After installing this mod (the only mod I use) I got some weird glitches. For example, I can't build more ship stations for trading. It says no free harbor area. Also one Island produces Cigars and Chocolate out of nowhere lol... but my beer ist not getting produced haha.
idk if this mod caused it, but that and the mod loader is the only thing I modifed :(
I copied the 2 python files as per video, will this take effect only on a new game? Do I need modify the python files in order for this to work? If I need to modify the python files what is the notepadd++ alternative to modify the python files if needed as notepad++ does not seem to work
Thanks for your help, I am about to start a new game and see if the royal tax fix works, but y'know it'll take 4 hours of my time to figure out... I might be stupid but there doesn't seem much help documented here.
If you want to disable royal taxes completely just change EffectMaximum to 0 for every item in MetropolisFactor > ConfigPerPopulation. If you want I can send you the mod file for Mod Loader.
Thanks for hint. I'm fine with actual status, but maybe I will update it later.
Edit: Now after game update I needed to change the mod again, but your "EffectMaximum" value is 40 as default. I cannot change it to 0, because it will decrease size of the file and it will not be accepted by game. Checksum rules.
Modloader works differently. Here a short example: <ModOps> <!-- agriculture_01 (Grain Farm) --> <ModOp Type="merge" GUID='1010262' Path="/Values/ModuleOwner"> <ModuleLimit>9</ModuleLimit> </ModOp> </ModOps>
This example will reduce the amount of fields neccessary for grain farms. Since it doesn't modify the original rda file, you can ignore any file size changes. This also has the advantage of making it a lot more compartible.
Nice tool. I was looking into it today, but I'm not sure yet how to identify the correct path and ID in some cases. Your example is good, but I'm not sure why you can use only short path and not full path.
Here is another example implementation: <ModOps> <ModOp Type="replace" Path="//Asset[Template='EconomyFeature']/Values/EconomyFeature7/MetropolisFactor/ConfigPerPopulation"> <ConfigPerPopulation> <Item> <PopulationLevel>15000000</PopulationLevel> <StartOffset>100000</StartOffset> <Interval>125</Interval> <EffectPerInterval>1</EffectPerInterval> <EffectMaximum>0</EffectMaximum> </Item> </ConfigPerPopulation> </ModOp> </ModOps>
It removes the royal taxes from all population levels but peasants and sets the start offset to 100000 and the EffectMaximum to 0. I left the peasants just in case the royal taxes lookup is hardcoded somewhere else, but it works just fine. If you feel risky you can also do this: <ModOps> <ModOp Type="remove" Path="//Asset[Template='EconomyFeature']/Values/EconomyFeature7/MetropolisFactor/ConfigPerPopulation"></ModOp> </ModOps>
That will completely remove the royal taxes, but I didn't test it.
I Hope I didn't spoil the fun that is getting something to work with Mod Loader by yourself.
Thanks for hint. I'm will not go that way for now at least. I'm not playing anno these days. If you want, you can make the second version of this "no royal taxes".
ModuleLimit = Amount of fields. I have chosen 9 in my example, because it uses fewer characters (1 instead of 3). This mod (No_royal_taxes) uses a method that requires that the file size doesn't change, so that would be impossible, but thanks to the Mod Loader it is quite easy. There are also tools made to open and modify rda archives, but the Mod Loader approach is inherently superior.
To your 1. Question, the efficiency doesn't change when you change the amount of fields.
18 comments
idk if this mod caused it, but that and the mod loader is the only thing I modifed :(
I copied the 2 python files as per video, will this take effect only on a new game? Do I need modify the python files in order for this to work? If I need to modify the python files what is the notepadd++ alternative to modify the python files if needed as notepad++ does not seem to work
Thanks for your help, I am about to start a new game and see if the royal tax fix works, but y'know it'll take 4 hours of my time to figure out... I might be stupid but there doesn't seem much help documented here.
Thanks in advance.
there is like 7 of them
Edit:
Now after game update I needed to change the mod again, but your "EffectMaximum" value is 40 as default. I cannot change it to 0, because it will decrease size of the file and it will not be accepted by game. Checksum rules.
Here a short example:
<ModOps>
<!-- agriculture_01 (Grain Farm) -->
<ModOp Type="merge" GUID='1010262' Path="/Values/ModuleOwner">
<ModuleLimit>9</ModuleLimit>
</ModOp>
</ModOps>
This example will reduce the amount of fields neccessary for grain farms.
Since it doesn't modify the original rda file, you can ignore any file size changes. This also has the advantage of making it a lot more compartible.
You will find the modloader here: Mod Loader Github
<ModOps>
<ModOp Type="replace" Path="//Asset[Template='EconomyFeature']/Values/EconomyFeature7/MetropolisFactor/ConfigPerPopulation">
<ConfigPerPopulation>
<Item>
<PopulationLevel>15000000</PopulationLevel>
<StartOffset>100000</StartOffset>
<Interval>125</Interval>
<EffectPerInterval>1</EffectPerInterval>
<EffectMaximum>0</EffectMaximum>
</Item>
</ConfigPerPopulation>
</ModOp>
</ModOps>
It removes the royal taxes from all population levels but peasants and sets the start offset to 100000 and the EffectMaximum to 0. I left the peasants just in case the royal taxes lookup is hardcoded somewhere else, but it works just fine. If you feel risky you can also do this:
<ModOps>
<ModOp Type="remove" Path="//Asset[Template='EconomyFeature']/Values/EconomyFeature7/MetropolisFactor/ConfigPerPopulation"></ModOp>
</ModOps>
That will completely remove the royal taxes, but I didn't test it.
I Hope I didn't spoil the fun that is getting something to work with Mod Loader by yourself.
To your 1. Question, the efficiency doesn't change when you change the amount of fields.