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CruelBunny

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CruelBunny

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18 comments

  1. ericbobet
    ericbobet
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    need to be updated
  2. VigiHunter
    VigiHunter
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    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 :(
  3. brioneliks
    brioneliks
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    why the f*#@ did you make it so hard to install lol
  4. Hustixxx
    Hustixxx
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    Jetzt mit Afrika gibt es ein Problem, beim höchsten Kontor ist die Baufläche davor komplett auf der ganzen Länge nicht baubar.
  5. UKh2o
    UKh2o
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    Can anyone help me?

    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.
  6. Schreyner
    Schreyner
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    the 2 python files...
    there is like 7 of them
  7. DM789
    DM789
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    how to modify this so that taxes can start again. but at lower amount than the default taxes?
  8. ohnomindo
    ohnomindo
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    Like others have reported, the game crashes on start when the values are changed - likely due to the update.

     

    I even tried manually changing the "ResidentMaxCountForTaxes" values in the original data10 file, but the game still crashes when booted up.

     

    Hopefully the creator sees this and will have time to make an update! Would love the game without those darn taxes.

  9. Locomotor79
    Locomotor79
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    i am looking for a no maintenance cost becausse its to high in the game
  10. Niebracki
    Niebracki
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    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.
    1. CruelBunny
      CruelBunny
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      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.
    2. weltcombi
      weltcombi
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      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.

      You will find the modloader here: Mod Loader Github
    3. CruelBunny
      CruelBunny
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      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.
    4. weltcombi
      weltcombi
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      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.
    5. CruelBunny
      CruelBunny
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      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".
    6. XxMadHatterxX
      XxMadHatterxX
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      would messing with the size of farms, ie reducing grain from ~144 to 100, reduce the actual efficiency or the amount it produces?
    7. XxMadHatterxX
      XxMadHatterxX
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      also, where is the number for size for the farm? is that the module limit 9?
    8. weltcombi
      weltcombi
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      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.