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unmerged(43599)

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Apr 26, 2005
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Il n'y a qu'un mec sur la partie francophone, alors pas la peine de m'envoyer là bas, on ne sera pas m'aider (c'est un peu pour cela que je viens ici.

There is not qu' a guy on the French-speaking part, then not the sorrow to send to me there low, one will not be me to help (it is a little for that I come here).


Chose qui m'énerve, c'est que les Publicani se tapent en moyenne 50% d'attraction en raison des routes commerciales non utilisées. N'y a t il pas un moyen de modifier un "fichier" afin que ce pourcentage soit moins important ? Car après deux trois ans, le nombre de sénateurs passent de 20% à 60-75 % facilement. Je sais que le patch 2.2 arrange cela, mais je fais un AAR en ce moment (en version 2.1), et je n'ai nullement envie de faire tout faire planter (j'ai eu un bug la fois que je l'ai fais, j'ai dû tout réinstaller car le jeu ne reconnaissait pas mes anciennes sauvegardes). Merci de votre aide.

Thing which irritates me, it is that Publicani type on average 50% d' attraction because of trade route not used. It is not possible to modify a " fichier" so that this percentage is less important? Because after two three years, the number of senators pass from 20% to 60 75% easily. I know that the patch 2.2 arranges that, but I make a AAR in this moment (in version 2.1), and I by no means want to do to do everything to plant (I had a bug the time I l' have make, j' had all to reinstall because the play did not recognize my old safeguards). Thank you for your assistance.
 
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unmerged(43599)

Pontifex Maximus des AAR's
Apr 26, 2005
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cognomen.skyrock.com

unmerged(112922)

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Aug 31, 2008
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You could just trade more. Keep trading and it will be a lot lower.

If cannot trade with other nations you can trade with yourself. Click on your own province, then click on an empty trade route. You will then get a choice of what to trade to your other friendly provinces.

You can see which provinces still have trade routes available by pressing the (T) key on your keyboard.

EDIT: You can edit the game to change this if you do not want to trade internally. I have Vae Victis 2.2.

Go to your "defines.txt" file (Europa Universalis - Rome\common\defines.txt). "Defines.txt" contains the definitions for a lot of things in the game.

Find "_CDEF_ALIGN_INACTIVE_TRADE_ROUTES_FACTOR_". If you can't find this look under "country = {" for something similar. In front of the "_CDEF_ALIGN_INACTIVE_TRADE_ROUTES_FACTOR_" it says (for me) 0.30. Change this to what you want or delete the whole line.
 
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Lofman

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Find "_CDEF_ALIGN_INACTIVE_TRADE_ROUTES_FACTOR_". If you can't find this look under "country = {" for something similar. In front of the "_CDEF_ALIGN_INACTIVE_TRADE_ROUTES_FACTOR_" it says (for me) 0.30. Change this to what you want or delete the whole line.

Deleting the line would probably not be a good idea as then the game would simply assume the next value is _CDEF_ALIGN_INACTIVE_TRADE_ROUTES_FACTOR_ as the important thing is the order of the values, note that the names given are in comments. However changing it can be done with no problems.
 

unmerged(43599)

Pontifex Maximus des AAR's
Apr 26, 2005
4.535
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cognomen.skyrock.com
You could just trade more. Keep trading and it will be a lot lower.

If cannot trade with other nations you can trade with yourself. Click on your own province, then click on an empty trade route. You will then get a choice of what to trade to your other friendly provinces.

You can see which provinces still have trade routes available by pressing the (T) key on your keyboard.

EDIT: You can edit the game to change this if you do not want to trade internally. I have Vae Victis 2.2.

Go to your "defines.txt" file (Europa Universalis - Rome\common\defines.txt). "Defines.txt" contains the definitions for a lot of things in the game.

Find "_CDEF_ALIGN_INACTIVE_TRADE_ROUTES_FACTOR_". If you can't find this look under "country = {" for something similar. In front of the "_CDEF_ALIGN_INACTIVE_TRADE_ROUTES_FACTOR_" it says (for me) 0.30. Change this to what you want or delete the whole line.
Je ne serai pas faire plus de commerce car je n'ai plus que des provinces produisant du blé. Et une province qui produit ou se fournit déjà en blé, ne commerce pas avec une province qui produit ou comme déjà du blé. J'ai la version 2.1 (quand j'ai tenté la 2.2 cela a fait planter mon jeu, je ne arrivais plus à charger mes sauvegardes).
I will not be to make more trade because I n' have more than provinces producing of corn. And a province which produces or provides already out of corn, does not trade with a province which produces or like already corn. I have version 2.1 (when I tried the 2.2 that made plant my play, I did not manage any more to charge my safeguards)
 

unmerged(43599)

