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Thread: Reforms

  1. #1

    Icon3 Reforms

    The following are various Guides to help explain Divide et Impera's various Campaign systems (0.8):

    Go here for a guide on Recruitment (Reforms and Area of Recruitment)


    Seasons Guide

    - All seasons have a harsh movement penalty. However, land movement in general was increased. This was done to help solve the extremely slow transport movement problem from CA patch 11.
    - Every province has the random chance of getting a bad, normal or good version of each season. Northern and Southern provinces have extreme winter and summer versions also, respectively.
    - Chances for these various seasons are 10% Good, 10% Bad, 80% Normal except for the following exceptions:

    • North (Blue) - 10% Bad, 10% Good, 10% Extreme, 70% Normal Winter
    • South (Red) - 10% Bad, 10% Good, 10% Extreme, 70% Normal Summer

    - Southern Provinces (Yellow and Red in above image) have a special Bad Summer that is slightly worse than the normal Bad Summer.

    Resources Guide


    Map of Resources in Caesar in Gaul Campaign:


    Map of Hannibal Resource Locations:


    Buildings - Resources Required
    -You must acquire these resources by either trade or conquest in order to build the listed buildings. Some of these buildings will simply be greyed out rather than listing a required resource.

    Wine

    Barbarian City Centre - Mead Hall (4)
    Eastern City Centre - Eastern Polo Pitch (3), Eastern Majore Field (4)
    Hellenic City Centre- Odeon (3), Hippodrome (4), Wine Shop (3), Wine Market (4)
    Roman City Centre - Circus (4), Wine Trader (2), Wine Shop (3), Forum Vinarium (4)
    Roman Port - Emporium (4)

    Timber
    Barbarian Artisans - Woodworker (2), Carpenter (3), Builder's Hall (4)
    Barbarian Port - Raider's Port (4)
    Barbarian Religious - Grove of Wodanaz (2), Shrine of Wodanaz (3)
    Eastern Military Buff - Range (2), Marksmen's Range (3), Craftsman's Quarters (2), Siege Workshop (3)
    Eastern Port - Drydock (4)
    Hellenic Military Buff - Target Stands (3), Marksmen's Range (4), Assault Course (3), Ephebic College (4), Practice Forifications (3), Stratopedon (4)
    Hellenic Military Main - Field Engineer's Workshop (2), Siege Engineer's Workshop (3), Skirmisher Camp (3)
    Hellenic Port - Military Port (4), Neosoikoi (4)
    Roman Military Buff - Target Stands (3), Doctor Saggitariorum (4), Assault Course (3), Basilica Exercitoria (4), Praetoria (3), Armidoctor (4)
    Roman Military - Field Engineer's Workshop (2), Siege Engineer's Workshop (3)
    Roman Port - Portus Classis (4), Coastal Patrol (4)

    Silk
    Eastern City Centre - Eastern Spice Market (3), Eastern Spice Bazaar (4)
    Eastern Port - Trading Port (3), Seaside Market (4)
    Hellenic City Centre - Mouseion (3), Akademia (4)

    Slaves
    Barbarian City Centre - Slave Trader (2), Slave Market (3)
    Barbarian Religious - Nemeton (5), Oak of Teiwaz (5), Kurgan Field (5)
    Eastern City Centre - Eastern Slave Trader (2), Eastern Slave Auctioneer (3)
    Hellenic City Centre - Great Library (5), Slave Trader (2), Slave Market (3)
    Hellenic Military Buff - Monument of Leonidas (5)
    Hellenic Religious - Acropolis (5), Oracle of Dodona (5), Paradise of Daphne (5), Ptolemaic Temple Complex (5), Tophet (5), Hieron ton Megalon Theon (5)
    Roman City Centre - Circus Maximus (5), Colosseum (5), Slave Trader (2), Graecostadium (3)
    Roman Religious - Pantheon (5)
    Roman Sanitation - Cloaca Maxima (5)

