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BGRIV for Stainless Steel 6.1-6.4, RRRC Compilation & Others
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Byg

Joined: 12 Sep 2007
Posts: 293

PostPosted: Sun 26 Oct, 2008 8:08 pm    Post subject:  BGRIV for Stainless Steel 6.1-6.4, RRRC Compilation & Others  

BGR IV

& BGRIV-Enhanced



Go HERE for BGRIV/E Modders pack for integration with mods other than stainless steel, or SS mods that introduce new settlement names and units.

BGRIV & IV_E fully integrated manual PDF file available at end of this post.
From the PDF file I suggest you select View/Page display/Two_up continuous & zoom 90% for ease of viewing.
Fixes
Unaddressed Bug Status for BGRIV Enhanced Version = 0
Addressed Bug Status for ALL BGRIV_E code = 2 (you should apply these fixes to all mods containing BGRIV_E except where you have applied SS6.3 fixes or versions later than 6.3 which include these)
1} (on and after 2nd crusade you may find the BGR crusade feature prevents recruitment too soon if you don't join immediately. Manual Fix here. New campaign may be required.
2} Rarely a general may become locked "In Defiance of Orders" (Trait) despite obeying his punishment, pardons or new Kings. Manual fix (save compatible) Here.

Unaddressed bug status for standard BGRIV (old standard version) = 1 (there is a moneyfix file available for this in the twcenter BGR thread, which is currently only for RRRC Compilation 23rd April edition users, later versions with RRRC are fixed) . I have not made this fix for ss6.1 version as I consider it has been superceded, but if you pester me I might.

NEWS:

You can now get the latest BGRIV Enhanced version included optionally in a compilation of various Stainless Steel (6.2) based mini mods here

BGRIV Enhanced is also provided optionally in Stainess Steel 6.3 & 6.4 here

Some of the information and files below are now out of date, but still stored here for archival purposes:

IMPORTANT Please read the matching notes for the file version you download, under the heading "New Versions/Ammendments" . Files are at the end of this post.

Please also read the Installation sections so you get the correct download.
If you are playing Stainless Steel 6.1 then you can still use the ss6.1 version of BGRIV listed near the end of this page. There are further optional files available for it in the twcenter thread listed below. The latest download for SS6.1 if not using the RRRC Compilation mod is BGRIV_SS61_311208.zip. However I recommend you use the following SS6.2 Compilation and the BGRIV_E files that are supplied with it as it has further updates.

If you are using Real Recruitment1.3/Real Combat1.8/CBUR/BFTB/BGR IV Compilation (which includes SS6.2)
then use the version of BGRIV that comes with that compilation. Only use files below if they are dated after the current release of the RRRC Compilation.
For other updates or optional files for BGRIV since 31/12/08, go to http://www.twcenter.net/forums/showthread.php?t=106060

If any newer files are offered here in future (i.e. the next BGRIV version) then the above thread will direct you back here.

About BGRIV & IV E

These files are only recommended for players who consider themselves experienced at BGRIII, the instructions for which are elsewhere. The instructions here will only deal with new additions. If you want to skip BGRIII then please take the time to read all the instructions in the BGR twcenter thread as it contains details of previous version features which are still in BGRIV & IV_E. Then read the details here as some of those features have improved and changed.

Please provide feedback here : http://www.nerazzurri.net/bgr-forum/viewtopic.php?p=450#450
Or Here.

Please report anything odd or any suggested improvements.
Some features in the instructions are illustrated in orange colour to indicate a BGRIV Enhanced version feature.

BGRIV Enhanced features:

BGRIV E contains all previous version features, albeit improved and introduces the following:-
* Increased Difficulty & challenge
* Option to mod some difficulty adjustments for some features mid campaign (for forage damage costs and estate prices).
* Recruitment Authority now granted faster
so you can now give a governors WC ancillary to another general,
put the new one in charge and get the benefits that same turn.
* Armies without generals may desert or revolt frequently due to the disorderly conduct
associated with only being able to forage, rather than have logistical supply abilities (existing feature).
* Small armies or single units without generals are less likely to desert or revolt en route to their destinations, so individual reinforcement units should be fine.
Large armies however should be led by generals, whether to war or travelling in home territory.
* Variable army size dependent damage to region costs for foraging armies in home regions, for general led armies
There are two cost levels available to players when using the optional included files:
Varies with army size from 100 to 400/turn (200 to 800/turn with inflation). Unlead troops 200/400 fixed. Moddable mid campaign
Varies with army size from 200 to 800/turn (400 to 1600/turn with inflation) Unlead troops 400/800 fixed. Default level, Moddable mid campaign
* Fixed damage to region rate for non general armies (i.e a small captain army will probably have enough forage, but a large one will almost certainly lose discipline and desert or rebel).
* Existing variable supply & forage usage with army size feature now tweaked
* Resupply in homeland forts and when encamped feature tweaked
* Supply costs quadrupled
* Intelligent supply purchase system prevents generals spending all their money on supplies, typically leaving about 2000 float for taxes etc.
* Supply & forage consumption rate set to 1/4 when in forts, but forts now cost 15,000 if you choose to have forts enabled
* Minimum supply quantity required for quality troop production reduced to 50% from 100%
* Supplies can now be purchased in much smaller quantities benefitting poorer generals. Now 3% instead of 25%.
* Good Logisticians lose extra healing ability
* Banished Generals take estates for themselves upon conquest/ Unbanished Generals are awarded them.
* Unbanished Generals can buy estates 2000/4000 with Inflation(default) or 3000/6000 with inflation depending on modded difficulty level
* Out of supply effects now split between "out of supplies" & "starvation" traits. Starvation is a combination of no supplies and no forage.
* Old BGRIV corruption feature expanded to increase in line with expansion. ..."I wonder how that Noble was able to afford another estate on his income?"
* Extra crusade feature representing an exodus of some troops from religious regions to independently join a crusade when the faction leader fails to join a crusade in time. The effect is no quality troops available in regions of 80% or more own religion until the crusade(or Jihad) ends.
* not BGR related, but these files also attempt to tackle Timurid armies that have elephants, but not artillery and get stuck. It adds artillery to start armies that contain elephants in the hope that they will use the artillery. Feedback would be useful.
* New Leader's Orders based on his character. Disobedience will be punished.
Also the following minor changes:
Added one more feature to prevent the 'snowball' effect further.
Nobles' corruption feature added to enhance difficulty when necessary (desperately poor generals may turn corrupt depending on loyalty, but the very rich are worse, like real life)
Minor text changes
Removed potential for ai to get 'despondent'

** Gameplay Instructions**

check for frequently updated newer file versions at bottom of post.