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cognomen.skyrock.com
common/defines

start_date = {
year=474
month=0
day=0
}

end_date = {
year=727
month=1
day=16
}

character =
{
16 #_CHDEF_AGE_OF_ADULTHOOD_
45 #_CHDEF_MAX_CHILD_BIRTH_AGE_
3 #_CHDEF_CHILD_BIRTH_TO_PREGNANCY_WAIT_ (months)
40 #_CHDEF_OLD_AGE_
2 #_CHDEF_SON_INHERITANCE_MULTIPLIER_
2 #_CHDEF_FIRST_SON_INHERITANCE_MULTIPLIER_
0.05 #_CHDEF_BASE_DOWRY_
0.1 #_CHDEF_MAX_DOWRY_
30 # _CHDEF_MISSION_TIME_
0.4 #_CHDEF_BASE_CHARACTER_ASSASSINATION_CHANCE_
24 #_CDEF_MONTHS_BETWEEN_ASSASSINATIONS_
-0.3 #_CHDEF_CHARACTER_ESCAPE_AFTER_FAIL_ADD_
0.5 #_CHDEF_BASE_CHARACTER_SPY_CHANCE_
30 #_CHDEF_DAYS_COMPLETE_MISSION_
12 # _CHDEF_MONTHS_BATTLE_TO_TRIUMPH_
3 # _CHDEF_CHARACTER_TRIUMPH_COST_DIVIDER_
50 # _CHDEF_CHARACTER_TRIUMPH_LOYALTY_MAXGAIN_
50 # _CHDEF_CHARACTER_FREE_HANDS_LOYALTY_MAXGAIN_
0.3 # _CHDEF_CHARACTER_FREE_HANDS_CORRUPTION_MODIFIER_
50 # _CHDEF_BRIBE_COST_
50 # _CHDEF_ASSASSINATE_COST_
5 # _CHDEF_SMEAR_COST_
12 # _CHDEF_MINIMUM_JOB_TERM_
}

trade =
{
0.05 #_TRDEF_CIV_SPREAD_FROM_TRADE_
0.15 #_TRDEF_CIV_LAND_TRADE_INCOME_
0.2 #_TRDEF_CIV_NAVAL_TRADE_INCOME_
0.3 #_TRDEF_CIV_INTERNAL_TRADE_MODIFIER_
30 #_TRDEF_TRADE_SETUPTIME_ (days)
0.01 #_TRDEF_POPULATION_TRADE_INCOME_
0.01 # _TRDEF_YEARLY_STABILITY_BONUS_
}

diplomacy =
{
360 #_DIPDEF_FOREIGN_REBELS_ENDURANCE_
250 #_DIPDEF_BASE_SEDUCE_COST_
-200 #_DIPDEF_EXECUTION_RELATION_MODIFIER_
-100 #_DIPDEF_IMPRISON_RELATION_MODIFIER_
}

economy = {
0.1 #_EDEF_LAND_MAINTENANCE_FACTOR_
0.025 #_EDEF_NAVAL_MAINTENANCE_FACTOR_
3.0 #_EDEF_OVER_FORCE_LIMIT_FACTOR_
}

country = {
0.1 #_CDEF_CULTURE_LOSS_THRESHOLD_
0.2 #_CDEF_CULTURE_GAIN_THRESHOLD_
30 #_CDEF_BADBOY_LIMIT_
50 #_CDEF_CORE_LOSE
25 #CDEF_CORE_GAIN_
0.01 #CDEF_POPULATION_GROWTH
2 #_CDEF_BARBARIAN_GROWTH_
0.007 #_CDEF_CIV_SPREAD_FACTOR_
2 #_CDEF_MIN_BARBARIAN_SPAWN_POWER_
7 #_CDEF_BARBARIAN_TO_POWERFUL_
3 #_CDEF_BARBARIAN_DISPLACEMENTDIFF_
5 #_CDEF_BARBARIAN_LOOT_MULT_
0.1 #_CDEF_BARBARIANS_TO_SLAVES_
0.125 #_CDEF_FREEMEN_TO_MANPOWER_,
0.5 #_CDEF_SLAVES_TO_TAX_,
1.0 #_CDEF_CITIZENS_TO_RP_,
0.2 #_CDEF_BARBARIANS_TO_FREEMEN_,
0.5 #_CDEF_BARBARIANS_BARBARIAN_CULTURECHANGE_RATIO_
12 # _CDEF_MONTHS_BETWEEN_TRIUMPHS_
6 #_CDEF_MONTHS_BETWEEN_PIG_STABBING_
8 # _CDEF_INITIAL_MERCS_
0.2 # _CDEF_MERCS_MONTHLY_CHANGE_
99 # _CDEF_SENATE_SEATS_
40 # _CDEF_SENATE_RED_THRESHOLD_ (Can perform action above this )
60 # _CDEF_SENATE_GREEN_THRESHOLD_ (Ruler will not incur a popularity penalty above this)
6 # _CDEF_CIVIL_WAR_AUTO_END_YEARS_ (If a side in a civil war can hold the original capital for this long, it wins. )
1.0 # _CDEF_RELIGION_POWER_OMEN_CHANCE_RATIO_
}

