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Thread: [Resource] DeI Manuals, Guides and FAQ

  1. #1
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    Default [Resource] DeI Manuals, Guides and FAQ

    The compilation of awesome manuals prepared by Dresden about various aspects of the game.

    Index
    1. Seasons
    2. Resources
    3. Characters, Armies and Public Order
    4. Reforms
    5. Area of Recruitment
    6. Politics, Civil Wars and Imperium
    7. Supply System Manual
    8. Population System
    9. Frequently Asked Questions (FAQ)
    10. 1.2 Diplomacy and CAI Guide


    The Closest thing we have to an encyclopedia is Honga.net . It isn't always fully updated and may not be perfectly accurate, but it has most of the mod's content there.
    Last edited by Dresden; July 17, 2017 at 06:22 PM.
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    Default Re: [Manual] The DeI Scriptorium

    Seasons Manual
    Seasons Guide, by Dresden

    - 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 Manual
    Resources Manual, by Dresden
    Main Campaign map

    Casear in Gaul map

    Hannibal at the Gates map

    Wrath of Sparta map

    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.

    Characters, Armies and Public Order
    Skills and Army Traditions spreadsheets, by Dresden

    Custom Skills, Stances and Traditions for Characters and Armies: Character Skills and Army Traditions Sreadsheets
    Faction Leader Effects: Faction Leader Effect Table

    Public Order, Armies and Dignitaries
    - Armies use 1 food from the region they are in, unless they are garrisoned. When mustering they use 2 food.
    - Armies that are garrisoned have a negative affect on public order. However, they get other bonuses including replenishment, ammunition, and various bonuses based on culture.
    - Dignitaries are now Governors. Deploy them in a province and increase their skills to help improve public order, cultural conversion and many other aspects.
    Last edited by Dresden; March 18, 2016 at 06:28 PM.
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  3. #3
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    Default Re: [Manual] The DeI Scriptorium

    Reforms
    Reforms Guide, by Dresden
    Reforms Basic Information:
    - Most reforms are based on two factors: Imperium level and turn number.
    - The Upgrade technology for some factions simply allows units to be upgraded once reforms are hit, they do not unlock units themselves.
    - 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 factions rely on the Greek global reforms. These include Armenia, Illyria and Odryssia.

    Roman Auxiliaries
    - Unlike other reforms, Rome's auxiliary barracks is locked instead of the units.
    - Once Marian reforms are reached, the tier 3 auxiliary barracks is unlocked. At Imperial, tier 4 is unlocked.
    - This was done to help with load times.

    Unit Upgrades
    - Units from previous reform tiers can be upgraded to the new reform tier in some cases.
    - Make sure to research the custom technology for your faction in order to get the unit upgrades. Germanic and Gallic cultures do not have a custom technology.

    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

    Celtic\Gallic\Iberian\German
    Neitos - Imperium level 4, minimum turns 90

    Parthian
    Late Reforms - Imperium level 5, turns 120


    Global Cultural Reform Triggers:

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

    Carthage
    Late Reforms - Turn 100

    Greek\Successor Kingdoms
    *Armenian, Odyrssian and Illyrian reforms will trigger on these turns as well even for the player.
    Thureos - Turn 60
    Thorax - Turn 140

    Barbarian (German, Celtic, Gallic, Celtiberian)
    German - Turn 115
    Iberian - Turn 117
    Celtic/Dacian - Turn 110

    Parthian
    Late Reforms - Turn 130


    DLC Campaign Reforms
    Most factions start at a higher reform tier in DLC campaigns, especially Rome. Rome starts at Polybian in HatG, Marian in CiG and Imperial in IA (these decisions were made so that there would be a campaign to reflect each Roman reform level). Some factions still have reforms, these include:

    HatG:
    Carthage - Player Imperium 4, Turn 60 ; AI Turn 80
    Iberian - Player Imperium 4, Turn 80 ; AI 100

    CiG:
    Celtic/German/Iberian - Player Imperium 3, Turn 20; AI Turn 35

    Saka Rauka Special Reforms
    - Unlike other factions, Saka Rauka has special reform requirements.
    - Once the faction owns the regions bordering India (Transoxiana and Baktria), the reforms will trigger.

