Page 1 of 1

How do you set what can be produced in a captured city?

Posted: Mon Nov 07, 2011 5:40 pm
by rogerbacon51
I want to edit the settigns so that supply can be produced in a captured city. Where is that in the editor?

RE: How do you set what can be produced in a captured city?

Posted: Sun Jan 01, 2012 11:09 am
by CSO_Talorgan
Bump

RE: How do you set what can be produced in a captured city?

Posted: Wed Jan 04, 2012 1:30 am
by AlanBernardo
I think that if you look around and see what actually is going on, you'll see that captured cities, by design, cannot produce.

So by implication you cannot set in the editor what a captured city can produce.

It's a design decision, and one that I agree with.

Alan

RE: How do you set what can be produced in a captured city?

Posted: Wed Jan 04, 2012 3:59 am
by ernieschwitz
Actually, you can.

It´s rather complicated to explain. But it has to do with the setting of what certain peoples can produce for others.

I am sorry for sounding mysterious, i´ll try to make up for it in the next few posts.

RE: How do you set what can be produced in a captured city?

Posted: Wed Jan 04, 2012 4:18 am
by ernieschwitz
This is the people prod mod screen. I´ve selected German.

Down below is a screen full of numbers, in an array. There is a line of numbers for each people (and there is a people for each regime).

You´ll notice that there are some fields labeled PM with a number after. PM stands for Production Modifier. The standard Production Modifier is PMd.

As i mentioned i selected German. So this table is reflective only on how Germans and people Germans own are affected. PMd for Germans owned by Germans is thus: 1. Which means, produce normally. No modifier either way. Notice how PMd is 0 for all other people, except neutrals, that are set to 1 as well. That means all other people, except for Neutrals don´t produce anything for that regime, if owned by that regime.

Ok. So far so good. But they still produce PPs i hear you cry!

Yes. Now look at the PM2. It says that Germans producing for Germans produce 1. While PM2 for other peoples produce at PM2=0.5 ... that is half the amount you would expect if you owned them and they where germans. So here you have it... This is where the cost of Political Points and other stuff that CAN be produced is set the cost of.

(Look at the uploaded picture.)

Image

RE: How do you set what can be produced in a captured city?

Posted: Wed Jan 04, 2012 4:26 am
by ernieschwitz
Now back to how to set something to be using the PM2, setting instead of the PMd setting.

You go into each item, under items. and set it there. In this case i´ve chosen Political Points.

A screen with alot of numbers come up again, and alot of text.

Don´t panic.. look at the fartherest side of the picture, to where it says UsesProdMod.

It´s set at 2. That means it uses PM2, and not PMd. Had it been set at 1 or 0 it would be PMd.

Now if you want something to be producable there but at a reduced cost other than 50%... you would have to set it at UsesProdMod=3 and then change the People prod settings in the picture above this post, to a certain percentage. Say 0.2 ... And then that item would be producable at 5 times cost of normal.

For instance this could be SS Freiwilligen, from conquored nations... or the like...

Image

RE: How do you set what can be produced in a captured city?

Posted: Wed Jan 04, 2012 4:27 am
by ernieschwitz
Does this explain it? Or do you need more info?

RE: How do you set what can be produced in a captured city?

Posted: Wed Jan 04, 2012 4:33 am
by ernieschwitz
ORIGINAL: rogerbacon50

I want to edit the settigns so that supply can be produced in a captured city. Where is that in the editor?

So, to answer this question: You set supplies to UsesProdMod=2, and then they should be able to produce supplies.