end to the the galo-roman luogae stacks...

    However, as one member of the EB team has said that the very thought of this mod makes him feel physicaly ill, I am going to wait for the approval of the EB team before I actualy include any download links.


    Ok, alpha achieved, this is by no means the complete version, the Saba are almost completly unfinshed, however, everyonelse is done. Again, can I emphasise that this does offer masive potential for ahistorical humans behaviour, it is your game, but trust me it will be much more fun if you roleplay it a bit.

    Problems: none of the building descriptions are done, all of the origonals are still in place. This means that there is no way to distinguish between the economic and military except by right clicking and looking at the bonses each posibility gives.

    On exiting the game the following error will show up:
    "Script Error in eb/data/world/maps/base/descr_regions.txt
    unrecognised "rome" as a region resource class (or hiden resource)

    So far as I know this will have no reprecusions, except, possibly to interfere with the victory conditions. As this mod is savegame compatible, if you find you have acheived your victory conditions and don't win, just put the backups in and you should be able to officaly "win"


    Improvments that are soon to be made (porbably tommorow): complete Saba, scripting; to enable the type two gov to be built.

    Mid stage improvments(Less than a week I hope): building descriptions, possibly artwork and translations, if I can find anybody willing to help with those, or can plagerise them from vanilla or elsewere in the mod.

    To come eventualy (if i can be bothered):something for the "barbarians."


    Acknowledgements:

    My very sincere thanks to the Europa Barbarorum team in general for giving us such a wonderful mod, and especialy to Foot and Blacksnail for their kindness and paticence with me and my endless, noobish, questions.

    Also thanks to Basileus Seleukeia and Alexander 777 for their morale support.

    Anyway, here's the link:http://uploaded.to/?id=bcmj2q


    Update: You can now actualy build "imitation" type 2 govs in important colonial cities, these have exactly the same building options as standard type 2 govs, but offer none of the additional bonuses. Also recrutiment finalised and most importantly scripts now included to prevent you pinching and building on other peoples colonies. These scripts function exactly like the goc breaking scripts, and in fact, pigyback on the existing eb scripts. Hopefuly, therefore it should all work as intended, although I have had next to no time to test anything.

    Anyway download here.

    N.B. the scripts are developed from redmeth and mlp071's latest AI balancing mod, as these seem to me to be the best avalible.
    Last edited by Pharnakes; 06-28-2007 at 00:13.
    Asia ton Barbaron The new eastern mod for eb!

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  2. #2
    Captain of Team Awesome Member Ignopotens's Avatar
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    Default Re: Colonial recruitment and cultural assimilation mod

    sounds pretty interesting

    how long do the upgrades take to construct, what kind of cost are we looking at?
    The Lord of Fire


  3. #3
    Ming the Merciless is my idol Senior Member Watchman's Avatar
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    Default Re: Colonial recruitment and cultural assimilation mod

    Given that the poor AI can't even use the basic EB govs (the script places them for it), wouldn't this go completely over the poor thing's head though ? Just wondering.
    "Let us remember that there are multiple theories of Intelligent Design. I and many others around the world are of the strong belief that the universe was created by a Flying Spaghetti Monster. --- Proof of the existence of the FSM, if needed, can be found in the recent uptick of global warming, earthquakes, hurricanes, and other natural disasters. Apparently His Pastaness is to be worshipped in full pirate regalia. The decline in worldwide pirate population over the past 200 years directly corresponds with the increase in global temperature. Here is a graph to illustrate the point."

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  4. #4
    Asia ton Barbaron mapper Member Pharnakes's Avatar
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    Smile Re: Colonial recruitment and cultural assimilation mod

    I don't think it will. It is true that I suspect it wil restrict itself to the military colonies, but that is what I want it to do, then it will hopefuly present you with slightly more vaired and elite stacks - in other words more interesting fights, and who knows, the greater avalibilty of factional troops might even persaude it to lay off on the mercs abit...

    It is true that it won't be able to handle the population inhibitors (the ai ignores negative bonuses IIRC), but the population replenish script should prevent them from doing anything too drastic to their cities.


    @Ignopotens: I will post more details when the EB team give me a green light.
    Last edited by Pharnakes; 06-07-2007 at 18:32.
    Asia ton Barbaron The new eastern mod for eb!

    Laziest member of the team My red balloons, as red as the blood of he who mentioned Galatians.
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  5. #5
    EBII Mod Leader Member Foot's Avatar
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    Default Re: Colonial recruitment and cultural assimilation mod

    We are not going to stop you from doing this. We are not that authoritarian!

    You have the green light, but of course this is fan-made and we neither endorse it as historically accurate nor as something we would wish to introduce into EB mechanics. But we fully understand and endorse the works of others to make EB how they wish to play it.

    Foot
    EBII Mod Leader
    Hayasdan Faction Co-ordinator


  6. #6

    Default Re: Colonial recruitment and cultural assimilation mod

    It'S pretty neat to hear that this mod has progressed, as it was never really decided what it actually does
    I'm looking forward to this, although then I'd have to wait for another new version of RoA with the mod, as I don't want to miss the new units...

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