Overview



Addendum to above chart for BGRIV_E.
Generals only need a minimum of 50% supplies.
New Jr War Councillors can "hold" recruitment pools even in castles while WCs are away fighting as long as they have the PTS ancillary.




Playing as a virtual novice to BGRIV myself, I would describe the difficulty of my first campaign as extreme. My faction was virtually destroyed by turn 20. My second campaign attempted an all out, no mercy blitz to see if the game was hard enough to stop me. It did, so hopefully you too will find that your wars in this game require advance planning.
Please feedback on how your own campaigns progress.

You are now going to be playing a new game unlike any you have played before and to some extent you will need to relearn how to play.

The mod is now immensely complex, almost everything is connected to everything else as it should be, however you will find that the logic behind all the new systems should help to make a lot of the new functionality intuitive once you are used to it.

Initially it may be a good idea to monitor the traits of your main characters to see how they alter as things happen. Anything important that happens is also announced in faction announcements. Having used BGRIV for a while I found that I can generally get by by only taking note of announcements and occasionally looking up a character's traits.

I have rearranged traits so that you can now find important BGRIV trait usually at the end of your characters' traits lists and usualy in the same order. This should make it much easier for you to quickly check on your characters recruitment ability, supply status or wealth for example.

The Treasury

Generals now have their own money, but there are the usual treasury costs as well for recruiting units and hiring mercenaries. Recruitment now requires money in the treasury AND a general must be wealthy enough to cover his equipping/recruiting costs.

Note that because generals now have their own money, the treasury will have less and treasury reports will not reflect the actual treasury amount in your projected treasury totals, but instead reflect the total coming in or going out of your faction.
Example: a general gets a ransom for some captives, your treasury will at first show the money come in, but as a significant portion belongs to the general it will go out again to him. Your projected treasury total for the next turn will be out by that amount. It works this way for all your general's earnings so remember that if your general earns a lot, the treasury will lose a lot. So tax them to the hilt by charging scutage etc (more on that later).

To quickly see how much total treasury is coming from or going to your generals as a whole compare the faction report treasury total with the treasury total in the bottom right of your screen.

For a more detailed report click the faction button. This gives 2 information sheets: Nobles' Expenses Summary and Nobles' Contributions Summary.
If you wish to access the faction information without these summaries popping up, use your letter "o" key.

The Background Files

These include the AI and Other settings affecting the overall game in BGRIV.

AI
In BGRIV I have made a return to the more aggressive and unpredictable ai from vanilla. These qualities are what really provide the challenge in an AI. I have repeatedly played the same scenarios with different AIs and this one proved the most damaging to a human player. It provides a good consistent level of high difficulty with more factions waging war on you as you expand and are more of a threat to them.
If the situation changes with the release of a new ai then I'll recommend that instead.

The Rebel factions have been freed up a little so that they may on occasion come for you.

Other

AI factions have been prevented from tearing themselves apart through mass rebellions so they now remain a challenge for you.

Generals with their ability to lead and command logistics, i.e supplies, are now virtually essential if you are going to war. Captained armies are far more likely to just disperse and go home or rebel.
Try always to lead troops with a general and even use supporting generals to bring new troops to your frontline generals.

Generals can come of age eralier now and live a little longer to benefit roleplay.

The War Council

Your Leader is always in the War Council and most of the time you will also have two others.
If there is not a strong, loyal General available for your Leader to appoint, then he will appoint a weaker one within reason.
Your Heir is often, but not always favoured for selection.
War Council Membership (ancillary) may be passed on to any other general.
War Council members receive advanced logistical support allowing them to manage more supplies than ordinary generals.

Professional Training Staff

These are awarded to each War Councillor, but he may elect to pass these officers (ancillary) to whosoever he chooses (but if not a WC then these can only be used in cities not castles). Castles are such centres of power that the leadership is loathe to allow non war Councillors to hold them for fear of rebellion.
In BGRIV Enhanced you also have Junior War Councillors (shown as a trait) who when issued with PTS ancillary can recruit a limited amount of units in castles (indicated by a trait like "Recruit Limit 4".
Their main role is not to recruit therefore, but instead to keep the recruit pools in place whilst the War Councillor is absent).
Generals may become Junior War councillors through victories or high status achieved via wealth.

PTS are the key to recruitment of professional units (most good units) once the faction moves towards "Professional Recruitment & Command" and beyond.
As you will see further on, nobles must now pay out of their own purse an additional charge for units they recruit.

However, if a noble has been assigned PTS then he is working with and for the Leader in a professional capacity. He will therefore be able to reclaim from the faction treasury all his military expenses (which include recruitment costs) and his supply costs (shown separately) once the units have completed their training.

The general's portion of recruitment cost is paid on completion of training.

If a general posessing PTS leaves a city or castle before recruitment is completed then whilst those units will still be trained, their training will be less efficient. More importantly they will cost much more and the treasury will bear the whole cost. If a general without PTS completes the training (or even initiates it) then the general's portion of recruitment cost will not be reclaimable.

Whilst the faction is operating in full feudalism with a universal right to knight, all generals can purchase all units. However as feudalism withers in favour of professional recruitment the WCs and their PTS will come into their own.

Order: Recruitment Authorisation

Once a general has been given "professional training staff" he must wait a turn whilst his appointment is verified. If he is out of favour with the king then this authority will not be granted and the PTS will not work for the general who has them. So pass them to a favoured general, i.e not an outlaw or criminal.

