- Dec 14, 1999
- 19.507
- 97.091
It’s yet another Friday, and I am busy wrapping this project up. Before I go off for a weekend of resting, I’ll give you some sneakpeaks in this little development diary though.
One of the most eagerly awaited features of Napoleons Ambition is the option to go with Historical Monarchs/Leaders/Advisors. Here you see me running with the option of historical monarchs, and I get Karl XII on the historical date. Running with this option means more historical flavor, at the expense of some gameplay-options like succession wars, royal marriages and inheritances as they will not serve any purpose.
As mentioned last week, we have expanded the scripting capacity of the game-engine severly. With the following effects added upon the large amounts already existing, you could create very powerful usermods. For example, if you so determine, you could have entirely different dynasty-chains for different countries appearing depending on choices.
In Napoleons Ambition you will be able to create new centres of trade as well as destroy them. You can create a new centre in any of your provinces that fullfill the following conditions. It must be trading with a centre of trade not owned by you, that centre must trade at least 400 ducats worth, and you must be able to afford to pay 500 gold to open it. You can only close centres that you own, if they are worth less than 300 ducats of trade in total. This screenshot shows my England that could afford splitting the Burgundy CoT by opening their own trade in London. There are a lot of strategic options to this, and it will change quite a lot how trade works in the game.
One of the most eagerly awaited features of Napoleons Ambition is the option to go with Historical Monarchs/Leaders/Advisors. Here you see me running with the option of historical monarchs, and I get Karl XII on the historical date. Running with this option means more historical flavor, at the expense of some gameplay-options like succession wars, royal marriages and inheritances as they will not serve any purpose.
As mentioned last week, we have expanded the scripting capacity of the game-engine severly. With the following effects added upon the large amounts already existing, you could create very powerful usermods. For example, if you so determine, you could have entirely different dynasty-chains for different countries appearing depending on choices.
Code:
any_owned = {}
any_neighbor_country = {}
random_center_of_trade = {}
set_revolution_target = this/from/tag
country_event = event_id
province_event = event_id
remove_province_modifier = <modifier>
remove_country_modifier = <modifier>
revolt_risk = <num>
create_marriage = this/from/tag
create_alliance = this/from/tag
create_admiral = <power>
create_explorer = <power>
create_conquistador = <power>
create_general = <power>
create_colony = <size>
remove_merchant = this/from/random/tag
send_merchant = this/from/random/tag
kill_ruler = "name" / this
kill_leader = "name"
define_admiral = { name, stats etc..}
define_explorer = { name, stats etc..}
define_conquistador = { name, stats etc..}
define_general = { name, stats etc..}
random_empty_neighbor_province = {}
release_vassal= this/from/random/tag
In Napoleons Ambition you will be able to create new centres of trade as well as destroy them. You can create a new centre in any of your provinces that fullfill the following conditions. It must be trading with a centre of trade not owned by you, that centre must trade at least 400 ducats worth, and you must be able to afford to pay 500 gold to open it. You can only close centres that you own, if they are worth less than 300 ducats of trade in total. This screenshot shows my England that could afford splitting the Burgundy CoT by opening their own trade in London. There are a lot of strategic options to this, and it will change quite a lot how trade works in the game.