Hello Suppanut,

thanks for adressing my previous questions. Some problems have been resolved in the meantime.

Quote Originally Posted by Suppanut View Post
Answers to some of your earlier problems.
Reply to 2)...
All resouces those appear on map which placing in campaign from Descr_Strat.txt don't need to assign in Descr_Regions.txt as engine will organized its existance in regional mechanic automaticallyt. All Those need to list in there are hidden resources defined in Export_Descr_Buildings.txt.
Yes, I already realized this.

Quote Originally Posted by Suppanut View Post
Reply to 3)...
Rebel tribal names are assign to regions via Descr_Regions.txt but all its entry as well as unit pools tie to them are defined in data/Descr_Rebel_Factions.txt. Appearance text in game about rebel defined in data/text/Rebel_Faction_Descr.txt. Rebel factions could be add new ones as well as customized all of them as much as you want.
Got that too. In the meantime I have completely reworked the rebels in the entire map. I'd like to add more specific units though.

Quote Originally Posted by Suppanut View Post
Reply to 4)
All mercenaries defined in descr_mercenaries.txt in campaign folder. All units there must assign ownership to all as well as must have mercenary attribute defined in Export_Descr_Units.txt. Made sure that each pools must not have regional overlap as it could appear only one pool in that region.
I did that too. Would like to have more specific mercenary units.

Quote Originally Posted by Suppanut View Post
In order to received those units when bribing, briber faction must be assigned as owner to those units in Export_Descr_Units.txt or else they would be disbanded after bribery complete. Safest way to do that is to give that character army with all mercenary type units as units with mercenary attribute in Export_Descr_Unitst.txt as those units usually assign ownership to all in that file.
Thanks, this seems useful. For the moment I have decided not to enter the units question. Since there are many good modders out there, I'll leave this work to someone else. But I'll keep this in mind.

Quote Originally Posted by Suppanut View Post
To create such special uprising above from settlement rebel, you need to assign those units to rebel factions which tie to that region according to Descr_Regions.txt. List of possible rebel spawning stack defined in data/Descr_Rebel_Factions.txt (don't forget to add new text to text/Rebel_Faction_Descr.txt if you add new entry in it). You must made sure that all units in this file must have slave ownership in Export_Descr_Units.txt.

To recruit those units according to regions, it is possible to do by...
1) Add those units as mercenary in mercenary pool tie to that region, beware that mercenary pools could not overlap, each regions, could have only pool assigning to it in one moment.

or...

2) Use concept of area of recruitment to condition of recruiting it in Export_Descr_Buildings.txt. To do that you must assign hidden resource that link to unit's recruiting condition to region in Descr_Regions.txt. Trade resource also work in this case too but it is using different condition in Export_Descr_Buildings.txt.
This is very helpful. We have already decided to use the recruitment area concept. Again this is a future project. And since I've been doing different things for a while, I'd have to study to get it all in mind.

Quote Originally Posted by Suppanut View Post
I also heard that you could only get 197 land regions and still want to reach 199. I used to have this problem before in current version of Extended Cultures (but I stuck at 198) but now I could made it up to 199 land regions in experimental version of Extended Culture 5. You must made sure that all water tile defining in Map_Regions.tga must use the same exact colour. Any kind of wrong/different colour that not defined in Descr_Regions.txt those cover over water area will made engine considered as another oceanic region. So you must made all those oceanic blue in that file as one exact tri-colour setting to left sea as 1 region.
I resolved this too after I realized that there were two slightly different colors in the Caspian Sea and the Red Sea. Now I have gone to 199.

By the way I like your extension to the south. How many additional regions have you got down there? I have made some research and come to the conclusion that you need between four and six additional regions. For the moment I wouldn't know where to cut regions in my map.

Today I have done some improvements in my map, adding three more land-bridges. I'll mail you later with some support for your research.