The In game description:
"This authority covers Castles and Cities for War Council Members, but only Cities for other ranks.

This general has the authority to recruit and train units for the faction's armies when accompanied by Professional Training Staff. He may now claim back his Supply Costs & other Military Expenses from the treasury at the end of each financial period.

Supplies: 200 per 1/4,
Mercenary Hire: 300 each,
Recruiting costs: 100 per Unit,
then add
+ 100/Heavy unit,
+ 100/Mounted,
+ 200/Siege unit,
+ 300/Ship"

So a heavy mounted unit for example will cost 300 (in addition to the usual game recruitment costs EDIT: which are paid by the treasury)

NOTE Because settlements' units are recruited at the end of each turn you only see Military Expenses traits on the following turn. So they tell you what each general spent or claimed back on unit recruitment in the previous turn.

Who Pays for Recruitment?

Apart from the normal game costs (which are still paid for by the treasury), there are new recruiting/equipping charges for new recruits this section refers to those.
The general in command of recruitment at the time of completion of training pays.
If that general has "recruitment authority" he will initially pay and later reclaim from the treasury.
If the general has no "recruitment authority" he has to pay from his own pocket.
If there is no general present then the completion of training is considered to be less efficient and thus costs more. These charges are x2 and are paid by the treasury, so don't let your general abandon your upcoming recruits before completion of training unless you need to.

Variable Foraging & Supplies
In BGRIV Enhanced there are new costs to the economy caused by your own armies foraging your own lands. These costs vary with army size. There are optional files in your BGR Enhanced downloads to alter the rates of these costs to your liking or you can just use the defaults by doing nothing. Unlead Armies (no general) typically cause more damage).

All you really need to know here is that smaller armies consume less forage and supplies. Read on for more detail to help with testing.

In all previous versions of BGR, an army entering the field or a new region would forage for a turn whilst the vicinity was unforaged. The following turn the army would then expand their foraging range as nearby forage is consumed.

In home territory there were 3 stages of foraging:

Fresh Foraging
Wide Range Foraging
Scarce Foraging
No foraging, Consume 1/4 Supplies


In foreign territory where the peasants are more resistant to being pillaged there is only two stages to foraging:

Fresh Foraging
No foraging, Consume 1/4 Supplies

When no foraging was reached the army would then have to consume a 1/4 of its own supplies and in doing so provide the region with a period for recovery of its resources. The cycle would then begin again with supplies reducing from full to none as follows:

Fully Supplied
75% supplies
50% Supplies
25% Supplies
Emergency Supplies (War Councillors only)
Out of Supplies

In BGRIV this system is still in place but with variable periods between all the foraging ranges and also between all the supply "1/4"s.

A full size army will consume forage and supplies at the full rate as described above, however if you have half an army there will be 2 turns before either forage is consumed or supplies are reduced. A quarter size army obtains a similar benefit and is the smallest allowance for size. Example:

Army consumption Rate = 1/2. Fully supplied. In the field. In new region. In home territory.

Turn 1 - Fresh Foraging
Turn 2 - Fresh Foraging, Foraging Range Resources: 4/8ths
Turn 3 - Wide Range Foraging
Turn 4 - Wide Range Foraging, Foraging Range Resources: 4/8ths
Turn 5 - Scarce Foraging
Turn 6 - Scarce Foraging, Foraging Range Resources: 4/8ths
Turn 7 - No foraging, , Foraging Range Resources: 0/8ths, Fully Supplied, Supply Subdivision 4/8ths


Turn 8 - Fresh Foraging
Turn 9 - Fresh Foraging, Foraging Range Resources: 4/8ths
Turn 10 - Wide Range Foraging
Turn 11 - Wide Range Foraging, Foraging Range Resources: 4/8ths
Turn 12 - Scarce Foraging
Turn 13 - Scarce Foraging, Foraging Range Resources: 4/8ths
Turn 14 - No foraging, Foraging Range Resources: 0/8ths, 75% Supplies Remaining

NOTE For testing purposes you will see the Traits "supply subdivisions" & "Foraging Range Resources", but these will be hidden in the final game, unless they are wanted.

Army Consumption Rate is a guide to how fast foraging and supplies will last. Note that when not in the field the army consumption rate only displays that of your general, not his army. Despite his rate showing, he will not be consuming these supplies in a settlement, but rather living off the settlement.

Efficiency of foraging and supply consumption is increased with more generals present in an army, though each general unit present consumes a minimum of 1/4 of his own supplies. So:

Full Army with One General = 1 Full army as far as the lead generals supplies are concerned, but the addition of another general means the main general will be responsible for only 1/2 the army's consumption so his rate will be 1/2. As the extra general takes charge of 1/4 of consumpion you can see that the new consumption rate, adding the two is actually 3/4s.

Of course, "Too many cooks spoils the broth" and you can probably see that too many generals can also add inefficiency, each with their own selfish demands.
Though from the wrong period, a good example is when Napaoleon ran away from Moscow leaving the rest of the army to starve en route. I think it is fair to say that he ensured that he had more than his own fair share of supplies and I doubt that situation has ever been different.

Effect of Supplies on Movement

A small army will have less carrying ability than a large one and will thus be slower when burdened with the same quantity of supplies. The Resupply Train will slow armies down even further depending on how much it contains.

Resupply Train

In addition to your usual army supplies there is also one supply train available to the faction. It takes the form of an ancillary and here is the ancillary description:

Resupply Train

The faction supports a single resupply train, intended to provide additional supplies for the Leader's main army. The Leader may delegate his resupply train to any other general.

A support general may follow the main army with these extra supplies and transfer them when necessary to the main army general. The main army may also carry the resupply train, though it may slow it down. Restock the resupply train in settlements or supply ships.

