Q: Can I change the options chosen on install after install?
A: Yes, just run the file called SS_Setup.exe (AKA the sub-mod manager) in your 6.3 folder. Most changes won't apply to an already on-going campaign, though.
Q: Where did Ireland go?
A: They were removed due to almost always being passive, and to free up slots for more units. The Timurids have been added in their place.
Q: What's the difference between the three AIs?
A: Gracul AI is aggressive, Lusted AI is trustworthy, Savage AI is a mix. More details below.Gracul AI | Gracul's AI is known for its aggressive style and constant backstabs when your faction is weak. You can actually lose to the AI!
The play-style of the computer resembles my own - expand and kill the weak even if it's your ally.
The computer will also create a lot of alliance blocks, and the world is at constant TOTAL WAR!
Ally holding only works if you're actually a lot stronger than your allies.
Aggressive - 10/10
Backstabbing - 10/10
Trustworthy - 2/10
Constant war state. |
Lusted AI | Lusted's AI is the actual base for the other two AIs present here.
It features a much more passive AI, with minimum wars and almost no backstabbing.
Also, it's very easy to get alliances early on.
Aggressiveness - 2/10
Backstabs - 2/10
Ally holding - 8/10
Peaceful campaign. |
Savage AI | Savage AI is the one used by most of the people at the SS forums.
The AI is more aggressive than Lusted AI, but not very backstabbing (though more so than Lusted's) and the computer doesn't like to fight multiple factions at the same time.
It's easy to get some alliances early on, many of which will probably hold for the rest of the game.
Still, backstabs can happen, however, the AI will not go into a war frenzy.
Aggressive - 5/10
Backstabbing - 4/10
Trustworthy - 5/10
Good balance between peace and war. | More info and discussion in this thread (and a poll on what AI people use).
Q: "Why can't I recruit everything I could in 6.2/6.1?" "What is AoR?"
A: This is because of AoR (Area of Recruitment) and because of recruitment limits at the beginning of late campaigns (to prevent some factions from spamming powerful units when controlled by the AI), while AoR makes it so that you can only recruit local units in the regions they come from. Also, many rosters have been changed.
Q: How can I get recruitment back to normal?
A: You can download Newt's No Waiting sub-mod.
Q: How do I change unit sizes?
A: On the main menu, go into Options, then Game Options. Here you'll find, amongst other things, 4 unit sizes, ranging from small to huge.
Q: How can I get the army supply system without installing BGR IV?
A: Download this file, or download the Compilation and enable BGR II
Q: "How can I change how old characters get?" "How can I change when characters come of age?" "How can I change how many children family members get?" etc.
A: Open descr_campaign_db in the /data folder (remember to make a backup) and go to line 69 through 87 (or search for "family_tree"). Here you can change the max number of children, when children come of age, maximum age before generals croak, when daughters can't marry anymore, etc.
If what you want is for your characters to live longer, you can download my Live Long and Prosper sub-mod. Also included in the Compilation.
Q: How do I play as the Timurids?
Answer | Just play a hotseat! They're great. Just open medieval2.preference.cfg in notepad, and paste this:
[hotseat]
turns = 0
scroll = 0
autoresolve_battles = 0
disable_console = 0
disable_papal_elections = 1
save_prefs = 1
update_ai_camera = 1
validate_diplomacy = 1
Then make medieval2.preference.cfg read only.
Then play a late-era hotseat campaign and once the Timurids pop in, type in the console "control timurids" |
Q: How do I turn a profit/keep my economy going as the mongols?
A: You'll have to go blitz-krieg style, conquer and sack as many settlements as possible, conserve your forces as much as possible, and keep going. Fight as much as possible on open fields, this is where your horse-archers excel. Use hit and run tactics.
Use captured castles to produce more troops and to replace the ones you've lost. Lay siege to at least a few cities every turn, attack and sack them the turn after, you need the money, both to pay for replacing units, making more units, and for paying your unit upkeep. Eventually, you'll have a powerful enough economy to pay for your war engine.
Q: When does education start?
A: At coming of age.
Q: When does education end?
A: 16 turns later.
Q: What traits can I gain from education?
