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Emperor: Scenario Design Palace
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Caesar IV Heaven » Forums » Emperor: Scenario Design Palace » Non-Chinese nationality can be set for a player-controlled city.
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Topic Subject:Non-Chinese nationality can be set for a player-controlled city.
Gweilo
Angel
posted 10-16-17 19:54 ET (US)         
I couldn't find an old thread on this topic so I'm creating a new one to discuss it.

I was playing around with the Campaign Creator and noticed that I can set a city to have a non-Chinese nationality (e.g., Viet), but then still allow a player to build at that city by assigning it as the player's city in the mission settings. (Yes, I know you may be thinking "why would you want to do that?" and my answer is: I want to try to simulate building a non-Chinese city that I would then interact with in later missions on the Empire map using the non-Chinese empire map settings.)

So far the only limitation I've seen for this is that the very first city set for the player in mission 1 must be a Chinese city. After that, it seems you can assign non-Chinese nationalities. I did notice the buildings, resources, etc, all use the Chinese model when play actually starts at that city (which is to be expected). The icon for the player's city on the empire map will switch to the 'Chinese city' icon for the duration of the mission, then it switches back to the non-Chinese nationality when a player moves on to another city in subsequent missions.

So far I have only tested this using the 'I win again' cheat to jump through several missions and observe basic behavior. In future days/weeks I plan to test this more fully and find out exactly how the game engine handles this. For example, if I am invaded from one of these cities in a subsequent mission, I am assuming it will send the soldiers of the non-Chinese nationality, but I am not sure. We already know that the game engine doesn't handle this consistently by nationality, for example if you request military aid from the Mongols, they won't send Mongol troops to help you, instead they will send Chinese troops. So it will be interesting to see how invasions from these cities materialize. (Right now I'm betting on non-Chinese soldiers showing up in the invasion, but I could be wrong.)

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[This message has been edited by Gweilo (edited 10-16-2017 @ 07:57 PM).]

AuthorReplies:
user3
Pleb
posted 10-17-17 02:42 ET (US)     1 / 4       
You did something like this in Xia Diaries II, 3rd or 4th mission the player was assigned a Liao city to manage/build a new capital for the Liao Empire. Conquered a Korean city which became a Chinese City for the remainder of the mission. Later, I cant remember what happens to the city that was managed but the Korean city returns to its nationality. Empire map data isn't reliable without the dat files so happy experimenting.
Oh, the requested troops must be Chinese so your troops don't attack them. Check the EmperorFigureModels.txt file for 'friendly'. A few months ago, I had fun with it and 'enemy' too, saw my troops attacking the borrowed troop and whatnot, funny.

PS: I got invaded by the korean city shortly after conquering them, in one of the earlier test runs. The troops and makup where Chinese, but the first invasion in mission ?8?, was a massive line of koreans.

[This message has been edited by user3 (edited 10-17-2017 @ 02:55 AM).]

Gweilo
Angel
posted 10-17-17 05:18 ET (US)     2 / 4       
I have used plenty of non-Chinese cities in my campaigns, but I never had a player actually build at one. I believe you are thinking of Liaoyang from AXDII and as you can see in this screenshot, it is set to Chinese (although I do say in the storyline it is a Liao city).

http://emperor.heavengames.com/gallery/album19/aaa

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user3
Pleb
posted 10-17-17 15:59 ET (US)     3 / 4       
My memory is going, your quite correct it is a Chinese city that you set as a walled city......that may not be a walled city if the player doesn't build enough City walls, Towers & Gatehouses. I wonder if the coin count changes too based on the players completion state.
Gweilo
Angel
posted 10-17-17 17:43 ET (US)     4 / 4       
I'm fairly sure coin count will change based on the ending treasury the player has accumulated at that city before moving on.

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