Resupply When Encamped in Forts or in the Open

When an army is at rest for more than 1 turn in home territory it makes camp and camp followers and traders begin to establish themselves and a makeshift market in the vicinity.
Provisions are then topped up as necessary whilst the camp is maintained with the general in unbroken occupation. If the general marches out the traders disappear and return when he again appears to be a long term resident in his camp. Supplies from traders are not cheap and will cost 50% more than regular supplies.
In BGRIV Enhanced supplies from ships are also more expensive.

The Leader's Orders

You will notice that when the Leader issues orders restricting which generals may recruit certain unit classes there are some new restrictions.
As your faction expands the leader will issue progressively more restictive recruitment orders as he attempts to control his expanding empire and increasingly centralise the army system.
The simplest way to explain his orders are to show the Leader's Order descriptions from the game, so here they are:-

{Universal_Right_to_Knight} As this faction contracts and expands, the grip on the reins of power must be relaxed or tightened.

All generals have equal ability to recruit all units, including Knights and Professionals, into their armies.

{Right_to_Knight_Restricted} As this faction contracts and expands, the grip on the reins of power must be relaxed or tightened.

The right to knight is now concentrated into the hands of the War Council who may delegate their Professional Training Staff to another general to recruit in their stead. Generals without professional training staff are permitted to recruit some early professionals, untrained local special units, militias & peasants,

{Professional_Recruitment_and_Command} As this faction contracts and expands, the grip on the reins of power must be relaxed or tightened.

Attacks in foreign lands may now only be led by members of the War Council. Lesser generals may lead reinforcements, but when on foreign soil they may only fight if attacked. Recruitment of professionally trained armies (Knights, Professionals & most specialised troops beyond militias & peasants) now resides with the members of the War Council, unless they delegate their Professional Training Staff to another general.

{Centralised_Recruitment_and_Command} As this faction contracts and expands, the grip on the reins of power must be relaxed or tightened.

To retain power at the centre of the command structure, attacks in foreign lands may only be led by the Leader & the Heir (if in the war council). Lesser generals & other War Councillors may lead reinforcements, but when on foreign soil they may only fight if attacked. The right to knight and recruit anything other than militias and peasants is now the prerogative of the Leader and his War Council, unless they delegate their Professional Training Staff to another noble.


Crime & Punishment

If generals defy the orders of the Leader they can now expect to be punished.
There are a variety of punishments, which are as follows:

Order: Warning

This general has been warned and given a small fine for disobeying orders (-500).
This spark of disobedience may ignite a fire of unrest and rebellion.

Order: Fine

This general has been fined heavily for disobeying orders (-2000).
This spark of disobedience may ignite a fire of unrest and rebellion.

Order: Summons

This general has been summoned to the Capital at once for disobeying orders. He must go to and remain in the Capital at the Leader's pleasure, following if the Capital is moved, but must always remain under the watchful eye of a superior general.
This spark of disobedience may ignite a fire of unrest and rebellion.

Order: Banished

This general has been banished for disobeying orders. He must remain on foreign soil until such time as he is recalled.
This spark of disobedience may ignite a fire of unrest and rebellion.
In BGRIV Enhanced there are further order based on extremes of the Faction Leader's character. I'll say no more, but do pay attention to them.

Pardoning Offenders

Use the "?" buttons on your character information scrolls when they are in the field (not in a settlement) or right click any ordinary unit's card then click the "?" on that unit's scroll. There are pros and cons attached to issuing a general pardon.

You can only issue a pardon whilst there is current unrest due to:
Breaking orders and not having yet complied with the punishment order, i.e.

your general is banished, but is currently on home territory for more than a turn

or your general has been summoned to the capital , but is not there yet or has subsequently escaped and is more than 3 tiles away from it.

This is because the pardon is an issue for the Leader's grip on power, so if a general has complied with his punishment the Leader has no need for a pardon.
Pardoning generals has an effect on the strength of the leader's grip on power and he will subsequently find it hard to raise taxes from nobles.
Not issueing a pardon leaves you at the mercy of the rebellions.

The decision is yours.


Individual Wealth System for nobles.

Individual generals now have their own money, please try to test that what they purchase or collect is correctly calculated.

There are 2 systems to show their wealth, one is represented in descriptive levels as:

In Debt (by how much)

Broke (0 money)

Poor (100 to 2000) [Min wealth requirement for supply purchases]

Adequate (2100 to 4000) [Ordinary generals (those without recruitment authority) must have at least this level to recruit top level units]

Rich (4100 to 6000)

Very Rich (6100 and over) [Over 10,000 will automatically purchase Great Estates, once only for 4000]
In BGRIV Enhanced Estate prices vary depending on the optional files you can install either at the start or during a campaign. The options are 2000/4000 with inflation or 3000/6000 with inflation.

The 2nd wealth system runs in parallel, detailing the exact amount of money each noble posesses using "Thousands" and "Hundreds" traits so if a general has 1,700 his traits should show:

One Thousand
Seven Hundred

NOTE: The maximum shown for Hundreds & Thousands is 9,900, but the thousands may be much higher though these figures are hidden to save code and because there is no benefit in knowing . So "Nine Thousand" is "Nine Thousand at least"

To show the total costs and receipts of the noble class to the faction treasury click the "faction" button and you will see two sheets of information with approximate totals.

Sources of Income

Tax Collection

Example Trait:-

Tax Collected 100

This is the amount that this Noble collected in the last financial period through taxation of his own manorial estates and any settlement over which he has currently established Lordship.

Governed Castles & Cities with basic Markets or Low taxes contribute 100, Established Governors of Cities with advanced markets give 100 extra per taxation Level, Manorial Estates provide 100 each, War Councillors collect another 100, The Leader collects as required from settlements.


Governing Provinces

Each turn a governor of a castle or a city will reap some personal profit. Cities can be far more lucrative than castles.

