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Thread: Konny's money script

  1. #31

    Default Re: Konny's money script

    konny, why not give factions like pontus an initial mnai influx so that the economy doesn't go negative for a few turns?

  2. #32
    Whatever Member konny's Avatar
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    Default Re: Konny's money script

    They do get itin EB. The problem is that these factions (Getai, Pontos, Armenia) often do anything for a very long time. If we want them to have the money do economicly survive that time they may be need a million of mne. That would seriously unbalance the game if they decide to go on campaign on turn #1 (and sometimes they do).

    Disclaimer: my posts are to be considered my private opinion and not offical statements by the EB Team

  3. #33

    Default Re: Konny's money script

    I'm not sure how many smaller factions are in view here, but I remember that the Sweboz and Saka Rauka, and some others, would get mnai bonuses from devastating an enemy tile. Could increasing that or adding it to factions help out those smaller factions in the beginning?

  4. #34
    Whatever Member konny's Avatar
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    Default Re: Konny's money script

    I don't think so because for that they have to enter hostile territory first - and that's the point where they always fail.

    Disclaimer: my posts are to be considered my private opinion and not offical statements by the EB Team

  5. #35

    Default Re: Konny's money script

    Quote Originally Posted by konny
    A sollution could be to raise the starting economy by raising the population of several cities and adding more economic buildings, especially mines, to these towns, and several others that the AI loves to attack in the first turn when playing these factions. I think that is definitly worth a consideration. It requires some tweaks to descr_strat, so isn't much to difficult.
    i am all for this. i would touch it, but god knows what would happen if doubled or tripled the populations of all towns and cities. squalor levels and public order would probably be insane. would require too much editing of the infrastructure and as i have little to no understanding of the mechanics of city levels, i'm not gonna even try.

    even doubled or tripled these population sizes don't make much sense. in all historical accuracy, rome had near 160,000 people around the beginning of this timeline. city levels and mechanics would have to be restructured, of course. i wish the numbers representative of units were more realistic too. without actually increasing the representative number of men on the battlefield could these numbers be increased? of course, the kill rate would have to be increased. i'd probably piss myself the first time i saw 50 men killed in ten seconds

  6. #36
    Whatever Member konny's Avatar
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    Default Re: Konny's money script

    Quote Originally Posted by Danzifuge
    i am all for this. i would touch it, but god knows what would happen if doubled or tripled the populations of all towns and cities. squalor levels and public order would probably be insane. would require too much editing of the infrastructure and as i have little to no understanding of the mechanics of city levels, i'm not gonna even try.
    You can also raise the basic farm level of the provinces. It is at 1 or 2 in EB, but was up to 10 in RTW. That would add more money from farming and give you a rapid growth.

    even doubled or tripled these population sizes don't make much sense. in all historical accuracy, rome had near 160,000 people around the beginning of this timeline. city levels and mechanics would have to be restructured, of course. i wish the numbers representative of units were more realistic too.
    The numbers in RTW are bit problematic. What does the population represent?

    The total number of the people in a province? Certainly not, because you can draft all of them to your army.

    The total number of male fit for military service? No, because all seem to pay taxes, but there should to be a number of people to poor to add to your economy but can be drafted. The same would be for slaves.

    The number of male fit for miliary service and wealthy enough to pay taxes? Most likely, but where are the rest of the people, that a) can pay taxes but do not serve and b) do not pay taxes but can fight?

    The same is for the troop numbers. Due to limitations of the engine, and the fact that very small units don't make sense because of the 20-units limit in an army, numbers have to be the way they are. So, a regiment of phalanx pikemen is only a bit larger than a cohort of Legionars, even though it should be ten times larger.

    There is no way around it by modding because that's the engine.

    Disclaimer: my posts are to be considered my private opinion and not offical statements by the EB Team

  7. #37
    theweak-themighty-the CRAZIII Member craziii's Avatar
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    Default Re: Konny's money script

    is this mod still needed with EB 1.0???

  8. #38

    Default Re: Konny's money script

    Quote Originally Posted by konny
    You can also raise the basic farm level of the provinces. It is at 1 or 2 in EB, but was up to 10 in RTW. That would add more money from farming and give you a rapid growth.
    what file and what lines?

  9. #39
    Whatever Member konny's Avatar
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    Default AW: Konny's money script

    [....]\Data\world\maps\base
    DESCR_REGIONS.txt

    It is the last number of the entry of each province (usually a "1" or "2")

    Disclaimer: my posts are to be considered my private opinion and not offical statements by the EB Team

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