    Salt
    Barbarian Artisans - Brine Distiller (2), Salt Kiln (3), Salt Workshop (4)
    Barbarian City Centre - Souterrain (3), Smokehouse (4), Great Fair (4)
    Barbarian Enclosure - Potter's Workshop (4)
    Eastern City Centre - Eastern Caravanserai (4), Supply Warehouse (3), Supply Complex (4)
    Hellenic City Centre - Deigma (4), Pandocheion (4), Supply Warehouse (3), Supply Complex (4)
    Hellenic Outskirts - Amphorae Factory (4)
    Roman City Centre - Slaughterhouse (3), Forum Boarium (4), Forum Cuppedinis (4), Supply Warehouse (3), Supply Complex (4)

    Olive Oil
    Roman City Centre - Taberna (3)
    Roman Port - Trading Port (3)

    Marble
    All Quarry - Monumental Architect (4)
    Barbarian City Centre - Warlord's Hold (3), Great Hall (4)
    Hellenic Region - All Major and Minor Cities Level 4 (other than horse/salt resource nodes)
    Hellenic Religious - Royal Mausoleion (4)
    Roman Region - All Major and Minor Cities Level 4 (other than horse/salt resource nodes)

    Livestock
    Barbarian Enclosure - Royal Camp (4)
    Barbarian Religious - All Temples Level 4
    Eastern Religious - Royal Mausoleum (4), Astudan (4), Temple of Great Fires (4)
    Hellenic Religious - All Temples Level 4 other than Royal Mausoleion
    Roman City Centre - Cattle Trader (2)
    Roman Religious - All Temples Level 4

    Leather
    Barbarian Enclosure - Bard's Grove (3), Bardic Circle (4)

    Lead
    Barbarian Region - All Major and Minor Cities Level 4 (other than horse/salt resource nodes)
    Eastern Outskirts - All Outskirts Level 3 and 4 (excluding Farms)
    Hellenic Outskirts - Brick Baker (3), Brickworks (4)
    Hellenic Sanitation - Gymnasion (4), Arboretum (4), Alytarches (4), Great Cistern (4)
    Roman Outskirts - Brick Kiln (3), Tile Factory (4)
    Roman Sanitation - Thermae (4), Vigiles Urbani (4), Cloaca (4)

    Iron
    All Mines - Sluiced Mine (4)
    Barbarian Artisans - Ironsmith (3), Iron Workshop (4)
    Barbarian Enclosure - Large Herd (3), Stables (3)
    Hellenic Military - Blacksmith (2), Foundry (3)
    Roman City Centre - Gladiator School (3)
    Roman Military - Blacksmith (2), Fabrica (3), Auxiliary Barracks (3), Auxiliary Garrisson (4)

    Warhorse
    All Warhorse Breeders - Level 2, 3 and 4
    All City Centres - Warhorse Pens (2), Warhorse Breeder (3), Warhorse Ranch (4)
    Barbarian Enclosure - Horse Ranch (4), Royal Herd (4)
    Eastern Military - Nisean Stables (4)
    Hellenic Military Buff - Hippeis Stables (4)
    Roman Military Buff - Basilica Exercitoria (4)

    Grain
    All Horse Regions - Level 3 and 4
    Barbarian City Centre - Storage Pit (2), Public Market (3)
    Barbarian Enclosure - Cattle Ranch (4), Yurt Maker (4)
    Eastern City Centre - Eastern Bazaar (3), Storage Pit (2)
    Easter Military - Animal Trader (3)
    Hellenic City Centre - Makra Stoa (3), Storage Pit (2)
    Hellenic Military Buff - Horse Corral (3)
    Hellenic Outskirts - Cattle Ranch (4), Ranch (4)
    Hellenic Port - Trading Port (3), Emporion (4)
    Roman Military Buff - Veterinary (3)
    Roman City Centre - Storage Pit (2)
    Roman Outskirts - Cattle Ranch (4)