The problems and benefits of taxation are now visited upon each governor:

Tax Policy Acceptable

The people are barely content with the tax rate they paid to their local Lord. He only collects a small amount in a Castle or in Cities with basic markets or low tax rates.
Unrest 1, Local Popularity -1

The following apply only to cities:

Tax Policy Unpopular

The people are not content with the average tax rate they paid to their local Lord.
Unrest 2, Local Popularity -2

Tax Policy Harsh

The people are very unhappy with the high tax rate they paid to their local Lord.
Unrest 3, Local Popularity -3

Tax Policy Extortionate

The people are protesting against the extortionate tax rate they paid to their local Lord.
Unrest 4, Local Popularity -4

Manorial estates

All new members of the nobility will have their own estates from which they will draw wealth.
Further estates will be bought automatically once a general is beyond very rich.
Estates may also be awarded to nobles for performing great deeds.
Estates may also be lost through debt.


Ransoming Captives

After successful battles it will now be the noble commander of the army that reaps a large portion of the ransom money for any captives taken. If the captives are ordered to be killed through refusal of payment, generals are instead paid by the treasury.

Non war council generals, who operate in a feudal manner will keep their ransom.
War Council generals, who have the faction's interests at heart, will only keep ransoms if they need money or if the treasury is already buoyant.

Marriage & Dowries

Generals will gain a handsome dowry upon marrying. Marrying into royalty is particularly lucrative.

Borrowing Money

Once a noble cannot afford what he has puchased he will automatically borrow money from money lenders. Money is borrowed in chunks of 2000 to cover the current debt.
Sometimes you may find that in this way a general can speculate to accumulate, but beware:

Interest Rates on money borrowed from money lenders could be very high in medieval times and failure to pay will result in seizure of assets (estates) and banishment as the noble will no longer be considered noble and must leave his faction's territory.
Generals are immune to such banishment if they are on a crusade/jihad when their estates are siezed or if they are War Councillors. Instead they remain in debt with no further loan possible until they regain their fortune.

Taxing Nobles

Scutage Tax Ordered

This Tax can only be levied as feudalism begins to wane i.e the "Universal Right to Knight" (shown in traits and announcements) must have ended.

Scutage is a Tax which traditionally replaced the obligation of a noble to provide troops. It helped to provide a more professional, centralised army.
Scutage should be levied from Nobles when finances are required to fund supplies and training expenses for the War Council's professional armies. ( Tax: 100 Per Governor & 100 per Estate holder each financial period)
So Raising Scutage reduces Generals' personal wealth and increases the treasury as you would expect. You must be careful not to tax nobles into poverty, but at the same time you will need a large treasury. Decisions decisions.
A trait will apear saying ready for scutage in your Faction Leader's traits once you are allowed to do this.

Use the "request recruitment advice button" on your recruitment panel when a general is in a settlement to implement this.

Wealth Tax

Wealth Tax Ordered

This is another tax on nobles to boost the treasury. Your faction leader automatically calls for this tax when the treasury slips into the red. The trait description:

Due to low Treasury funds at the end of the last tax period, the Leader has imposed a tax on all estate holdings.
(Small Estates 100/tax period, Large Estates 200/tax period)
{Ending Wealth Tax} The Leader has ordered that the Wealth Tax should be lifted due to the buoyant state of the faction's finances (Treasury funds are greater than 1000).

Religious War Taxation

This is shown in traits and covers Jihads and Crusades. Here is the description:

A Religious War is in progress & the Leader is raising funds to support it.

Tax is being levied on each noble's manorial estate. Even the Leader contributes. This Tax will continue for each noble that does not join this venture, until either it ends or the Faction Leader joins (Cost 400 each Noble per tax period).

Clearly from the above description you can see that joining a crusade asap is advisable if your generals are poor. However if they are rich and the treasury is low then allow the nobles to be taxed for longer.

When Generals Join you will see:

Joins the Crusade
This noble has borne some of the enormous costs of starting a crusade.
Cost: 5000 Personal Wealth & 5000 from Treasury.

So be careful not to financially ruin your generals by joining a Crusade or Jihad.


NOTES on Finances

New family members are the biggest drain on the economy along with ransoms as each is apportioned some money from the economy (treasury).

Finance Related Traits.

Check the following traits and events. They all apparently reduce the treasury though in reality the generals are now getting the money or some of it instead of the treasury (or call it the economy if you like) :

Tax Collected: very variable, see trait and settlement tax level, estates owned etc (usually 100 to 900max)

Ransoms: 1000 or 2000 depending on amount (generals get this from the treasury regardless of whether the ransom is unpaid and prisoners executed.)

Conquests: 1000

Conquests with Sacking: 2000

Coming of age: 3000 to 7000 depending on father's wealth

Adoptions or any new general: 1000 to 3000

Marriage dowry for marrying rich princesses: 3000, up to 7000 depending on Kings Wealth and only if not already Very rich.

Non Princess Marriage dowry: 2000, only if not very rich already.
In BGRIV Enhanced the above amounts are more refined with generals taking the complete ransom for himself if necessary, not a simple fixed amount when the ransom is high enough.
Also, adoptions, coming of age, marriage, dowries etc have new amounts.

Military Expenses are costs generals pay from their own purse. A general with "recruitment authorisation" will claim back the amounts shown from the treasury.

SupplyCosts: 200/300 if encamped. Shows what a general has spent on supplies
In BGR Enhanced supply costs are much higher and can also be purchased in amounts as small as 3% at a time (small purchases are shown in a separate trait to large ones of 25% or more)

Mercenary Costs: New BGRIV additional costs are 300/mercenary.

Military Expenses: See Instructions or Traits for detailed cost per unit type. Shows the expenses on units. New BGRIV extra unit costs are paid for on completion of training. Also includes and mercenary costs.

Inflation: when high inflation is in effect, all BGRIV recruitment and supply costs are doubled. Inflation is highest when your faction is doing well in relation to other factions in any one of a number of areas.
Most traits that show costs have two figures, the first is the low inflation figure and the second is for high.

Tips I learned from my latest campaign to keep the faction treasury buoyant:

Overall then you can expect a rough time with finances so keep your armies at a minimum.

Garrison troops where they have free upkeep.

Above all as I found out in my current campaign covet peace for as long as you can (which is very hard indeed).

Develop religious support from the population (which means you are less reliant on expensive mercenaries).

Develop your economy with merchants on safe remote spots.