    Royal Scythia Reforms
    - Scythia also has special reform requirements.
    - The reforms can be triggered 2 ways. E
    ither 100 turns of owning a region of another Scythian/Sarmation faction. Or, 70 turns and 10 battles against other Scythian/Sarmation factions.

    Dacian Reforms
    - The Getae have special reforms. They require 100 turns and 10 battles with Rome for the player or 130 turns for the AI.

    How to Edit Reform Requirements
    1. Download and unpack PFM.
    2. Use PFM to open the DeI mod pack.
    3. Find the lua_scripts section. Under that section will be a file called reforms.lua.
    4. It should look like this:
    Global Reforms section
    Spoiler Alert, click show to read: 

    Player Reforms section
    Spoiler Alert, click show to read: 

    5. Find the reforms you want to edit. For example, for Rome the part should read:
    -- MAIN ROME CAMPAIGN
    _lib.requirements.main_rome.player = {
    roman = {3, 40, 5, 100, 7, 210},
    6. The first numbers are Imperium level, the second are turn numbers. So, if you want the first reforms to be Imperium 2 and turn 20 you would change the above line to read: roman = {2, 20, 5, 100, 7, 210},


    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 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.

    Last edited by Dresden; September 11, 2017 at 12:54 PM. Reason: deleted outdated info
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  4. #4
    m_1512's Avatar Hear ye, a poetic tale - I fall in love; Love kicks me between the legs; Roll Credits...
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    Default Re: [Manual] The DeI Scriptorium

    Area of Recruitment
    AOR Guide, by Dresden
    Basic Information
    - In DeI, certain units are only able to be recruited in certain regions.
    - Basic AoR units for all factions are recruited through the main city building line and are available to any faction that owns the specific region for that troop type.
    - Rome's special Auxiliaries require Marian or Imperial Reforms. In pre-Marian reforms, Rome's auxiliary barracks will recruit Italian allied troops.

    Area of Recruitment (AoR) for All Factions

    *Some units are not available until that faction type has reached their Worldwide reforms.




    Roman Auxiliary Area of Recruitment
    - Requires Roman Auxiliary Barracks and Marian or Imperial Reforms for most units. Units that exist in all reforms are marked by the letter regions.
    - Unit Details can be found in this thread.


    Mercenary Area of Recruitment
    - All factions have access to the following mercenary units. Carthage and Egypt have special factional mercenaries that they can recruit anywhere.

    Last edited by Dresden; May 26, 2017 at 01:02 AM.
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  5. #5

    Default Re: [Manual] The DeI Scriptorium

    Politics, Civil War and Imperium Guide
    Politics Guide, by Dresden

    Political Party Power Effects
    - Depending on the faction government type, various effects will be applied at different ruling party power levels. You can see your faction's government type by mousing over the faction effect bundle icon in the faction screen:
    Spoiler Alert, click show to read: 

    - The effects include (political action and cost effects not included in this WIP spreadsheet):
    Spoiler Alert, click show to read: 




    Civil Wars
    - Civil War chance and character defection % have been slightly lowered from vanilla variables.
    - The chances for civil wars increase with the difficulty level.
    - Starting at Imperium level 4, chances for civil wars increase with each Imperium level. This increase caps out at Imperium level 6.
    - For specific influence levels that affect civil wars, see the information below about Single and Multi-party factions.

    Single Party Factions

    These include most factions in the game other than the Grand Campaign factions of Rome, Maurya and Carthage.
    Civil War Variables
    Low Chance: 70% Influence
    Medium Chance:
    80% Influence
    High Chance:
    90% Influence

    Multi-Party Factions
    These include Rome, Maurya and Carthage in the Grand Campaign.
    Civil War Variables
    Low Chance: 60% Influence
    Medium Chance:
    70% Influence
    High Chance:
    80% Influence

    Imperium Level Effects
    Last edited by Dresden; January 04, 2017 at 06:15 PM.

