decisions = {
ethnic_cleansing_in_flea_bottom = {
potential = { ai = no }
allow = { b_kings_landing = { has_building = ct_asoiaf_crown_basevalue_6 } }
effect = {
b_kings_landing = {
remove_building = ct_asoiaf_crown_basevalue_6
}
}
}
cast_mass_resurrect = {
potential = { ai = no }
allow = { b_kings_landing = { NOT = { has_building = ct_asoiaf_crown_basevalue_6 } } }
effect = {
b_kings_landing = {
add_building = ct_asoiaf_crown_basevalue_6
}
}
}
}I've been thinking that buildings might be a better way to control prosperity than modifiers. I presume there's an add_building command?
Cabezaestufa wrote:Here's an expansion of the example from the last page so you can see how things work:
Riso wrote:Really that's just an unnecessary addition for what, two, three places? Set the tax income so low that any owner would require decades to get a leg up instead.
Riso wrote:To simulate a ruin you can also reduce the number of allowed settlements in a region.

AnthonyNo13 wrote:That's exactly what I've been thinking. ESPECIALLY regarding the Eyrie. That castle struck me to be one of the mosy impregnable fortresses in all of Westeros when I read the book. But in this mod the Eyrie barely have any troops or fort level. Why is that? It is located on very high ground on top of a mountain and should be very hard to besiege. And easy to defend. There should definetly be a building for the Eyrie that will atleast increase it's fort level drastically.
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