Avoid expensive two front wars with good diplomacy or eat humble pie and give settlements away for any urgently needed peace.

Gain a breathing space when in debt by becoming a vassal.

Pick on a rich faction that actually pays its ransoms. Ransoms gained by WCs now all go to the treasury unless the WC needs it more, but if you are forced to execute due to non payment the treasury pays the general for the prisoners before slaughtering them.

Don't let any nobles go broke and have to sell their estates to pay interest on their subsequent loans or the treasury has to buy them back from the moneylenders (@12000 per estate!)..and your affected general may start a rebellion with serious consequences.

Though the King now has his personal money separate from the treasury, keep the king active in the field within reason or he will suck money from anywhere he visits. After all who is going to stop him?

Once a crusade/Jihad is called, hold out from joining for as long as possible whilst nobles are being heavily taxed for this purpose and bear in mind it will cost the faction 5000 to join per general. (With 5 generals the treasury will reap a total of 2000 per turn from this tax).

Any generals about to get their last estate confiscated due to debt should join a crusade/jihad to escape banishment, though the downside is that they will be 5000 further in debt from joining the crusade.

Using all of the above I managed to claw my way back into the black from a 50,000 treasury debt and just about stay alive. (Though I'm in debt again now whilst I'm on active campaign & because I let two Nobles go broke and had to buy their estates).

Installation (BGRIV for SS6.1 version, keeping SS at version 6.1)

Once unzipped:

Note and either backup the individual files BGRIV replaces (may take a while!) Or simply back up your SS6.1 data folder (may still take a while, but is foolproof).

Install the SS6.1 installer with bgrIII selected if not done already.

You can also add Real Recruitment mod if you wish - this will coexist with BGRIV.

If you want the latest Real Recruitment (Beta) mod too (, then install that now.

Remove the "data" folder from your BGRIV download and place into your stainless steel 6 folder.

Installation (for Real Recruitment1.3/Real Combat1.8/CBUR/BFTB/BGR IV Compilation (which has 6.2 included!))

Notes
IF USING THE  Real Recruitment1.3/Real Combat1.8/CBUR/BFTB/BGR IV Compilation (which has 6.2 included!) use the BGRIV contained therein. There is one current update for that mod in the downloads section below.

EDIT: The Compilation Mod has now released an update later than the update below so use the version of BGRIV E that comes with the Compilation mod instead of the one here. Installation is therefore only necessary if using these old archived files with old RRRC compilation versions.

To install:
Unzip the relevant file from the downloads section below and place the contents into your current data folder. for the compilation this is probably here in an XP computer:
C:\Program Files\SEGA\Medieval II Total War\mods\Stainless_Steel_6\data

You are advised to make a backup copy of the files that will be overwritten.

You should be asked if you wish to overwrite.

Begin a New LATE CAMPAIGN only.


New Versions / Ammendments

Corrections/Changes due for next version: none planned
BGRIV_E_9-9-9  BGRIV Enhanced version Beta (latest update for Real Recruitment1.3/Real Combat1.8/CBUR/BFTB/BGR IV Compilation (which has 6.2 included!))

IMPORTANT This a beta and currently only contains the "late campaign".
Same as previous compilation BGRIVE version, plus:
Reuploaded 260909 (save compatible with previous 999 versions, but the alert message for good/bad character based Leader's orders will need new campaign to show)
Fixed Jr WCs not recruiting in pro and centralised periods.
Adds alert message in faction announcements for Leaders character based orders.
Alters traits sorters to keep thousands and Hundreds together in the trait list when generals are very rich.
BGRIV_E_9-9-9  BGRIV Enhanced version Beta (latest update for Real Recruitment1.3/Real Combat1.8/CBUR/BFTB/BGR IV Compilation (which has 6.2 included!))

IMPORTANT This a beta and currently only contains the "late campaign".
Same as previous compilation BGRIVE version, plus:
Reuploaded 180909 (save compatible with previous 999 versions)
Includes optional EDU(units file) to lower spear bonuses vs cavalry (See inside download).
Corruption feature may now activate at start and/or end turn
Fixed Junior War councillors grant costing the faction 7,200 too much!
Dowries reduced for princess marriages when father is v rich (getting estates too easily)
.
JrWCs now obtained at same time as estates won during professional & centralised army periods (for 2 major victories or a conquest).
JrWC awarded for major victories in other periods.
JrWC awarded with random chance if great estates already owned or bought with general's own money.
Changed JrWC recruitment limit so only counts down when appointed in a castle with Pro Training Staff.
.
.
.
BGRIV_E_9-9-9  BGRIV Enhanced version Beta (obsolete update for Real Recruitment1.3/Real Combat1.8/CBUR/BFTB/BGR IV Compilation (which has 6.2 included!))

IMPORTANT This a beta and currently only contains the "late campaign".
Same as previous compilation version, plus:
Corruption Feature further enhanced again.
Junior War councillor added (can hold potential recruits whilst WC is away, rather than reset).
Reuploaded 130909:
prevent agents getting War Council and Pro Training Staff Ancillaries
Nobles exempt scutage charge if they recruit that turn (recruits are completed that turn).
.
.
BGRIV_E_27-08-09  (this file is outdated) BGRIV Enhanced version Beta (obsolete update for Real Recruitment1.3/Real Combat1.8/CBUR/BFTB/BGR IV Compilation (which has 6.2 included!))

