rnbwtrout
11-06-2005, 02:58
OK, here's my mod called 'Kings and Princes'. Here are the files that have been altered:
defs\economy\buildings.in2 - I deleted all the military buildings except for the castle upgrades. This means you no longer can/need build them. Units now are automatically available at their normal price. This allows you to fight what I like to think of as "real" battles. This change is balanced by the fact that now you have to "pay" and "supply" your army (50 per corn, 5,000 to completely resupply). This is inspired by Angryminer's 'consume equipment' mod and just plain common sense. No longer can you keep campaigning your army without 'paying' them and 'resupplying' them through these changes without serious consequences. You still need to get 'Horses' for Cavalry but now every province can get 'Horses', and it's a little more expensive to fortify your castle.
defs\misc\econst.in2 - A lot of changes here:
1. Changed the trade structure. Getting money from traders was too easy imo. Traders now make much more reasonable income for you. This also reinforces the fact that land was the prime commodity.
2. You'll notice that it's now 100,000 to hire a marshall and 500 upkeep for him. Why? So neither you nor the computer can hire/keep a marshal. That's why my mod is called 'Kings and Princes'. Your King and your Princes are now the only ones able to lead your army. If you think about the miedeval times, that was usually always the case anyways. Also, you won't have super marshals with their super armies with you forever. (sidenote, if you marry your heir early, you get kids sooner i've found.)
3. The exotic upkeep is now at 20. This makes winning the game by getting all the advantages a lot more challenging.
4. 'Kingdom Power'. Don't really know why that was put in because it's kind of useless imo, so I've made it impossible to increase. It was also too easy a way to make money. But it will still decrease. I like the dishonorable consequences part of it. Don't worry, the game automatically increases you back to 0 gradually after you've suffered the consequences of your dishonorable behaviour.
5. Tweaked the battle experiences a little. In short, your marshal and your army get experience a little faster, but not much.
6. Put the Maxpiety and Maxbooks at 10,000 just because. Oh and because Jihads are now 5,000 piety and 10,000 gold. Jihads are too cool and I didn't want Islam nations to abuse them.
7. Starting gold is at 5000.
That's it here I think.
defs\misc\inflation.in2 - Tweaked this to make money a litle easier to keep when you're poor and to have a reasonable limit when you're rich.
defs\knights\menu.in2 - Took out the "recall" marshal to throneroom button. Found a bug that when you recall marshal and then reappoint, he automatically gets his supply wagon refilled. Didn't want a way around the new army system. Besides, what King or Prince really wants to become a trader, priest, landlord or builder once he's tasted the glory of combat?
defs\religion\modifiers.in2 - Hated the fact that Orthodoxes get a -2 moral lost. I'm sure it was put in specifically to kill off the Byzantine Empire like in history, but what about the awesome Rus Empires that eventually formed the powerhouse Russia? Nixed the money from piety. Don't remember money flowing away from the church in midieval times. It also reinforces the fact that land was the prime source of income. The changes in there are kinda superficial except for the money and the morale. Those changes will change the flow of 'Kings and Princes'.
defs\misc\-morale.csv - Tweaked it so that hunger now has a more serious effect to compliment the new army system.
defs\units\military\units.xls and units.txt - I changed the DEFENSE of most the units. I went off the pictures and sprites in the game. For instance, Normans have a huge shield and look to be fairly well armored, but they have "0" defense?! It kinda goes like this: if I see they have a shield, they get 5 defense. If they look like they're all armored up, they get an additional 5. If you can't tell em from a robot, they get an additional 5. Didn't touch the DEFENSE that was already there. Made the Mongols better soldiers like they deserved and decreased the Steppe Cavalry stats because no way were they better than Mongols or the threat the game makes them. Decreased the stats on the Janissarys too because they were not that dominating in history.
So that's my mod. It's the style I like. Some notes are: You should exile the first marshal the game automatically gives you right away; when you're playing a small country, you'll feel it and...laddermen are awesome.