  6. #6

  7. #7

    Default Re: [Manual] The DeI Scriptorium

    Population System Guide
    Population Guide
    This guide is based on Magnar's guide for the vanilla People of Rome mod. Thanks!

    Population Classes
    Click to view content: 
    There are 4 classes of people for each faction. These have different names depending on the faction:
    1) Upper Class (Nobles/Partricians)
    2) Middle Class (Plebians/Warrior Class)
    3) Lower Class (Proletarii/Commoners)
    4) Foreigners

    Total population and starting population reflect a ratio of the general levels of population at the time for specific regions in terms of males at fighting age. You can see the population of a region by mousing over the population number in the top left of the region panel.
    Population Growth
    Click to view content: 
    Population growth is influenced by a variety of in-game factors. These factors can be seen my mousing over the growth/population section of each region panel (next to the growth bar). These factors vary based on population class and include:
    - Base Growth: Each region's base growth is dependent on the ratio of the total population to the population of a specific class. As that class' population increases, it will get increasing negatives based on the "Penalty per 10k Population" value seen below.
    - Building Modifiers: Various buildings give bonuses to specific class growth, depending on the building type. These values are halved when your faction does not have the majority culture.
    - Food: Food shortages for your faction give a huge negative to population growth, while having a surplus will give a positive.
    - Majority Culture: Having the majority culture in your area will increase growth, while having the minority will decrease it (opposite for foreigners)
    - Public Order: As public order decreases, so does growth.
    - Taxation: High taxes for your faction will decrease growth and vice versa. The amount each class is affected is based on the "Tax Rate Modifier" seen in the table below.
    - Faction and Province Capitals: Receive specific bonuses to growth values.
    - Foreign Armies and Under Siege: The presence of a foreign army in the region will decrease growth and a settlement under siege is decreased even further.
    - Looted or Razed Settlement: A very large penalty to growth results from a settlement that has been looted or razed.
    - Minimum Bonus: If a certain class falls below a specific amount, it will get a bonus amount added each turn until it gets back above the minimum amount.


    Foreign Population Mechanic
    Click to view content: 
    The foreigner population will impact your regions in the following manner:
    1.) When you conquer a region, all it's population will be converted to Foreigners and you will have to build your citizen populations up from scratch in the region. If you have majority culture in that province, you will get half the population back rather than all foreigners.
    2.) If the total foreigner population of your faction gets above 50% then it will cause public order penalty in all your regions. The greater the total % of foreigners in the faction the worse the public order will be.
    3.) The % of foreigners in any given region will determine the level of administrative control over the region represented by a modifier to subsistence income. There are 4 stages of this to represent different types of regions: Heartland, Provincial, Colonial, Subject. At the start of a game most regions will have very small foreign populations.
    Economic Effects
    Click to view content: 
    Population and class ratios will also impact the economy and public order:
    - There is an ideal class % with the current default % set to: Noble = 5%, Middle = 15%, Low = 80%.
    - The noble's % determines the management of the rural areas and gives a buff or debuff to agriculture income depending on if it is higher or lower than the ideal %.
    - The middle class % determines the cultural, industrial and commercial buff or debuff.
    - There is no current effect associated with the lower class ratio as it will indirectly contribute to the other 2 classes.
    Immigration
    Click to view content: 
    Regions are split into one of 4 region types:
    1) Faction capital
    2) Province capital
    3) Minor region
    4) Frontier region (bordering any other faction's region)

