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Fu.Th.Sy.

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Jul 25, 2009
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By that I don't mean new types of buildings, I'd simply like to have a possibility to upgrade all buildings and not just stockades(walls). This is already possible to simulate with decision and a proper local_modifier, that would appear once a building in province is present. But the amount of decisions would then be to high.
 
The mechanics for forts seem to be hardcoded, in that the upgraded buildings actually replace the existing ones. But the prerequisite = x code still works for other buildings, so you could create an "upgrade" building that requires another building to exist in that province first, and their modifiers would simply add together. More or less the same result, in the end.

This is something I've tinkered with for EITC ;)
 
This is something I've tinkered with for EITC ;)
No point tinkering(spelling?meaning?) myself then, because this game really needs some type of province development.

So one could simply create limitless(I assume) buildings that would require other buildings and not just the same type?
For example: prerequisites for fort1 can also be temples or forums, or both.
 
No point tinkering(spelling?meaning?) myself then, because this game really needs some type of province development.
To "tinker" is to experiment. More like messing around, throwing a few ideas together and seeing how they work.

No reason for you to not tinker with it for yourself :)

So one could simply create limitless(I assume) buildings that would require other buildings and not just the same type?
For example: prerequisites for fort1 can also be temples or forums, or both.
Yep. Hoping to not spoil too much, but you could create some pretty complex building trees, allowing players to truly develop provinces. And even tie much of it into technology, decisions, laws, etc...

Like I said, I've been tinkering with it :)
 
It works like you said it will. The problem now are those mistakes I made when editing .GUI and .GFX files in interface. It doesn't seem to work if you only edit buildings.txt and tech files.

Ou, and thank you for explaining me the definition of ''tinkering''. In my case it would mean ''fiddling'', I failed you see :)
 
I always thought tinkering was like thinking in Australian... :DD

I've thought of using some ideas from ROTW, like the secret police thingy to lower revolt risk in the province. The big question is which building should be replaced with it...

BTW does anyone actually use the aquaducts? Because I always get bored before I can reach high enough tech and even if I'd play long enough my research always fails so I'm around 7 techs when the game ends...