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Thread: Modding Government Types

  1. #1

    Default Modding Government Types

    How do you modify the government types in EB?

  2. #2

    Default Re: Modding Government Types

    The precursor buildings which determine what gouvernment can be build where can be modified in EB\Data\world\maps\campaign\imperial_campaign\CAMPAIGN_SCRIPT.TXT

    The bonuses given by the gouvernment buildings can be modified in EB\Data\export_descr_buildings.txt.

  3. #3

    Default Re: Modding Government Types

    Thanks! I have been trying to modify to game so that each faction starts with only one region. When I give the regions to the slaves in descr_stat, the government buildings disappear. I will definatly look into what you have suggested and give an update!

  4. #4

    Default Re: Modding Government Types

    Hm, sounds difficult...but I'm not a modder anyway.

    The CAMPAIGN_SCRIPT.TXT has a section for each faction which list all cities with the precursor building (homeland = lvl1, expansion = lvl2, outlying = lvl3+4).
    I've just tweaked it a bit to get a lvl2 instead of 3 in some regions, but I have no idea if that works with the eleutheroi faction. The eleutheroi faction is divided into some subfactions, that have equivalents in the playable factions and can probably build the same gouvernments as their equivalents...or so think.

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