    Different influencers then make different region types more desirable:
    1) Food shortage - Sends populations of all classes to minor regions.
    2) Treasury - A large faction treasury draws all population classes to the faciton and province capitals. Losing money sends them to minor regions.
    3) War - When at war, population classes will move away from frontier regions.
    4) Sea trade route raided - Raiding sea trade routes sends population to minor regions.
    5) Faction - Different factions can have more likelihood to be ruralised or urban.
    6) Tax level - Population classes move to frontier regions when the tax rate is higher.
    7) Not researching - Will result in people leaving capitols and going to minor regions.
    8) Number of allies - Reduces penalty in frontier regions.
    9) Class ratios - The faction will have an ideal population class ration if the regions pop ratio is different to the ideal then it will get a bonus or malus to bring it into line with the ideal base ratio. This is a multiplier applied to all other immigration influences and as such should have the largest impact on immigration movements in most cases.
    10) Foreign army present, Under Siege and/or Battles fought: All populations will want to leave.

    How Migration Movements Work
    Each region gets a migration attractiveness/desirability rating. These are then compared against all the neighbouring regions owned by the faction. If the neighbour region is more desirable, then it will get a boost to its population and the less desirable region will lose population. People can only migrate to an adjacent region. This means that island regions will only have inter-island migration.

    Mercenaries and AOR Troops
    Click to view content: 
    - Mercenaries and AOR troops work a bit differently to how other units are recruited. These units are broken up into multiple cultural groups depending on the culture of the unit.
    - If a faction recruits a Mercenary or AOR unit from their culture group, the faction will use the population class of that unit (1-3). However, if that unit is not from the faction's culture group, it will use population from the foreign class (4).
    Replenishment
    Click to view content: 
    - On capturing a settlement, replenishment in that region will be disabled for that turn as there are no citizens in the region to recruit.
    - In all other circumstances, the replenishment of units will draw from the appropriate population class.
    - If there are not enough people of a certain class in the region to fill even one of your units, then the army will not be able to replenish and you will be forced to return to a better populated region.

    Last edited by Dresden; January 07, 2017 at 07:24 PM.

  8. #8

    Default Re: [Resource] DeI Manuals, Guides and FAQ

    Frequently Asked Questions
    FAQ
    GENERAL

    Q. I have encountered a bug while using this mod, what can I do?
    A. First, make sure it is the mod. Try using DeI only and see if the bug/crash still happens. If applicable, see if the bug is present in the vanilla version of the game. Second, make sure you don't have any older mods in your data folder. There is a known issue where older mods that aren't active can still cause problems. Lastly, make sure you don't have any mod conflicts. If you have determined it is definitely the mod causing the bug/crash, then please do a search for similar reports using the forum search or checking the Bug Reports thread. If there haven't been any other reports, please post the bug once in the Bug Reports thread with a specific account of when/how the bug happened, mods used and, if possible, a save game or image file. Please do not post it in multiple places, we will check the Bug Reports regularly.

    Q. There is a mod feature I do not like or that does not work as I think it should, where can I report it?
    A. Please use the Feedback thread, but remember to be civil and also specific about the issue. Also, please remember that we are doing this for free and work very hard to try to provide a certain type of experience for Rome 2. We have to take into account various preferences and desires while also maintaining our vision for the mod. There is also a healthy Submod Community that offers various options for changing the mod to your preference.

    Q. Are updates save compatible?
    A. Almost all fixes or smaller updates will be save compatible unless otherwise stated. Larger releases (1.0, 1.1, etc.) are usually not very save friendly.

    Q. The AI seems to get bonuses or is not impacted by all the game systems like the player! Its unfair!
    A. Yes, the AI gets bonuses based on difficulty level. They would not be a challenge otherwise and it has always been this way in Total War games. Our various custom systems in DeI would not be understood by the AI so those systems do not impact the AI as heavily as the player. The AI is not affected by garrisoning public order penalties, has some wiggle room when it comes to supply shortages, and uses but is not limited by the population system. If we could reprogram the AI we would, but we can't - and our focus has always been adding depth and complexity for the player.