Files can be downloaded at www.xtwebbiz.com/KingsAndPrinces/files
defs\economy\buildings.in2 - I deleted all the military buildings except for the castle upgrades. This means you no longer can/need build them. Units now are automatically available at their normal price. This allows you to fight what I like to think of as "real" battles. This change is balanced by the fact that now you have to "pay" and "supply" your army (50 per corn, 5,000 to completely resupply). This is inspired by Angryminer's 'consume equipment' mod and just plain common sense. No longer can you keep campaigning your army without 'paying' them and 'resupplying' them through these changes without serious consequences. You still need to get 'Horses' for Cavalry but now every province can get 'Horses', and it's a little more expensive to fortify your castle.
defs\misc\econst.in2 - A lot of changes here:
1. Changed the trade structure. Getting money from traders was too easy imo. Traders now make much more reasonable income for you. This also reinforces the fact that land was the prime commodity.
2. You'll notice that it's now 100,000 to hire a marshall and 500 upkeep for him. Why? So neither you nor the computer can hire/keep a marshal. That's why my mod is called 'Kings and Princes'. Your King and your Princes are now the only ones able to lead your army. If you think about the miedeval times, that was usually always the case anyways. Also, you won't have super marshals with their super armies with you forever. (sidenote, if you marry your heir early, you get kids sooner i've found.)
3. The exotic upkeep is now at 20. This makes winning the game by getting all the advantages a lot more challenging.
4. 'Kingdom Power'. Don't really know why that was put in because it's kind of useless imo, so I've made it impossible to increase. It was also too easy a way to make money. But it will still decrease. I like the dishonorable consequences part of it. Don't worry, the game automatically increases you back to 0 gradually after you've suffered the consequences of your dishonorable behaviour.
5. Tweaked the battle experiences a little. In short, your marshal and your army get experience a little faster, but not much.
6. Put the Maxpiety and Maxbooks at 10,000 just because. Oh and because Jihads are now 5,000 piety and 10,000 gold. Jihads are too cool and I didn't want Islam nations to abuse them.
7. Starting gold is at 5000.
That's it here I think.
defs\misc\inflation.in2 - Tweaked this to make money a litle easier to keep when you're poor and to have a reasonable limit when you're rich.
defs\knights\menu.in2 - Took out the "recall" marshal to throneroom button. Found a bug that when you recall marshal and then reappoint, he automatically gets his supply wagon refilled. Didn't want a way around the new army system. Besides, what King or Prince really wants to become a trader, priest, landlord or builder once he's tasted the glory of combat?
defs\religion\modifiers.in2 - Hated the fact that Orthodoxes get a -2 moral lost. I'm sure it was put in specifically to kill off the Byzantine Empire like in history, but what about the awesome Rus Empires that eventually formed the powerhouse Russia? Nixed the money from piety. Don't remember money flowing away from the church in midieval times. It also reinforces the fact that land was the prime source of income. The changes in there are kinda superficial except for the money and the morale. Those changes will change the flow of 'Kings and Princes'.
defs\misc\-morale.csv - Tweaked it so that hunger now has a more serious effect to compliment the new army system.
defs\units\military\units.xls and units.txt - I changed the DEFENSE of most the units. I went off the pictures and sprites in the game. For instance, Normans have a huge shield and look to be fairly well armored, but they have "0" defense?! It kinda goes like this: if I see they have a shield, they get 5 defense. If they look like they're all armored up, they get an additional 5. If you can't tell em from a robot, they get an additional 5. Didn't touch the DEFENSE that was already there. Made the Mongols better soldiers like they deserved and decreased the Steppe Cavalry stats because no way were they better than Mongols or the threat the game makes them. Decreased the stats on the Janissarys too because they were not that dominating in history.
So that's my mod. It's the style I like. Some notes are: You should exile the first marshal the game automatically gives you right away; when you're playing a small country, you'll feel it and...laddermen are awesome.
Files can be downloaded at www.xtwebbiz.com/KingsAndPrinces/files