    Gold
    Barbarian Artisans - Goldsmith (2), Mint (3), Jewelsmith (4)
    Eastern Region - All Major and Minor Cities Level 4 (other than horse/salt resource nodes)
    Eastern City Centre - Eastern Satrap's Palace (3), Eastern Royal Palace (4)
    Seleucid City Centre - Satrap's Palace (3), Satrap's Great Palace (4)
    Hellenic Military - Mercenary Camp (4)

    Glass
    Eastern City Centre - Eastern Clay Tablet Archives (3), Eastern Danesgah (4)
    Roman City Centre - Archives (3), Scriptorium (4)
    Roman Outskirts - Amphora Factory (4)

    Fish
    All Salt Regions - Level 4
    Barbarian City Centre - Tavern (3)
    Hellenic City Centre - Inn (3)

    Copper
    Barbarian Artisans - Bronze Forge (3), Bronze Furnace (4)
    Eastern Military - Blacksmith (2), Weaponsmith (3), Royal Stables (3)
    Hellenic Military - Shieldmaker (2), Armourer (3), Hoplite Barracks (3), Royal Barracks (4)
    Roman Military - Shieldmaker (2), Armourer (3), Cohort Barracks (3), Legion Barracks (4)


    Resource Chain System Explanation:

    - Warhorses, Salt and Slaves are rare (2 locations). However, once you have acquired them through trade or occupation, you can then build certain buildings that produce the resources in enough quantity to trade. In this manner, a trade network can form across the map over the course of a campaign.
    - These buildings include city centre (yellow forum) buildings and some agriculture buildings. Also, salt allows you to build storage pits that then produce grain and salt (and also help with siege time).

    - Livestock are produced by specific buildings, mostly in the high tiers. These include Barbarian Tier 4 Cattle Ranch, Eastern Tier 3 and 4 stables (exotic, light, heavy), Hellenic Cattle Farm Level 4, and Roman Cattle Farm Level 4.


    Common Resource Questions:

    Q. I don't see any resources on my campaign map, why is X resource missing?
    A. You have a conflicting mod that also edits the startpos.esf file. Either you are actively using that conflicting mod or there is an older mod in your data folder causing the problem.

    Q. Why are resources so limited? Historically, Region X had resource Y, but why isn't it present in the game?
    A. Our resource system considers gameplay and strategy along with historical authenticity. The general concept behind our resource system is to have them be limited on the map so that the player must seek them out through trade or conquest. This idea creates strategic locations and the need to expand or trade. Three resources are especially limited because of our resource chain system for those resources (horses, salt, slaves).

    Q. Why do certain buildings require resources?
    A. We wanted to make resources more meaningful in DeI, so that they have a reason beyond income to be obtained. One of these ways is to add requirements to buildings that make practical sense.

    Character Skills and Army Traditions Guide

    Character Skills Sreadsheet

    Army Traditions Spreadsheet
    Last edited by Dresden; March 30, 2014 at 01:55 PM.

  2. #2

    Icon3 [Manual] The DeI Scriptorium - tbd

    The following are various Guides to help explain Divide et Impera's various Campaign systems (0.8):

    Go here for a guide on Recruitment (Reforms and Area of Recruitment)


    Seasons Guide

    - All seasons have a harsh movement penalty. However, land movement in general was increased. This was done to help solve the extremely slow transport movement problem from CA patch 11.
    - Every province has the random chance of getting a bad, normal or good version of each season. Northern and Southern provinces have extreme winter and summer versions also, respectively.
    - Chances for these various seasons are 10% Good, 10% Bad, 80% Normal except for the following exceptions:

    • North (Blue) - 10% Bad, 10% Good, 10% Extreme, 70% Normal Winter
    • South (Red) - 10% Bad, 10% Good, 10% Extreme, 70% Normal Summer

    - Southern Provinces (Yellow and Red in above image) have a special Bad Summer that is slightly worse than the normal Bad Summer.

    Resources Guide


    Map of Resources in Caesar in Gaul Campaign:


    Map of Hannibal Resource Locations:


    Buildings - Resources Required
    -You must acquire these resources by either trade or conquest in order to build the listed buildings. Some of these buildings will simply be greyed out rather than listing a required resource.

