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Thread: Karthadast reforms.. ?

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  1. #1

    Default Re: Karthadast reforms.. ?

    if I_TurnNumber >= 288

    console_command create_building Kart-Hadast "carthage1"
    console_command create_building Atiqa "carthage1"
    console_command create_building Gader "carthage1"
    console_command create_building Mastia "carthage1"
    console_command create_building Bocchoris "carthage1"
    console_command create_building Sala "carthage1"
    console_command create_building Lixus "carthage1"
    console_command create_building Adrumeto "carthage1"
    console_command create_building Lilibeo "carthage1"
    console_command create_building Lepki "carthage1"
    console_command create_building Karali "carthage1"
    set_counter Carthage_Reforms 1
    Does this mean Carthage has to complete building a barracks in each of theses ettlements before the reforms will occur?

    What sort of barracks? Does this effect the type of governments Carthage can place in these provinces/settlements?

    H.

  2. #2
    American since 2012 Senior Member AntiochusIII's Avatar
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    Default Re: Karthadast reforms.. ?

    Quote Originally Posted by HamilcarBarca
    Does this mean Carthage has to complete building a barracks in each of theses ettlements before the reforms will occur?
    No, it means these provinces will receive the Carthage reform effects.

    The conditional reform is the lower code; the details of those conditionals are however much longer and are not shown in the code above. Essentially they check province-by-province the number of Carthaginian cities which have the prerequisite buildings. Before the reform could happen, Carthage needs five of the first building and the second 3. And of course only at 235 B.C. at the earliest.

    At least that's what it says.

    Unfortunately, as to what type of buildings they need I have absolutely no clue. Something about barracks 'n stuff. You should be able to compare the buildings' id's in the script code with the export_descr_buildings file though.

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