military = {
1000 # _MDEF_GARRISON_SIZE_,
0.4 # _MDEF_ASSAULT_ATTACKER_LOSS_,
0.1 # _MDEF_ASSAULT_DEFENDER_LOSS_,
4 # _MDEF_ASSAULT_DICE_MODIFIER_,
1 # _MDEF_REGIMENT_MANPOWER_COST_,
10 # _MDEF_MAX_MANPOWER_, (multiplied with the yearly manpower from all owned provinces)
2.0 # _MDEF_MERCENARY_MAINTENANCE_
1 # _MDEF_MILITIA_COST_,
2 # _MDEF_HEAVY_INFANTRY_COST_,
5 # _MDEF_CAVALRY_COST_,
5 # _MDEF_HORSE_ARCHERS_COST_,
1 # _MDEF_ARCHERS_COST_,
25 # _MDEF_WARELEPHANTS_COST_,
10 # _MDEF_TRIREME_COST_,
2 # _MDEF_MILITIA_SPEED_,
2 # _MDEF_HEAVY_INFANTRY_SPEED_,
4 # _MDEF_CAVALRY_SPEED_,
4 # _MDEF_HORSE_ARCHERS_SPEED_,
2 # _MDEF_ARCHERS_SPEED_,
2 # _MDEF_WARELEPHANTS_SPEED_,
8 # _MDEF_TRIREME_SPEED_,
30 # _MDEF_MILITIA_TIME_,
60 # _MDEF_HEAVY_INFANTRY_TIME_,
60 # _MDEF_CAVALRY_TIME_,
60 # _MDEF_HORSE_ARCHERS_TIME_,
45 # _MDEF_ARCHERS_TIME_,
360 # _MDEF_WARELEPHANTS_TIME_,
180 # _MDEF_TRIREME_TIME_,
0.05 # _MDEF_MONTHLY_REINFORCE_,
0.1 # _MDEF_MONTHLY_REPAIR_,
1 # _MDEF_BARBARIAN_POWER_MULT_,
0.7 # _MDEF_BARBARIAN_MILITIA_,
0.2 # _MDEF_BARBARIAN_ARCHER_,
0.1 # _MDEF_BARBARIAN_CAVALRY_,
0.025 # _MDEF_CONQUER_LOSS_,
0.1 # _MDEF_CONQUER_TO_SLAVES_,
1.0 # _MDEF_POPULARITY_FACTOR_,

0.3 # _MDEF_NAVAL_EXPERIENCE_DAMAGE_REDUCTION_
0.3 # _MDEF_LAND_EXPERIENCE_DAMAGE_REDUCTION_
0.1 # _MDEF_NAVAL_DAMAGE_MODIFIER_
1.0 # _MDEF_FRONT_LINE_MODIFIER_
0.5 # _MDEF_BACK_LINE_MODIFIER_
0.25 # _MDEF_RALLY_INCREASE_
0.40 # _MDEF_ENVELOPE_
0.40 # _MDEF_WEDGE_
0.25 # _MDEF_FORCE_ATTACK_
0.25 # _MDEF_HOLD_GROUND_
0.2 # _MDEF_LAND_DAMAGE_MODIFIER_
0.1 #_MDEF_PERSONAL_LOYALTY_BONUS_
3.0 # _MDEF_MERCENARIES_LOYALTY_MULTIPLIER
0.4 # _MDEF_CONVERT_TO_MERCENARIES_ON_DISBAND_FACTOR
0.8 # _MDEF_LOYAL_TROOPS_MAINTENANCE_FACTOR
0.25 #_MDEF_MORALE_COLLAPSE_THRESHOLD_
}
 