    Wine

    Barbarian City Centre - Mead Hall (4)
    Eastern City Centre - Eastern Polo Pitch (3), Eastern Majore Field (4)
    Hellenic City Centre- Odeon (3), Hippodrome (4), Wine Shop (3), Wine Market (4)
    Roman City Centre - Circus (4), Wine Trader (2), Wine Shop (3), Forum Vinarium (4)
    Roman Port - Emporium (4)

    Timber
    Barbarian Artisans - Woodworker (2), Carpenter (3), Builder's Hall (4)
    Barbarian Port - Raider's Port (4)
    Barbarian Religious - Grove of Wodanaz (2), Shrine of Wodanaz (3)
    Eastern Military Buff - Range (2), Marksmen's Range (3), Craftsman's Quarters (2), Siege Workshop (3)
    Eastern Port - Drydock (4)
    Hellenic Military Buff - Target Stands (3), Marksmen's Range (4), Assault Course (3), Ephebic College (4), Practice Forifications (3), Stratopedon (4)
    Hellenic Military Main - Field Engineer's Workshop (2), Siege Engineer's Workshop (3), Skirmisher Camp (3)
    Hellenic Port - Military Port (4), Neosoikoi (4)
    Roman Military Buff - Target Stands (3), Doctor Saggitariorum (4), Assault Course (3), Basilica Exercitoria (4), Praetoria (3), Armidoctor (4)
    Roman Military - Field Engineer's Workshop (2), Siege Engineer's Workshop (3)
    Roman Port - Portus Classis (4), Coastal Patrol (4)

    Silk
    Eastern City Centre - Eastern Spice Market (3), Eastern Spice Bazaar (4)
    Eastern Port - Trading Port (3), Seaside Market (4)
    Hellenic City Centre - Mouseion (3), Akademia (4)

    Slaves
    Barbarian City Centre - Slave Trader (2), Slave Market (3)
    Barbarian Religious - Nemeton (5), Oak of Teiwaz (5), Kurgan Field (5)
    Eastern City Centre - Eastern Slave Trader (2), Eastern Slave Auctioneer (3)
    Hellenic City Centre - Great Library (5), Slave Trader (2), Slave Market (3)
    Hellenic Military Buff - Monument of Leonidas (5)
    Hellenic Religious - Acropolis (5), Oracle of Dodona (5), Paradise of Daphne (5), Ptolemaic Temple Complex (5), Tophet (5), Hieron ton Megalon Theon (5)
    Roman City Centre - Circus Maximus (5), Colosseum (5), Slave Trader (2), Graecostadium (3)
    Roman Religious - Pantheon (5)
    Roman Sanitation - Cloaca Maxima (5)

    Salt
    Barbarian Artisans - Brine Distiller (2), Salt Kiln (3), Salt Workshop (4)
    Barbarian City Centre - Souterrain (3), Smokehouse (4), Great Fair (4)
    Barbarian Enclosure - Potter's Workshop (4)
    Eastern City Centre - Eastern Caravanserai (4), Supply Warehouse (3), Supply Complex (4)
    Hellenic City Centre - Deigma (4), Pandocheion (4), Supply Warehouse (3), Supply Complex (4)
    Hellenic Outskirts - Amphorae Factory (4)
    Roman City Centre - Slaughterhouse (3), Forum Boarium (4), Forum Cuppedinis (4), Supply Warehouse (3), Supply Complex (4)

    Olive Oil
    Roman City Centre - Taberna (3)
    Roman Port - Trading Port (3)

    Marble
    All Quarry - Monumental Architect (4)
    Barbarian City Centre - Warlord's Hold (3), Great Hall (4)
    Hellenic Region - All Major and Minor Cities Level 4 (other than horse/salt resource nodes)
    Hellenic Religious - Royal Mausoleion (4)
    Roman Region - All Major and Minor Cities Level 4 (other than horse/salt resource nodes)

    Livestock
    Barbarian Enclosure - Royal Camp (4)
    Barbarian Religious - All Temples Level 4
    Eastern Religious - Royal Mausoleum (4), Astudan (4), Temple of Great Fires (4)
    Hellenic Religious - All Temples Level 4 other than Royal Mausoleion
    Roman City Centre - Cattle Trader (2)
    Roman Religious - All Temples Level 4

    Leather
    Barbarian Enclosure - Bard's Grove (3), Bardic Circle (4)

    Lead
    Barbarian Region - All Major and Minor Cities Level 4 (other than horse/salt resource nodes)
    Eastern Outskirts - All Outskirts Level 3 and 4 (excluding Farms)
    Hellenic Outskirts - Brick Baker (3), Brickworks (4)
    Hellenic Sanitation - Gymnasion (4), Arboretum (4), Alytarches (4), Great Cistern (4)
    Roman Outskirts - Brick Kiln (3), Tile Factory (4)
    Roman Sanitation - Thermae (4), Vigiles Urbani (4), Cloaca (4)

    Iron
    All Mines - Sluiced Mine (4)
    Barbarian Artisans - Ironsmith (3), Iron Workshop (4)
    Barbarian Enclosure - Large Herd (3), Stables (3)
    Hellenic Military - Blacksmith (2), Foundry (3)
    Roman City Centre - Gladiator School (3)
    Roman Military - Blacksmith (2), Fabrica (3), Auxiliary Barracks (3), Auxiliary Garrisson (4)

    Warhorse
    All Warhorse Breeders - Level 2, 3 and 4
    All City Centres - Warhorse Pens (2), Warhorse Breeder (3), Warhorse Ranch (4)
    Barbarian Enclosure - Horse Ranch (4), Royal Herd (4)
    Eastern Military - Nisean Stables (4)
    Hellenic Military Buff - Hippeis Stables (4)
    Roman Military Buff - Basilica Exercitoria (4)

    Grain
    All Horse Regions - Level 3 and 4
    Barbarian City Centre - Storage Pit (2), Public Market (3)
    Barbarian Enclosure - Cattle Ranch (4), Yurt Maker (4)
    Eastern City Centre - Eastern Bazaar (3), Storage Pit (2)
    Easter Military - Animal Trader (3)
    Hellenic City Centre - Makra Stoa (3), Storage Pit (2)
    Hellenic Military Buff - Horse Corral (3)
    Hellenic Outskirts - Cattle Ranch (4), Ranch (4)
    Hellenic Port - Trading Port (3), Emporion (4)
    Roman Military Buff - Veterinary (3)
    Roman City Centre - Storage Pit (2)
    Roman Outskirts - Cattle Ranch (4)

    Gold
    Barbarian Artisans - Goldsmith (2), Mint (3), Jewelsmith (4)
    Eastern Region - All Major and Minor Cities Level 4 (other than horse/salt resource nodes)
    Eastern City Centre - Eastern Satrap's Palace (3), Eastern Royal Palace (4)
    Seleucid City Centre - Satrap's Palace (3), Satrap's Great Palace (4)
    Hellenic Military - Mercenary Camp (4)

    Glass
    Eastern City Centre - Eastern Clay Tablet Archives (3), Eastern Danesgah (4)
    Roman City Centre - Archives (3), Scriptorium (4)
    Roman Outskirts - Amphora Factory (4)

    Fish
    All Salt Regions - Level 4
    Barbarian City Centre - Tavern (3)
    Hellenic City Centre - Inn (3)

    Copper
    Barbarian Artisans - Bronze Forge (3), Bronze Furnace (4)
    Eastern Military - Blacksmith (2), Weaponsmith (3), Royal Stables (3)
    Hellenic Military - Shieldmaker (2), Armourer (3), Hoplite Barracks (3), Royal Barracks (4)
    Roman Military - Shieldmaker (2), Armourer (3), Cohort Barracks (3), Legion Barracks (4)


    Resource Chain System Explanation:

    - Warhorses, Salt and Slaves are rare (2 locations). However, once you have acquired them through trade or occupation, you can then build certain buildings that produce the resources in enough quantity to trade. In this manner, a trade network can form across the map over the course of a campaign.
    - These buildings include city centre (yellow forum) buildings and some agriculture buildings. Also, salt allows you to build storage pits that then produce grain and salt (and also help with siege time).

