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Production in occupied cities?

Posted: Mon Jun 29, 2015 11:58 pm
by GaryChildress
How do you make something buildable in a occupied city? In other words if I capture an enemy city I want to make a particular unit type buildable in captured enemy cites. How would I set that up? [&:]

Thanks.

RE: Production in occupied cities?

Posted: Tue Jun 30, 2015 3:52 pm
by Jeffrey H.
Ernie has done this via scripting in the editor, check out his latest GD 1938 mod. Or ask him about it.

RE: Production in occupied cities?

Posted: Tue Jun 30, 2015 5:01 pm
by ernieschwitz
Actually, depends on if you are modifying a masterfile/existing scenario, or making a whole new one, ... and it really depends on what you are doing. Are you for instance making the cities able to produce what all cities can produce, at a lower rate, or are you adding something they and only they can produce.

RE: Production in occupied cities?

Posted: Tue Jun 30, 2015 11:30 pm
by GaryChildress
I created a random game file and want to make it so that captured enemy cities can produce collaborator militia units as well as the usual political points and resources. Is there a way to do this without scripting?

RE: Production in occupied cities?

Posted: Wed Jul 01, 2015 2:40 am
by Vic
Hi Gary,

You need to set the production modifiers (PMs) in the 'people subwindow'. There are 4 different ones.
http://www.vrdesigns.nl/atwiki/doku.php?id=people

And you need to set each itemtype to one of these 4 PM's.
http://www.vrdesigns.nl/atwiki/doku.php?id=item_type

A location will then look up the production modifier (0.0=no prod possible, 1.0=regular, 0.5=half speed) specified for the people living in the location when they are owned by a regime of peoplegroup X.

best wishes,
Vic

RE: Production in occupied cities?

Posted: Wed Jul 01, 2015 5:17 am
by ernieschwitz
Yup, thats what I would have said too....