Mod Unit Availability Based on Culture % - Is this possible?

Moderator: Pocus

Post Reply
erok_corvinus
Private First Class - Opel Blitz
Private First Class - Opel Blitz
Posts: 2
Joined: Wed Nov 28, 2018 4:21 am

Mod Unit Availability Based on Culture % - Is this possible?

Post by erok_corvinus »

I’ve been able to add several units to a custom scenario I have been messing with. I have most of them linked back to the TT mod in FOG2 which adds to it. Right now the new units have their recruitment tied back to specific provinces in custom area recruitment groups.

Is it possible to have recruitment tied to a region’s or province’s ethnicity? Say like if a region’s ethnicity was 75% of a certain ethnic group, it would be available? If that is possible, what files would I need to adjust to set this up (besides for the units file)?

For what it is worth, I think this is a great game.

Thanks,
Pocus
Ageod
Ageod
Posts: 7685
Joined: Tue Oct 02, 2012 3:05 pm

Re: Mod Unit Availability Based on Culture % - Is this possible?

Post by Pocus »

You can hack your way is making that possible, but this won't be super straightforward. You could for example makes an event that add them in regions of a particular ethnicity, and remove them in others cases.

Barring that, the easiest solution would be to tie them to a regional decisions, that's a new feature of the upcoming DLC. Persia has a RGD that does exactly that, recruiting Hellenic mercenaries in Hellenes regions AND in Asia Minor. So if you can wait a few weeks, you can copy the RGD and make one of your own.
AGEOD Team - Makers of Kingdoms, Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.
Post Reply

Return to “MOD”