IMPORTANT This a beta and currently only contains the "late campaign".
Same as previous compilation version, plus:
27th version Ammendments to previous BGRIV_E releases:
Forage costs now account for the army size as it was at end of turn (prevents a cheap 1st turn of forage)
Forage costs redone (armies now have the correct forage cost to size ratio)

BGRIV Enhanced features:
* Increased Difficulty & challenge
* Option to mod some difficulty adjustments for some features mid campaign (for forage damage costs and estate prices).
* Recruitment Authority now granted faster
so you can now give a governors WC ancillary to another general,
put the new one in charge and get the benefits that same turn.
* Armies without generals may desert or revolt frequently due to the disorderly conduct
associated with only being able to forage, rather than have logistical supply abilities (existing feature).
* Small armies or single units without generals are less likely to desert or revolt en route to their destinations, so individual reinforcement units should be fine.
Large armies however should be led by generals, whether to war or travelling in home territory.
* Variable army size dependent damage to region costs for foraging armies in home regions, for general led armies
Varies with army size from 100 to 400/turn (200 to 800/turn with inflation). Unlead troops 200/400 fixed. Moddable mid campaign
Varies with army size from 200 to 800/turn (400 to 1600/turn with inflation) Unlead troops 400/800 fixed. Default level, Moddable mid campaign
* Fixed damage to region rate for non general armies (i.e a small captain army will probably have enough forage, but a large one will almost certainly lose discipline and desert or rebel).
* Existing variable supply & forage usage with army size feature now tweaked
* Resupply in homeland forts and when encamped feature tweaked
* Supply costs quadrupled
* Intelligent supply purchase system prevents generals spending all their money on supplies, typically leaving about 2000 float for taxes etc.
* Supply & forage consumption rate set to 1/4 when in forts, but forts now cost 15,000 if you choose to have forts enabled
* Minimum supply quantity required for quality troop production reduced to 50% from 100%
* Supplies can now be purchased in much smaller quantities benefitting poorer generals. Now 3% instead of 25%.
* Good Logisticians lose extra healing ability
* Banished Generals take estates for themselves upon conquest/ Unbanished Generals are awarded them.
* Unbanished Generals can buy estates 2000/4000 with Inflation(default) or 3000/6000 with inflation depending on modded difficulty level
* Out of supply effects now split between "out of supplies" & "starvation" traits. Starvation is a combination of no supplies and no forage.
* Old BGRIV corruption feature expanded to increase in line with expansion. ..."I wonder how that Noble was able to afford another estate on his income?"
* Extra crusade feature representing an exodus of some troops from religious regions to independently join a crusade when the faction leader fails to join a crusade in time. The effect is no quality troops available in regions of 80% or more own religion until the crusade(or Jihad) ends.
* not BGR related, but these files also attempt to tackle Timurid armies that have elephants, but not artillery and get stuck. It adds artillery to start armies that contain elephants in the hope that they will use the artillery. Feedback would be useful.
* New Leader's Orders based on his character. Disobedience will be punished.
**Any features not mentioned to be listed here**
Also the following minor changes:
Added one more feature to prevent the 'snowball' effect further.
Nobles' corruption feature added to enhance difficulty when necessary (desperately poor generals may turn corrupt depending on loyalty, but the very rich are worse, like real life)
Minor text changes
Removed potential for ai to get 'despondent'
BGRIV_SS6.1_31-12-08  (latest version if using ss6.1 and don't want Real Recruitment1.3/Real Combat1.8/CBUR/BFTB/BGR IV Compilation (which has 6.2 included!)
as previous version, plus:
The medieval period suffered from bouts of massive inflation and so will you.
Corrects nobles summary not counting recruitment expenses
New WCs scutage corrected. Now they never pay scutage.
New campaign required
BGRIV_SS6.2_02-03-09  (this file is outdated) Same as previous version, plus:
Includes corrections/changes due for next version (above)
NOTE: This particular file version is for users of the Real Recruitment1.3/Real Combat1.8/CBUR/BFTB/BGR IV Compilation beta
It should be used as a patch to the Feb 20th Update for that mod. When newer patches are released for that mod this file should become redundant.
This download corrects missing data from that update and upgrades it to the latest BGRIV. It does not attempt to correct non bgr features.
Installation:
1) Install RRRC compilation beta and update as that mod instructs with the 20th Feb update and do as instructed on that mods instruction page to select which version of that mod you wish to use.
2) Download the Data_BGRIV_BygAI_GraculAI_020309 file from the download section below.
3) Unzip in your downloads area and open the folder.
4) Copy the data folder from in either BGRIV+Gracul_AI or BGRIV+BGR_AI depending on which you elected to use earlier.
5) Paste the data folder into your stainless steel 6 folder.


BGRIV_SS6.1_18-12-08  (files described here & below here are now outdated)
Same as previous version, plus:
Simple editing correction to previous version:-
Faction button now brings up nobles' summaries, not by dismissing advisor in previous version.
Not Save Compatible. Wont cause error, but changes only seen in new campaign.
This SS6.1 compatible version is identical, as far as BGR features are concerned, with the BGRIV version merged with the SS6.2 compilation mod. So if you are using the 6.2 compilation you don't need this.

BGRIV_SS6.1_15-12-08  Same as previous version, plus:
Removed old line of sight restrictions.
Not Save Compatible. Wont cause error, but changes only seen in new campaign.

BGRIV 14-12-08b  Same as previous version, plus:
Changed button for nobles' finance summaries to the "faction" button, near bottom right on your screen.
Supply and forage descriptions overhaul
Text correction to "Ready for Scutage" Trait (hence 14-12-08 now 14-12-08b)
Not save game compatible as new campaign needed for the new summaries button. But otherwise save compatible with last version.

BGRIV 08-12-08  Same as previous version, plus:

Use in SS6.1 or with RR1.2RC1.7 Beta mod.

Designed to be hotseat compatible (can anyone test this?)
Test Traits now hidden
Total Nobles' Expenses & Nobles' Contributions Summary (open building browser, request advice then dismiss advice to get info. Dismissing any advisor request does the same).
New feature reducing view range to encourage scouting and add to fear in enemy territory.
NOTES:
1) NEW CAMPAIGN REQUIRED.
2) SEE INCLUDED text file for simplified renaming instructions for BGRIV + RR1.2RC1.7 (not compilation version-ask on relevant thread for how).


BGRIV 07-12-08 same as previous version, plus:
IMPORTANT UPDATE
Fixes CTD for anyone who started a NEW campaign since version 21-11-08
Includes previously optional garrison file. (need feedback on whether this is better than before)
NOTE: Full files included, but only character traits & descr_campaign_ai_db.xml from data folder affected. Therefore if already using BGRIV 24-11-08 you need only add in these files from the downloaded folder.
Save Compatible.