    Q. My game crashes at startup or regularly on every end turn. What is going on?
    A. The common causes of crashes are either mod conflicts or a bad install/version of the game. You should first reverify your game cache in Steam by right clicking on Rome 2 in the Library and choosing Properties. Then, go to Local Files and click Verify Game Cache. Also, make sure you are running Patch 17 (NOT the Steam patch 16 beta option). If that doesn't solve the problem, check for other mods (even submods) that may be causing the issue. Some mods can be active even without being activated in the Mod Manager, so check your data folder for other mods that may be the culprit. If you have done all of these things and are getting a repeatable crash (happens even if you load), then please post the save game in our Bug Reports thread.

    Q. Is the mod compatible with all the campaigns?
    A. Yes, DeI is compatible with all the mini-campaigns and the Augustus campaign. We also have our own custom Macedonian Wars campaign that replaces the vanilla Wrath of Sparta. If you want to play the original WoS campaign instead, you can download a submod for that from our submod forums or Steam. Obviously, you must own the applicable DLCs to play those campaigns.

    Q. What mods are compatible with DeI?
    The general rule is that graphics and music mods are mostly compatible with DeI. For example, GEM, blood mods, and most music mods. Almost all other mods may cause conflicts because of the extent of changes in DeI. There are various submods for DeI that offer options for the player. Sadly, most other mods out there will not work well with this mod.

    Q. Why are my armies not replenishing?
    A. Armies require enough supplies and population to replenish properly. If the army does not have enough population for each type of unit in it, then the whole army will not replenish. Unfortunately, we can only turn replenishment on for each army not each unit. Check the supply and population guides for further details on those systems.

    Q. I am missing a lot of textures on units.
    A. If a lot of textures are missing and you are using the Steam version, then you are missing one of the parts of the mod. Make sure you are using all 6 current mod parts. If a specific texture is missing, please report it in the bug reports thread.

    Q. Some of my cavalry units are missing their horses!
    A. This is usually caused by a mod conflict, most commonly the Better Arrows or Better Missiles mod. Other mods can also cause this, specifically ones that have any unit tables in them. Even mods that aren't activated can still cause this to happen if they are certain mod types (load even without mod manager).

    Q. I seem to be getting stuttering in sieges. Is there anything I can do about this?
    A. Some users have found that making the following graphical adjustments help solve this issue: (If not, check out the Less Variation Submod)
    Spoiler Alert, click show to read: 
    Unlimited Video Memory : ON

    Seems like there are several graphics option that will use GPU power instead of
    CPU power if you set those options ABOVE "high" (very high to extreme) and thereby
    reducing CPU burden and in return give you more fps.

    Here are the 4 options that I mentioned above :

    1. Shadow : set it on "Very High-Extreme" (put it above "high" so it will processed by
    GPU instead of CPU)
    2. Particle : set it on "Very High-Extreme" (same like above)
    3. Unit Detail : set it on "Very High-Extreme" (same like above)
    4. Building Detail : set it on "Very High-Extreme" (same like above)

    Note : the most important thing here is you have to set those 4 options ABOVE "High" !

    And here are several options that I recommend you all to be set like this :
    1. Terrain : set it to either Low or Medium
    2. Grass : set it to either Low or Medium
    3. Trees : set it to either Low or Medium
    4. Water : set it to Low - High
    5. Distortion Effect and SSAO : should be unchecked (but still optional,
    if you have good GPU it might be not a big performance hit)

    Note : those 3 settings are really CPU heavy burden alongside Unit Size !


    Q. There are units from purchased DLC's missing. Why can't I use the units I purchased?
    A. In the mod we have custom units for all factions based on our own historical research. If units are deemed historically inaccurate, they will not be included in the mod. For the most part, we make all of our own units and don't use units from the base game.

    Q. I want to play multiplayer with the mod but I can't seem to, why? Also I get desyncs after reforms.
    A. Both players must have the exact same version of the mod (steam or standalone). There is a known issue that reforms can cause desyncs. To get around that, send your save game to your multiplayer partner after your reform happens.

