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New Mod I'm playing around with: Goldstarved

I'm used to being swimming in gold by midgame, and buildings like banks are pretty much ignored. I don't know how playable this mod is, since it's quite severe and I haven't done much testing, but here's a pretty simple poke that makes for some rather real decisions by midgame (I loaded a save game that had an income of 136; it dropped to -10 with significant unrest in cities).

First, change the unrest rates so it's actually tough to maintain a 1.5g tax rate. Using a hex editor, change wizards.exe 30340:
< 0A 00 14 00 1E 00 2D 00 3C 00 4B 00
> 0F 00 1E 00 2D 00 3C 00 4B 00 5A 00
Changes tax rate to 15% per 0.5g (sadly, does not change the menu screen, but it does change the actual unrest levels in game).

Using the tweaker, change builddat.lbx (default rule: 1g upkeep per 1 unit non-gold resource produced; unrest is assumed worth about 4; this is adjusted somewhat for some buildings).

Animist's Guild: upkeep -10 (figures 6 farmers)
Library: upkeep -2
Sage's Guild: upkeep -1
Oracle: upkeep -8
University: upkeep -5
Shrine: upkeep -4
Temple: upkeep -6
Parthenon: upkeep -8
Cathedral: upkeep -10
Granary: cost 100, upkeep -2
Farmer's Market: cost 150, upkeep -3
Forester's Guild: upkeep -5
Builder's Hall: upkeep 0
Miner's Guild: upkeep -6

Incidentally, some columns are wrong on the tweaker ('food' and 'mana' are not, in fact, food and mana; I don't know what they are), but the ones here are safe.
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Anthony Wrote:I'm used to being swimming in gold by midgame, and buildings like banks are pretty much ignored.

What settings are you playing? I almost never have a problem with too much money, and when I do, it's usually from capturing citadels.
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the AI has troubles with high building upkeep (because it builds everything everywhere), that's why i reduced it again in my mod and increased high end unit upkeep instead.
dance!
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letsdance Wrote:the AI has troubles with high building upkeep (because it builds everything everywhere), that's why i reduced it again in my mod and increased high end unit upkeep instead.
Shouldn't the AIs money cheat make up for that? In any case, my experience is that the AI is quite bad at producing economic buildings, which is what I made expensive (note: on reflection, I think I'm going to remove the tax rate changes until I determine whether they're needed).
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Anthony Wrote:Incidentally, some columns are wrong on the tweaker ('food' and 'mana' are not, in fact, food and mana; I don't know what they are), but the ones here are safe.

I fixed the naming of those columns.
They appear to have something to do with food and mana, but as yet I do not what.
The actual food and mana bonuses are hard coded and are not in this table.
--I like ILSe
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