BGRIV (Optional AI Garrison File 26-11-08 )
This may increase AI garrison size. Please report any noticable change in ai play style. Is it still as aggressive?
NOTE place in same data folder as your BGRIV files. Save game compatible.

BGRIV 241108 same as previous version, plus:
Corrected issue with recruitment ability not showing for WCs and King without PTS ancillary. Would also have made their recruitment ability too good.
Some trait description ammendments in "Military Expenses"
NOTE. Save Compatible. Only character traits from data folder & export_vnvs from text folder affected.
[See notes above for compatibility with the NEWER RRRC compilation mod.]

BGRIV 211108 same as previous version, plus:
AI generals' wealth traits cleaned up and simplified
Wealth system enlarged to cope with unlikely high supply costs and merc hire up about 4000 (@ 300 per unit). Trait concerned is Hidden Expenses, will only show during testing phase.
Human generals' start wealth simpified, removing supply cost refs in new adoptions/coming of age etc.
NOTE. Save Compatible. Only character traits from data folder & export_vnvs from text folder affected. Many more new instructions added above here on this page.

BGRIV 201108 same as previous version, plus:
Descriptions altered:
"over 4000 in debt" etc should be "up to 4000 in debt" etc
"Nine Thousand" changed to "Nine Thousand or More" as amounts over 9000 are hidden, but still work.(because it saves a lot of code)

ZEAL  altered so each Zeal level GRADUALLY increments the required % of your own religion in order to recruit (old method only had 3 different percentages):
High = 70%
Medium = 75%
Low = 80%
V.Low  = 85%
Abyssmal = 90%

AI personal finances were out of sync (wealth vs Hundreds & Thousands). Not important, but if bribed would be out of sync for the human player too. AI money simplified.
AI also showing supply purchases. AI given separate triggers so ai does not get supply costs, expenses etc.
Removed AI treasury wealth/costs so that if a human bribes an ai general the human treasury does not have to 'buy' the bribed general's own purse.

Removed temporary correction code for out of sync wealth for adoptees (only adoptees from early versions of BGRIV (before & including version 021108) may possibly still have out of sync wealth, but most will probably be dead now so code removed)

NOTE: save compatible, but AI will still show unusual wealth etc until next new campaign started (irrelevant unless you bribe an ai general).

BGRIV 161108 same as previous version, plus:
Captives are now sold to the Leadership (the treasury). Therefore a general gets some 'ransom' money regardless of whether the Leadership gets paid by the captives' faction.
WCs now only keep ransoms & money from sacking and exterminating if they have less than "Adequate Wealth". Otherwise, IF the treasury is low then as they work for the leadership they give the money up to the treasury.
NOTE: only character traits file altered. Save game compatible.

BGRIV 151108 same as previous version, plus:
Banishment enabled for non WCs who go into debt they cannot repay interest on and subsequently lose their last Estate.
Some tweaks to scutage and negative wealth debt descriptions.
NOTE: Save game compatible. Files affected: character traits in ss6 data folder & export_vnvs in ss6 data/text folder

BGRIV 141108 same as previous version, plus:
No ai turncoat captained armies, so better ai for you to fight (save compatible).
Early campaign (edited for speed (LATE was already done in previous versions), removed unessential non-bgr scripts. (only takes effect with a new campaign).
NOTE FOR RRRC BETA users only: If you already have a bgrIV version installed then you may delete the
BGR IV_E_Manual_4.zip
Description  BGRIV/E All Inclusive Manual (v4)
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BGRIV_E_999.zip
Description  Latest BGRIV Enhanced 999 (for use with Real Recruitment1.3/Real Combat1.8/CBUR/BFTB/BGR IV Compilation with april 23rd update ONLY)
zip

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Filename  BGRIV_E_999.zip 
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BGRIV_E_999.zip
Description  OLD BGRIV Enhanced 999 (for use with Real Recruitment1.3/Real Combat1.8/CBUR/BFTB/BGR IV Compilation with april 23rd update ONLY)
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BGRIV_E_999.zip
Description  OLD VERSION. ARCHIVE ONLY. BGRIV Enhanced 999 (for use with Real Recruitment1.3/Real Combat1.8/CBUR/BFTB/BGR IV Compilation with april 23rd update ONLY)
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BGRIV_E_270809.zip
Description  BGRIV Enhanced 270809 (for use with Real Recruitment1.3/Real Combat1.8/CBUR/BFTB/BGR IV Compilation with april 23rd update ONLY)
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Data_BGRIV_BygAI_GraculAI_020309.zip
Description  Data_BGRIV_BygAI_GraculAI_020309.zip
For Real Recruitment1.3/Real Combat1.8/CBUR/BFTB/BGR IV Compilation beta
zip

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BGRIV_SS61_311208.zip
Description  BGRIV SS6.1 31-12-08
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BGRIV_SS61_181208.zip
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BGRIV_141208b.zip
Description  BGRIV 14-12-08b
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Description  BGRIV 08-12-08
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Description  BGRIV 07-12-08
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descr_campaign_ai_db.zip
Description  Optional AI Garrison file. (place in same data folder as BGRIV files)
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BGRIV_241108.zip
Description  BGRIV 24-11-08
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BGRIV_211108.zip
Description  BGRIV 21-11-08
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BGRIV_201108.zip
Description  BGRIV 20-11-08
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Description  BGRIV 16-11-08
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Description  BGRIV 15-11-08
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Description  BGRIV 14-11-08
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Description  BGRIV 03-11-08
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BGRIV_021108b.zip
Description  BGRIV 02-11-08 b (2nd update)
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BGRIV_021108.zip
Description  BGRIV 02-11-08
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Description  BGRIV 01-11-08
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BGRIV_311008.zip
Description  BGRIV 31-10-08
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Description  BGRIV 30-10-08
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Description  BGRIV 28-10-08
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Description  BGRIV 27 10 08
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