    Q. I can't find X resource, where is it? I can't build X building (greyed out)?
    A. Please use the Resources Guide to reference locations and effects. If you can't find the resource where the guide says, you are using a different startpos from another mod, causing a conflict. If you can't build a building, reference the resources guide to see the resource required.

    Q. Some game mechanics seem confusing and are not explained in game. Where can I find explanations for these features?
    A. You will find most of our game mechanics explained in our Guide section, which can be found here.

    Q. What difficulties are recommended for the mod?
    A. If you are new to the mod, Normal difficulty is recommended. However, more rewarding campaign experiences are usually found at Hard difficulty. Normal battle difficulty is recommended to preserve battle balance. You can also choose to change the battle difficulty separately from the campaign difficulty in the options menu after starting a campaign.

    Q. I am having a hard time with the mod. What can I do to improve my chances?
    A. If you are having trouble with the campaign, this can be normal for new players. The smaller factions will especially provide a very high level of challenge. Remember to be patient, build up diplomatic relationships and try not to engage the AI on too many fronts. You can find other helpful hints in our Guides subforum. If you are having trouble with battles, make sure you are set at Normal difficulty.

    Q. I have issues with the Supply System, I am not sure its working correctly?
    A. We realize the system takes some learning and getting used to. However, as a team we believe it to be one of the most innovative and unique additions to any mod out there. Please, try to take some time and learn the intricacies of the system. There is a supply manual to help and a thread to ask questions. However, if you absolutely still hate it you can turn it off fairly easily (instructions are in the above linked manual).

    Q. I have a Mac and the Grand Campaign won't load.
    A. Currently, there are issues with the Mac and DeI's grand campaign. We are working on fixing that for 1.2 but it is not certain whether there will be a fix or not. The Mac issue seems to be a script or startpos related problem. It may be fixed in the future, but we can't promise that as there are inherent parts of the mod that may pose an issue.


    REFORMS:

    Q. My Reforms are not working and I can recruit legionaries immediately, 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.

    Q. What is this purple technology that Roman and Hellenic factions have?
    A. The custom technology allows unit upgrades after a Reform happens (you can upgrade your unit from the pre-reform version to the post-reform version). You can research this technology at any time (I recommend doing it as soon as you can). It only takes 1 turn and is simply there because the upgrade mechanic requires it. It will not bring about reforms any earlier, it simply unlocks the ability to have unit upgrades for the rest of the game. However, if you don't research the technology and reach a reform tier, you will be unable to recruit the new units until you research the custom technology.

    Q. What are the Roman reform levels for the campaigns?
    A. The Main campaign is Camillan, Hannibal is Polybian, Caesar is Marian and Augustus is Imperial. We made these choices based on gameplay considerations in order to allow the player access to each Roman reform level for the various campaigns.

    Q. I want to change the requirements for my reforms, is that possible?
    A. Yes, it is both possible and very easy! Please see our Reforms Guide for more information on how to do this.

  9. #9

    Default Re: [Resource] DeI Manuals, Guides and FAQ

    1.2 Diplomacy and CAI Guide
    Diplomacy Guide

    DeI 1.2 CAI & Diplomacy Guide

    This guide is here to help those new to DeI 1.2 with the various Campaign AI (CAI) and diplomacy changes. A lot has changed in 1.2 on these fronts and it can be frustrating when you don't understand the system and why certain decisions and changes were made. This guide will be an attempt to explain the system and give some tips on how to navigate diplomacy in 1.2.


    How does Rome 2 CAI and diplomacy work?

    In order to understand why we have our system the way it is, we need to start at the foundation of the systems in the game. At its core, Rome 2's CAI and diplomacy are random. Period. Full stop. This has huge ramifications for campaigns because in any given campaign you could see all types of behavior and choices made by the AI. Sometimes they are bad choices, sometimes they come from nowhere and (hopefully) sometimes they are smart. The game itself has so many possible situations with so many factions, bonuses, modifiers, variables, etc. that its impossible to determine in any given campaign what exactly will happen on a turn.

