Results 1 to 13 of 13

Thread: Miserable Settlements

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: Miserable Settlements

    you can just mod settlement_mechanics and mod distance to capital line that way there will be no unrest because of distance of capital which is the main reason for unrest if empire gets too large.
    How to unpack specific files to they respective folders:
    make a new .cmd in Medieval II Total War\tools\unpacker and put this inside after you right-click edit.
    Code:
    unpacker --source="..\..\packs\*.pack" --destination=..\..\--filter=[name of file goes here w/o brackets]

  2. #2

    Default Re: Miserable Settlements

    It is not just Chivalric governors who help with happiness. Dreadful governors give the same 5% bonus for each point of dread. Although it is is not happiness, it is "fear". In any case, the best governors are ones who have EITHER high chivalry or high dread. There is no advantage to having a 'neutral' governor (or general for that matter). Chivalric governors actually have a slight disadvantage in this particular case because they also give a +0.5% growth per point of chivalry, so the settlement will grow larger and become even more unruly.

    It is VERY important to note, that when you first capture a settlement, it gets a +unrest 'bonus' (visible in city details) which will decrease happiness 10-40%. It disappears after a few turns but it can be a big hassle while it lasts. The unrest depends on what action you take when you defeat the city. Occupation gives largest unrest, Sack gives medium, and Exterminate gives the lowest. Equally likely, it could be that the unrest depends on the population size, in which case Exterminate gives the lowest unrest 'bonus' simply because you only have 25% of the population left. In any case the outcome is the same in terms of happiness: Exterminated cities are easier to keep under control. I have never taken the time to figure out which one is the triggering cause.
    Last edited by ReiseReise; 02-24-2008 at 15:24.

  3. #3
    Ice stink there for a ham. Member Mystery Science Torture 3000 Champion, Mini Putt 3 Champion, Super Hacky Sack Champion, Pencak Champion, Sperm Wars Champion, Monkey Diving Champion Yoyoma1910's Avatar
    Join Date
    Apr 2005
    Location
    Yarr me matey. I be livin on the high seas.
    Posts
    2,528

    Default Re: Miserable Settlements

    Have you tried the "Dunkin Donuts" building mod? That tends to both improve happiness and law (more constables I guess), but it lowers the health of your population.






    Otherwise you could try being nice to the people, and do things like build churches or administration buildings. People love administration buildings... because I guess it helps them get their government checks easier?
    Last edited by Yoyoma1910; 02-24-2008 at 21:03.

    My kingdom for a .

  4. #4
    Knight of Fable... Member Mek Simmur al Ragaski's Avatar
    Join Date
    Mar 2008
    Location
    England
    Posts
    458

    Unhappy Re: Miserable Settlements

    I find that looking at what is causing the problem in the settlement details thing helps, if there is religious unrest build a chapel and mass produce priests, if they simply hate you, leave the settlement, let them declare independece, then exterminate their sorry asses, im having no rebels in my kingdom, not even a single farmer
    'It is not anger that drives me to destroy the Egyptian empire, but the promise of gold, a throne, and of all the ruling Pharaoh's concubines in a single night'
    -Me sacking the Egyptian cities...

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO