PDA

View Full Version : Question on defs/misc/econst.in2 regarding governors values


tenryu
26-01-2006, 13:55
Testing I did indicates "Cleric#Books = # and Cleric#Happiness = # " don't work.

Am I to assume that all the listed Governor type boosts are not working aside from the base book, gold, workers, food boosts?

If not what else does work, lol. ( j/k) What i am really asking is do any of the other boosts work: Farmer#MaxPop, SeigeTime, Builder#Zones Upgrade, etc., or is just Cleric screwed?
Thx in advance.

tenryu
26-01-2006, 14:24
Further testing shows no effect from: Farmer#Farms, Builder#Villages, and Cleric#Monast. Hmmm, that sux.

tenryu
26-01-2006, 17:26
Anyone know? Anyone confirm this stuff?

Elvain
26-01-2006, 17:48
I can only say that I don't know about them working...

tenryu
26-01-2006, 18:08
Thx for response Elvain. There are some things about this game that are rather frustrating to get information about.

Doux
26-01-2006, 19:26
That's right, happiness & such boni don't work. I didn't know about more - farmer, builder etc.? I thought they were alright. Too nad indeed. At least all base_bonus-es work.

tenryu
26-01-2006, 20:38
I tested trader#valuables it doesn't do a thing either.
Bah!

I cleaned up my listings to just use the base values and try and make them significant:

Farmer0Base = 2 : T 2
Farmer1Base = 2 : T 4
Farmer2Base = 3 : T 7
Farmer3Base = 3 : T 10
Farmer4Base = 4 : T 14
Farmer5Base = 6 : T 20 food

Builder0Base = 2 : T 2
Builder1Base = 2 : T 4
Builder2Base = 3 : T 7
Builder3Base = 3 : T 10
Builder4Base = 4 : T 14
Builder5Base = 6 : T 20 workers

Trader0Base = 5 : T 5
Trader1Base = 10 : T 15
Trader2Base = 20 : T 35
Trader3Base = 30 : T 65
Trader4Base = 45 : T 110
Trader5Base = 65 : T 175 gold

Cleric0Base = 2 : T 2
Cleric1Base = 2 : T 4
Cleric2Base = 3 : T 7
Cleric3Base = 3 : T 10
Cleric4Base = 5 : T 15
Cleric5Base = 5 : T 20 books

I'm going to assume for the "governors"(which really don't "govern" )are in reality an abstraction for state administrative attention and the marshalling of resources in a given province.

The cleric and merchant of course have other uses, still they must be assigned to get their book or money boosts.

The builder and farmer i'm going to look at as construction and logistic "corps". The builder useful to more rapidly rebuild or buildup devastated/poor provinces and the farmer being handy to increase food production either at a key troop raisng center or at the front lines for restock and replacements.

I'm not sure at all how this fits with anyone else's modding plans. I'm just posting this to explain concepts I'm using because otherwise builders and farmers look pretty useless on top of which even merchants and clerics are cripped.

tenryu
28-01-2006, 14:13
Lucky me! I've discovered a way to reliably CTD!
:/
Since it's related to the post right before this on the knight boni changes I made I think, you might want to read my post I attached to the "crashes to desktop" thread in the Tech help forum here.