Quote Originally Posted by Ymarsakar
That is what you should see at the end. A complete white section between Section 1 and 2. If you want to get more speed, you can delete the Reforms section. Then you can setup another "show_me" script file, like the one that pops up when you click on the Victory Conditions scroll on the faction page, which will activate the Reform for one turn. Then save/reload, and you get all the buildings and variables set without having to run the Reform section in your EBBS script file. I haven't worked out the bugs for this idea, of course, but you can activate another script via the victory conditions advice thread. I didn't get any further there because i was satisfied with the increase in the speed from just editing out the Puppet Ruler section. If you want more speed, then you can probably safely remove the money and population replenishment script section. Or replace the money script section with a more simplified version like konny's, which isn't faction specific, if I recall. [meaning there are less faction specific code like victory conditions] Anything that will decrease the size of the EBBS file should get you a noticeable increase in speed after a meg or two.

After you have gotten the zip and unzipped, place it in EB/Data/scripts/show_me
This is very helpful, although for me removing puppet ruler script doesnt make the turns much faster and it still takes about 90 sec to complete a turn as it did before.

However I didnt quite understand the above quote. If I run the full script the first turn I start a new campaign, then remove the reforms section do I still get the reforms?