    - Livestock are produced by specific buildings, mostly in the high tiers. These include Barbarian Tier 4 Cattle Ranch, Eastern Tier 3 and 4 stables (exotic, light, heavy), Hellenic Cattle Farm Level 4, and Roman Cattle Farm Level 4.


    Common Resource Questions:

    Q. I don't see any resources on my campaign map, why is X resource missing?
    A. You have a conflicting mod that also edits the startpos.esf file. Either you are actively using that conflicting mod or there is an older mod in your data folder causing the problem.

    Q. Why are resources so limited? Historically, Region X had resource Y, but why isn't it present in the game?
    A. Our resource system considers gameplay and strategy along with historical authenticity. The general concept behind our resource system is to have them be limited on the map so that the player must seek them out through trade or conquest. This idea creates strategic locations and the need to expand or trade. Three resources are especially limited because of our resource chain system for those resources (horses, salt, slaves).

    Q. Why do certain buildings require resources?
    A. We wanted to make resources more meaningful in DeI, so that they have a reason beyond income to be obtained. One of these ways is to add requirements to buildings that make practical sense.

    Character Skills and Army Traditions Guide

    Character Skills Sreadsheet

    Army Traditions Spreadsheet

  3. #3

    Icon3 Reforms

    Reforms Guide

    Reforms Basic Information:

    - Make sure you don't have any other mods that affect the scripting.lua file (camera mods, etc).
    - Current cultures with Reforms: Rome, Carthage, Celtic, Gallic, Iberian, German, and Hellenic.

    - Reforms are based on two factors: Imperium level and turn number. We may add more complicated triggers in the future.
    - When a Reform for a faction occurs, new units will be available to recruit and the older versions will no longer be recruitable.
    - The AI has different requirements for Reforms, they only require a certain turn number.
    - Technologies that unlock barracks types are still present, as each barracks level has a value in each reform tier.
    - Some units will be restricted until the global reform happens for that culture type, for example Thorax units for Armenia or certain Auxiliaries for Rome.

    Player Cultural Reform Triggers:

    Rome
    Polybian - Imperium level 3, minimum turns 40
    Marian - Imperium level 5, minimum turns 100
    Imperial - Imperium level 7, minimum turns 210

    Carthage
    Late Reforms - Imperium level 5, minimum turns 80

    Greek\Successor Kingdoms
    Thureos - Imperium level 3, minimum turns 50
    Thorax - Imperium level 5, minimum turns 120

    Barbarian (German, Celtic, Gallic, Celtiberian)
    Neitos - Imperium level 5, minimum turns 80


    AI Cultural Reform Triggers:

    Rome
    Polybian - Turn 50
    Marian - Turn 130
    Imperial - Turn 240

    Carthage
    Late Reforms - Turn 100

    Greek\Successor Kingdoms
    Thureos - Turn 60
    Thorax - Turn 140

    Barbarian (German, Celtic, Gallic, Celtiberian)
    German - Turn 105
    Iberian - Turn 110
    Celtic - Turn 106


    Reforms-Exclusive Units by Culture:

    Rome
    Camillan
    Accensi, Equites Extraordinarii (Early), Equites (Early), Hastati (Early), Leves, Pedites Extraordinarii (Early), Principes (Early), Rorarii (Early), Triarii (Early)

    Polybian
    Ballista, Scorpio, Equites Extraordinarii (Late), Equites (Late), Hastati (Late), Pedites Extraordinarii (Late), Polybolos, Principes (Late), Rorarii (Late), Scorpio (Fixed), Triarii (Late), Velites

    Marian
    Antesignani, Ballista, Scorpio, Scorpio (Fixed), Ala Legionaria (Legionary Cav), Cohors Praetoria, Polybos, Legionarii Socii Extraordinarii, Legionaries (Based on location, see AoR guide below).

