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Dec 20, 2003
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RTM... it's very well described there(or use forum search). ;)
To get rid of those buildings you need the court of justice and even take care that the province regiment is not mobilized.
 

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Wilhelm II. said:
RTM... it's very well described there(or use forum search). ;)
To get rid of those buildings you need the court of justice and even take care that the province regiment is not mobilized.

But even with that regiment disbanded and a Court of Justice, the Theives, Smugglers, and Highwaymen seem to come and go at random.

Steele
 
Dec 20, 2003
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Steele said:
But even with that regiment disbanded and a Court of Justice, the Theives, Smugglers, and Highwaymen seem to come and go at random.

Steele
No... the buildings appears/disappears through events, but the probability is much lower(or higher for disappearing) with a court of justice than without it! ;)

EDIT:It's true for the regiment... :)
 

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Steele said:
But even with that regiment disbanded and a Court of Justice, the Theives, Smugglers, and Highwaymen seem to come and go at random.

Steele
Correct:
Code:
#################################
# Thieves Guild operates in X	#
#################################

province_event = {
	id = 1053
	
	picture = "event_crime"
	
	trigger = { 
		condition = { 
			type = not 
			value = {
				type = has_improvement
				value = { thieves_guild = yes }
			}
		}
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = trait value = merciful }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_improvement value = { court_of_justice = yes } }
			factor = 5.0
		}
	}
	
	action_a = {
		effect = { type = add_improvement value = thieves_guild }
	}
	
}
Your regiment being mobilized has no effect on a new guild forming - only on getting rid of one that has already formed. Similarly, while a court of justice doesn't make the formation of a new guild impossible, it greatly reduces the likelihood.
 

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That explains that. I thought they were supposed to prevent such occurences, and when they kept forming I thought it was a bug or something.

Steele
 

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Mork said:
To clarify things.
You *cannot* build thieves guilds.
Though sometimes I wish I could.... Just in my capital...

Thieves Guilds - for the assassination of wives older than 30-35 years. :)


[No, I don't have statistical evidence that the assassination bonus also works for the assassinations you order - but it would make sense :)]
 

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Peter Ebbesen said:
Though sometimes I wish I could.... Just in my capital...

Thieves Guilds - for the assassination of wives older than 30-35 years. :)


[No, I don't have statistical evidence that the assassination bonus also works for the assassinations you order - but it would make sense :)]

The evil mastermind strikes again :D

Mind you there is a disturbing correlation in my games between number of remarriages and success. Particularly when Robert, Duke of Warwick is on his fourth bride at the age of 83 and still producing kids.

Respect! :eek: :eek:o

Or did they invent Viagra 900 years early (cue spam e-mails on "natural" Viagra)
 

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Peter Ebbesen said:
Though sometimes I wish I could.... Just in my capital...

Thieves Guilds - for the assassination of wives older than 30-35 years. :)


[No, I don't have statistical evidence that the assassination bonus also works for the assassinations you order - but it would make sense :)]

There is one slight weakness with that idea. It is also easier to assassinate you. I think AI doesn´t use assassinations but many human players would love to assassinate evil mastermind, Mr. Ebbesen. :D
 

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Finnish Dragon said:
There is one slight weakness with that idea. It is also easier to assassinate you. I think AI doesn´t use assassinations but many human players would love to assassinate evil mastermind, Mr. Ebbesen. :D
No weakness.

Unless otherwise specified, strategies listed are SP only, and the AI does not assassinate.... Or rather, if it does, it is either so good at it that I have not noticed (which would be scary indeed) or does it so rarely that it is irrelevant.