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unmerged(3057)

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Apr 16, 2001
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I've lurked for a while and I have a couple of questions regarding editing.

1) How do you adjust the tech costs? I have found the relevant files, and Infrastructure and Trade seem pretty straightforward, but I don't understand which fields to change in land and naval.
...which leads into...
2) Has anybody considered or tried a game with all monarchs Administrative and Military values set to zero? This would address the issue of minors advancing too fast because of their monarch bonuses, while not penalizing success by giving them monarchs that are worse than the majors. I tried this combined with editing the taxstab file, and the results were interesting. Tech advances were pathetically slow due to the reduction in total income and loss of any bonuses, but the armies were nice and small and the minors didn't seem to shoot ahead. Merchant costs averaged 2 ducats higher, even in your home COT, so apparently the monarch admin skill changes this cost. I want to reduce the tech costs to get a more historical rate of advance, but I think this approach may have some possibilities with playtesting. Is there something I'm overlooking by taking away the bonuses, or has anyone else done this?
Thanks for any replies,
Adam Cardwell
 
I've lurked for a while and I have a couple of questions regarding editing.

1) How do you adjust the tech costs? I have found the relevant files, and Infrastructure and Trade seem pretty straightforward, but I don't understand which fields to change in land and naval.
...which leads into...
2) Has anybody considered or tried a game with all monarchs Administrative and Military values set to zero? This would address the issue of minors advancing too fast because of their monarch bonuses, while not penalizing success by giving them monarchs that are worse than the majors. I tried this combined with editing the taxstab file, and the results were interesting. Tech advances were pathetically slow due to the reduction in total income and loss of any bonuses, but the armies were nice and small and the minors didn't seem to shoot ahead. Merchant costs averaged 2 ducats higher, even in your home COT, so apparently the monarch admin skill changes this cost. I want to reduce the tech costs to get a more historical rate of advance, but I think this approach may have some possibilities with playtesting. Is there something I'm overlooking by taking away the bonuses, or has anyone else done this?
Thanks for any replies,
Adam Cardwell
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1. The cost is based on the Year avarange and each year have an "basevalue".
Ex.
"level" ; 1597
"level" ; 1608 = 11 x "basevalue" as an cost for this level


2. Don't think that's any good idea to have 0 on them ore change any Monarch's skill for any countrie (if they are correct at start, "matter of taste").

I have starting to give the major's some manufacturies instead in the setup to speed up their's techinvestment's early in the game (have other settings who gives Major's an bonus to) and that's not so unrealistic even if they arn't aviable at that time comparing to the techlevel, works ok and the AI follow's the timeline pretty good.

My suggestion is that u should look at the IGC and Real EU scenarios (both ar very good) and they have setting's who are familiar to thoose I use and I use many of theirs setting's to.

If u want u can always email me if u have more question's about this, It's np and I do a lot of testing's only to figure out how the engine work's comparing to the changes I make.