    Imperial
    Ballista, Scorpio, Scorpio (Fixed), Equites Legionis, Polybos, Equites Singulares, Custodes Praetorii, Cohors Vigilum, Legionary Cohorts (Based on location, see AoR guide below).


    Greek
    Note: Pike units available from start for Seleucid, Macedon, Egypt, Baktria, Pergamon and Epirus
    Start
    Machairaphoroi, Ekdromoi Hoplites, Hoplites, Light Hoplites, Metoikoi Hoplites, Native Hoplites, Periokoi Hoplites, Pontic Light Spearmen

    Thureos
    Egyptian Katoikoi Pike, Bronze Shield Pike, Ekdromoi Hoplites, Foot Companions, Hoplites, Kleoruchoi Pike, Levy Pike, Levy Thureos Spears, Periokoi Hoplites, Periokoi Pike, Periokoi Spears, Periokoi Swords, Greek Pikes, Thureos Hoplites, Thureos Swords, Thureos Spears

    Thorax
    Bosphorus Heavy Archers, Bosphorus Heavy Infantry, Bosphorus Sarmatian Cataphracts, Bosphorus Thorax Sword Elite, Egyptian Kleruchoi Agema Pike, Armoured Hoplites, Bronze Shield Pike, Foot Companions, Hellenic Cataphracts, Late Ekdromoi Hoplites, Levy Thureos Spears, Periokoi Sword, Periokoi Spears, Periokoi Thorax Pike, Periokoi Thorax Spears, Royal Swordsmen, Royal Thorax Swords, Silver Shield Pike, Silver Shield Sword, Thorax Hoplites, Thorax Legionary, Thorax Pike, Thorax Spears, Thorax Swords, Thureos Hoplites, Thureos Spears, Thureos Swords, White Shield Pike, Illyrian Heavy Spear, Illyrian Heavy Sword, Massilian Veteran Sword, Pontic Heavy Archers, Pontic Heavy Infantry, Pontic Thorax Sword Elite, Syrian Heavy Peltasts


    Carthage
    Start
    African Pike, Hoplites, Libyan Hoplites, Libyan Infantry, Light Libyan Infantry, Pikes

    Late
    Infantry, Late African Pike, Late Hoplites, Late Libyan Hoplites, Late Libyan Infantry, Late Pikes


    Celtic
    Start
    Axe Warriors, Appea Gaedotos, Boii Cingetos, Enoci Curoas, Gaelaiche, Lugoae, Sword Followers, Teceitos, Uisusparos, Fierce Swords, Galatian Spears, Galatian Swords, Levy Freemen, Light Horse, Londo Epatoi, Noricene Gaecori, Short Swords, Spear Warriors, Warriors

    Neitos
    Acus Eporedoi, Arjos, Ballista, Batacorii, Berukomtouga Selgoi, Boii Med. Spearmen, Carnute Cingetos, Celtic Elite Cavalry, Gaeroas, Gaisatoi, Scorpio, Chosen Spear, Chosen Sword, Galatian Legionaries, Galatian Noblemen, Galatian Royal Guard, Golberi Curoas, Kelthohellenekoi Hoplites, Klappagnetoi, Kluddacorii, Reformed Light Cavalry, Light Swords, Reformed Med. Cavalry, Heavy Horse, Mori Gaesum, Noble Horse, Oathsworn, Scorpio (fixed), Spear Nobles, Sword Followers, Uisusparos Kingetoi, Veteran Spears


    Iberian
    Start
    Cantabrian Goidilic Levy Spearmen, Cantabrian Light Infantry, Heavy Infantry, Light Cavalry, Lusitani Light Infantry, Lusitani Light Spearmen, Scutarii Spear, Scutarii, Spearmen, Swordsmen

    Loricati
    Arevaci Medium Infantry, Arevaci Medium Spear, Arevaci Medium Cavarly, Ballista, Cantabrian Ambacti, Cantabrian Ebherni Spear, Cantabrian Medium Infantry, Scorpio, Light Spearmen, Loricati Scutarii Spear, Loricati Scutaii, Lusitani Medium Spearmen, Lusitani Shock Infantry, Medium Cavalry, Medium Infantry, Scorpio (fixed), Veteran Shield Warriors


