/
build_concentrated_vanilla.rb
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/
build_concentrated_vanilla.rb
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#!/usr/bin/env ruby
require "./concentrated_vanilla"
M2TW_Mod.new({
:cai => false,
:bai => true,
:strat => true,
}) do
### Setup map
add_regions!
### Building tree
# single_settlement_type!
# simplify_building_tree_1_type!
# simplify_building_tree_2_types!
### Settlement
construction_time_one_turn!
building_cost!(1.5, 1.0)
religion_bonus!(1.5)
# rearrange_resource_values!
# resource_value!(1.5) # 2.5 is way too much, especially with trade or mine bonuses
# trade_bonus!(1.0)
mine_resource!(2.0) # this gets multiplied by resource value, so don't overdo
# all_buildings_available!
villages_800_people!
# no_siege!
# increase_settlement_size!
# increase_settlement_size! # double increase !
distance_to_capital_penalty!(0.2, 0.3)
### Unit tree
# simplify_unit_tree!
# remove_siege_units!
### Unit recruitment and upkeep
big_garrisons!
more_recruitment_slots!
# free_retraining! # Doesn't work anyway, even with both xmls
unit_cost!(1.0, 0.6)
### Basic settings
# taxes_influence_on_growth!(0.0) # stop tax shenanigans
# king_purse!(1.5)
rebel_spawn_rates!(5)
plaza_capture!(1.0, 0.95)
fix_standing!
# all_mercenaries_available!
more_mercenaries!(2.0, 4.0, 0.25)
# no_rebels!
show_date_as_year!
# more_rebels!
### Campaign
random_seed!(ENV["RANDOM_SEED"] || "0")
# silicy_scenario!
# byzantine_scenario!
# random_scenario!({
# "byzantium" => 4..9,
# "moors" => 4..9,
# "turks" => 4..9,
# "egypt" => 4..9,
# "russia" => 4..9,
# "hre" => 2..7,
# "france" => 2..7,
# "scotland" => 2..7,
# "hungary" => 2..7,
# "venice" => 2..7,
# "milan" => 2..7,
# "spain" => 2..7,
# "sicily" => 2..7,
# "england" => 2..7,
# "poland" => 2..7,
# "portugal" => 2..7,
# "denmark" => 2..7,
# "papal_states" => 2..7,
# }, 1.0 - 0.8, false)
# start_wars!
more_initial_rebels!
# epic_armies!
long_campaign_regions_to_take!(50)
### Captain obvious
# reduce_captain_obvious!
# remove_useless_sounds!
### Crusades
fast_crusades!
min_jihad_piety!(2)
crusades_everywhere!
no_crusade_disband!
older_cardinals!
### Events
move_event!('mongols_invasion_warn', 1208..1224)
move_event!('gunpowder_discovered', 1290..1300)
move_event!('timurids_invasion_warn', 1368..1384)
move_event!('world_is_round', 1400..1408)
move_event!('first_printing_press', 1454..1454)
### CAI
# ai_personality!("sailor", "henry")
fix_naval_autoresolve! # It doesn't seem to be doing anything whatsoever...
### BAI - contrary to internet these are BAI-only settings without CAI effects
sally_out_ratio!(0.65)
stronger_ratio!(0.65)
### Agents
remove_agents!('merchant')
# remove_agents!('spy')
# remove_agents!('assassin')
campaign_movement_speed!(1.5)
agent_speed!('diplomat', 5.0)
agent_speed!('princess', 5.0)
agent_speed!('merchant', 3.0)
agent_speed!('spy', 3.0)
agent_speed!('assassin', 3.0)
agent_speed!('priest', 3.0)
# spy_cost!(2.0)
# high_fertility! # good idea but maybe too extreme
### Guilds
# add_guilds!
# alt_guild_system!
# better_guild_units! # units are modded here and later, order matters...
easy_guilds!
### Units
# bodyguard_size!(0.5)
# cavalry_cost!(1.0, 0.5)
missile_infantry_ammo!(2.0)
# missile_infantry_size!(0.75)
all_archers_stakes!
artillery_range_ammo!(1.0, 2.5)
artillery_size!(1.0, 1.5)
# basic_infantry_garrisonned_for_free!
# low_morale!
# cavalry_size!(0.75)
# increase_unit_defense!
mod_unit_attack!(0.6)
# mod_unit_charge!(1.5)
nerf_rams!
increase_artillery_accuracy!(2.25)
mod_mercenary_cost!(1.25, 1.25)
mod_unit_upgrade_cost!(0.0)
do_not_start_skirmishing!
### Units - bug workarounds (with pretty massive balance implications)
### (pikes are extremely powerful with this as long as they stay in formation)
fix_rubber_swords!
no_fire_by_rank!
### Sieges
wall_control_area!(4.0) # Not sure if setting it lower than 1.0 actually does much, even if >1.0 definitely should
# wall_strength!(3.0, 1.0)
tower_fire_rate!(3.0, 1.0)
rebalance_wall_arrows!(3)
end