Lofman

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Je ne serai pas faire plus de commerce car je n'ai plus que des provinces produisant du blé. Et une province qui produit ou se fournit déjà en blé, ne commerce pas avec une province qui produit ou comme déjà du blé. J'ai la version 2.1 (quand j'ai tenté la 2.2 cela a fait planter mon jeu, je ne arrivais plus à charger mes sauvegardes).
I will not be to make more trade because I n' have more than provinces producing of corn. And a province which produces or provides already out of corn, does not trade with a province which produces or like already corn. I have version 2.1 (when I tried the 2.2 that made plant my play, I did not manage any more to charge my safeguards)

With 2.1 there is nothing that can be done in defines as the values have not been exported there in that version. However as the problem is a large number of trade routes that can't be filled as there already is much trade, I can see two possibilities to deal with it. First is to edit the buildings so that atleast one building reduces number of trade routes, however it is hard to see which building would be most suited.

A probably better option would be to add a modifier (in triggered_modifiers.txt) that simply reduces global trade routes with 1 (or 2 depending on which seems best) with the requirements to get the modifier can be as simple as tag = ROM or something more advanced depending on number of ongoing games and other considerations (if your only game is the AAR; nice one by the way, I may not understand a word of french but that is some nice plausible expansion; and you plan to get 2.2 when it is finished, then I would suggest to keep the trigger as simple as possible)

EDIT:Something like this (add in triggered_modifiers.txt) should work:
Code:
we_dont_want_more_trade = {
	trigger = {
		culture_group = latin
	}
	global_trade_routes = -1	
	icon = 3
}
 

unmerged(43599)

Pontifex Maximus des AAR's
Apr 26, 2005
4.535
0
cognomen.skyrock.com
With 2.1 there is nothing that can be done in defines as the values have not been exported there in that version. However as the problem is a large number of trade routes that can't be filled as there already is much trade, I can see two possibilities to deal with it. First is to edit the buildings so that atleast one building reduces number of trade routes, however it is hard to see which building would be most suited.

A probably better option would be to add a modifier (in triggered_modifiers.txt) that simply reduces global trade routes with 1 (or 2 depending on which seems best) with the requirements to get the modifier can be as simple as tag = ROM or something more advanced depending on number of ongoing games and other considerations (if your only game is the AAR; nice one by the way, I may not understand a word of french but that is some nice plausible expansion; and you plan to get 2.2 when it is finished, then I would suggest to keep the trigger as simple as possible)

EDIT:Something like this (add in triggered_modifiers.txt) should work:
Code:
we_dont_want_more_trade = {
	trigger = {
		culture_group = latin
	}
	global_trade_routes = -1	
	icon = 3
}
Avec 2.1 il n'y a rien qui peut être fait dedans définit car les valeurs n'ont pas été exportées là dans cette version. Cependant comme problème est un grand nombre d'itinéraires commerciaux qui can' ; t soit rempli car il y a déjà beaucoup de commerce, je peut voir deux possibilités pour traiter lui. Est d'abord éditer les bâtiments de sorte que le bâtiment de l'atleast un réduise le nombre d'itinéraires commerciaux, toutefois il est difficile de voir quel bâtiment serait le plus adapté. Une option probablement meilleure serait d'ajouter un modificateur (dans triggered_modifiers.txt) qui réduit simplement les itinéraires commerciaux globaux avec 1 (ou 2 selon lequel semble le meilleur) avec les conditions d'obtenir le modificateur peut être aussi simple que l'étiquette = ROM ou quelque chose davantage avancée selon le nombre de jeux continus et d'autres considérations (si votre seulement jeu est l'AAR ; le gentil d'ailleurs, je ne peux pas comprendre un mot de Français mais c'est une certaine expansion plausible gentille ; et vous prévoyez d'obtenir 2.2 quand elle est de finition, alors je proposerais de maintenir le déclenchement aussi simple comme possible) EDIT : N'importe quoi de pareil (ajoutez dans triggered_modifiers.txt) devrait fonctionner
Cela ne changerai en roi le problème. Car j'ai trop de province qui produisent du blé. Et c'est cela le soucis. Même en réduisant une route, le nombre de provinces misent sur le coté, seront au même taux qu'avant.
That will not change into a king the problem. Because I have too much province which produces corn. And it is that the concern. Even by reducing a road, the number of provinces misent on with dimensions one, will be at the same rate as front.