A: These:Education traits | Trait Military_Edu
Characters family
Level Basic_Military_Ed
Description Basic_Military_Ed_desc
EffectsDescription Basic_Military_Ed_effects_desc
Threshold 1
Effect MovementPoints 2
Level Standard_Military_Ed
Description Standard_Military_Ed_desc
EffectsDescription Standard_Military_Ed_effects_desc
Threshold 2
Effect Command 1
Effect Loyalty 1
Effect SiegeEngineering 5
Effect MovementPoints 5
Level Advanced_Military_Ed
Description Advanced_Military_Ed_desc
EffectsDescription Advanced_Military_Ed_effects_desc
Threshold 5
Effect Command 2
Effect SiegeEngineering 10
Effect TroopMorale 1
Effect LineOfSight 1
Effect Ambush 2
Effect Loyalty 1
Effect MovementPoints 8
Level Master_Military_Ed
Description Master_Military_Ed_desc
EffectsDescription Master_Military_Ed_effects_desc
Threshold 10
Effect Command 3
Effect SiegeEngineering 15
Effect TroopMorale 2
Effect LineOfSight 3
Effect Ambush 3
Effect Loyalty -1
Effect MovementPoints 10
;------------------------------------------
Trait Western_Edu
Characters family
Level Basic_Western_Ed
Description Basic_Western_Ed_desc
EffectsDescription Basic_Western_Ed_effects_desc
Threshold 1
Effect SiegeEngineering 5
Effect Trading 2
Effect TaxCollection 5
Level Standard_Western_Ed
Description Standard_Western_Ed_desc
EffectsDescription Standard_Western_Ed_effects_desc
Threshold 3
Effect SiegeEngineering 5
Effect Trading 5
Effect TaxCollection 5
Effect Mining 5
Effect Construction 5
Effect Loyalty -1
Level Advanced_Western_Ed
Description Advanced_Western_Ed_desc
EffectsDescription Advanced_Western_Ed_effects_desc
Threshold 10
Effect SiegeEngineering 5
Effect Trading 10
Effect TaxCollection 10
Effect Mining 10
Effect Construction 10
Effect Loyalty -2
Effect Law 2
Effect BattleSurgery 5
Effect Piety 2
;------------------------------------------
Trait Eastern_Edu
Characters family
Level Basic_Eastern_Ed
Description Basic_Eastern_Ed_desc
EffectsDescription Basic_Eastern_Ed_effects_desc
Threshold 1
Effect SiegeEngineering 5
Effect Piety 1
Effect TaxCollection 5
Effect LocalPopularity 1
Level Standard_Eastern_Ed
Description Standard_Eastern_Ed_desc
EffectsDescription Standard_Eastern_Ed_effects_desc
Threshold 3
Effect SiegeEngineering 5
Effect Piety 2
Effect TaxCollection 5
Effect LocalPopularity 1
Effect Mining 5
Effect Construction 5
Effect Trading 1
Level Advanced_Eastern_Ed
Description Advanced_Eastern_Ed_desc
EffectsDescription Advanced_Eastern_Ed_effects_desc
Threshold 10
Effect SiegeEngineering 5
Effect Piety 3
Effect TaxCollection 10
Effect LocalPopularity 2
Effect Mining 10
Effect Construction 10
Effect Trading 5
Effect Loyalty -1
Effect Law 2
;------------------------------------------
Trait Greek_Edu
Characters family
Level Basic_Greek_Ed
Description Basic_Greek_Ed_desc
EffectsDescription Basic_Greek_Ed_effects_desc
Threshold 1
Effect SiegeEngineering 5
Effect Trading 2
Effect Law 1
Effect TaxCollection 5
Level Standard_Greek_Ed
Description Standard_Greek_Ed_desc
EffectsDescription Standard_Greek_Ed_effects_desc
Threshold 3
Effect SiegeEngineering 5
Effect Trading 5
Effect Law 1
Effect TaxCollection 5
Effect Mining 5
Effect Construction 5
Level Advanced_Greek_Ed
Description Advanced_Greek_Ed_desc
EffectsDescription Advanced_Greek_Ed_effects_desc
Threshold 10
Effect SiegeEngineering 5
Effect Trading 10
Effect Law 2
Effect TaxCollection 5
Effect Mining 5
Effect Construction 10
Effect BattleSurgery 5
Effect Piety 1
;------------------------------------------
Trait Pagan_Edu
Characters family
Level Basic_Pagan_Ed
Description Basic_Pagan_Ed_desc
EffectsDescription Basic_Pagan_Ed_effects_desc
Threshold 1
Effect MovementPoints 2
Effect LineOfSight 1
Level Standard_Pagan_Ed
Description Standard_Pagan_Ed_desc
EffectsDescription Standard_Pagan_Ed_effects_desc
Threshold 2
Effect Command 1
Effect Loyalty 1
Effect LineOfSight 1
Effect MovementPoints 5
Effect TroopMorale 1
Effect Ambush 1
Level Advanced_Pagan_Ed
Description Advanced_Pagan_Ed_desc
EffectsDescription Advanced_Pagan_Ed_effects_desc
Threshold 4
Effect Command 2
Effect Loyalty 1
Effect LineOfSight 2
Effect MovementPoints 8
Effect TroopMorale 1
Effect Ambush 2
Effect Law 1
Effect TaxCollection 5
Level Master_Pagan_Ed
Description Master_Pagan_Ed_desc
EffectsDescription Master_Pagan_Ed_effects_desc
Threshold 8
Effect Command 3
Effect Loyalty -2
Effect LineOfSight 5
Effect MovementPoints 10
Effect TroopMorale 2
Effect Ambush 3
Effect Law 1
Effect TaxCollection 5 |
Q: What triggers the traits?
A: I don't know, but education buildings at least should improve your character's education. |