    German
    Start
    Bloodsworn, Club Levy, Dreugulozez Brunjadoi, Longbow Hunters, Noble Riders, Scout Riders, Sloxonez, Spear Levy, Sword Masters, Wodonaz Spears, Xosenthozez Xazdadoi

    Neitos
    Ballista, Scorpio, Dreugulozez Exworeidondijoi, Gaizoz Frije, Herthaganautoz, Herunautoz, Marthathegnoz, Ridanz, Scorpio (Fixed), Skutjanz, Slaganz, Spear Brothers, Speudogordoz, Thegnoz Drugule


    Reforms FAQ:

    Q. My Reforms are not working or are not activating, what is wrong?
    A. You may be using another mod that affects the scripting.lua file, which will conflict with DeI. These include camera mods. Also, Reforms will not work with a save game that didn't start with DeI version 0.8 or later.

    Q. Why do you use Imperium level rather than a specific set of circumstances?
    A. We wanted to allow the players more freedom in how to progress their campaigns. Rather than having a specific set of historical circumstances that have to be met on every playthrough, we felt the Imperium mechanic allows for a more open-ended campaign experience that can still include historical reforms. The Imperium requirement is our baseline to introduce and test Reforms. We may eventually change the triggers to be more specific.

    Q. Why did you choose to have a minimum turn number rather than a set historical year for the reforms?
    A. Because our mod is 4 turns per year, it just wasn't feasible to set the reforms at their historical date. For example, if we wanted to make Marian Reforms occur around 100 B.C, the player would have to play almost 700 turns to reach that. While we want the player to have a historical experience, we also take into account gameplay to create a more reasonable setting.

    Q. Why did you choose Imperium level X or turn number Y?
    A. We tried to balance empire size and game length so that the Reforms are obtainable at junctions that make sense for gameplay.

    Q. Why can't I upgrade units from my previous reforms to newly reformed units?
    A. While we want this to be possible, we currently can't use the technology upgrade mechanic to achieve this idea. Perhaps there will be some other way to do this in the future that does not use the technology upgrade table.

    Q. Why are some garrison units from reform periods other than my current one?
    A. Unfortunately, the scripting limitations of the game prevent us from changing garrison units properly. We have tried to work around this where possible, but there may be a few odd units here and there.

    Q. Why are the Reform event messages generic rather than Reform-specific?
    A. For now, we have to use existing but unused events from vanilla to create the event messages. CA will supposedly be fixing the inability to create new events. When that happens, we will have detailed Reform messages for the various Reform types.
    Last edited by Dresden; April 03, 2014 at 12:03 PM.

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  4. #4

    Default Re: DeI Recruitment Guides - Reforms and Area of Recruitment

    Area of Recruitment Guide

    Basic Information
    - In DeI, certain units are only able to be recruited in certain regions. Also, some units require a certain amount of your faction's culture.
    - Depending on the type of unit, it may require a main or an auxiliary barracks.
    - Culture Requirements - In order to recruit Rome's main unit types (Legionaries), Latin must be the dominant culture in that province (>50%).
    - Other cultures will gain this requirement once our 0.9 AoR update is released.


    Areas of Recruitment for Rome's Auxiliaries

    *Requires the Auxiliary Barracks line - some Auxiliaries are not available until that faction type has reached their Worldwide reforms.




    Areas of Recruitment for Other Factions


    Work in Progress - Coming in Update 0.9




    Last edited by Dresden; April 02, 2014 at 12:44 PM.

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  5. #5

    Default Re: Divide et Impera Recruitment Guides - Reforms and Area of Recruitment

    Army Unit Caps
    - Various units have a limitation on how many can be recruited per stack by the player.
    - Once that limit is reached, that army stack can no longer recruit that type of unit.
    - Here is a spreadsheet with the unit caps (listed by unit database name, not in game name):

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