    Because of this random nature, any given turn can have different results even if replayed. If you end a turn you may see Faction X declare war on Faction Y or Faction Z break its treaties with you. You could even see another faction offer some random agreement that turn. If you go back and load the save and end turn again, you could easily see completely different things happen. Some of the same may happen, none of it may happen, or totally different results may occur. These differences are the essence of the random nature of Rome 2.

    This randomness or "dice roll diplomacy" is both a good and bad thing. Its good because it means that there are unexpected things that happen in campaigns and campaigns can be different on replaying them. Its bad because across the many thousands of DeI campaigns, there will be times when the AI does stuff that doesn't make sense or even seems poorly balanced or designed. In order attempt to add some level of smart AI to the decisions, we have variables we can change within the system. These variables help weigh the dice roll and determine AI behavior in a given circumstance. Once again, its just a weighted dice roll not a pre-determined action.


    Why the 1.2 changes?
    These weighted dice rolls as described above are effectively what we can change within the system. So, you may notice that in 1.2 most factions are now Aggressive in diplomacy and that overall the CAI is more aggressive. One of our chief complaints in 1.1 was that the CAI was rather passive and allowed the player to dictate the pace of play and in game actions, especially in the mid-late game. So, one of our goals in 1.2 was to improve the CAI's activity and make it more dynamic and aggressive. It will now initiate actions, backstab, and generally be more of a nuisance for the player. In our testing, we found that the Aggressive setting really improves CAI behavior overall, but especially improves it in the mid/late game and during war time. The AI will initiate unexpected attacks in both time and place and generally is much better about what its doing while at war. Basically, those dice rolls that happen hundreds of thousands of times across the many, many DeI campaigns are weighted more toward the aggressive than the passive side. This has produced an AI that will choose to make that attack or backstab more often on the whole rather than sit back and watch.

    However, the change to Aggressive settings has some drawbacks. The early game is more difficult, especially for smaller factions. The AI will gang up on you, watch for weaknesses or oversights and exploit them, or generally wait for an unexpected moment to declare war. Things can snowball a bit if you are seen as a good target. On one hand thats a good and realistic thing and helps the AI behavior on the whole, but on the other hand it can be frustrating as the player. We chose to have a more aggressive AI because the benefits outweigh the negatives. Our choice was between an AI that can sometimes be randomly too aggressive in a given campaign vs. an AI that is almost always too passive. If we want the AI to be able to backstab and be dynamically active in a campaign, we have to accept that it will sometimes do these things at moments that are annoying or strange.


    General Tips
    - Until you get used to the new system, I highly recommend playing the campaign on Normal. For some larger faction starts you may want to try Hard, but overall Normal is what the aggression is balanced around. If you play on Hard, you can expect a lot more war declarations, backstabbing and general AI jerkiness. Also the AI gets a lot more bonuses on higher difficulties.
    - There are two submods that can help out immensely depending on your preferences and what factions you play. The Hardcore and Softcore submods have CAI only versions that will turn up or down the aggression, depending on your choice. Some players like to use the Softcore submod for small or difficult faction starts and then turn it off as they go. Others may use the Hardcore submod later in a campaign as the late game may become easier for some factions. Its even an option to start on Hard difficulty but use the submods as you go since you can't change campaign difficulty but you can turn on/off the submods.

    Diplomacy Tips
    - Factions have a large starting treasury for a reason in 1.2. Yes, we got rid of a lot of the hidden income, but its also there to help with early diplomacy. Use some of that starting treasury for gifts to secure some basic agreements from other factions. Then, use money to improve those agreements. Start with a Non aggression or trade agreement and work your way up to higher agreement levels.
    - Going along with that idea of money in diplomacy, be active in diplomacy from the first turn! In previous versions of the mod and in vanilla, you can almost ignore diplomacy until you need to exploit it. But, in 1.2 you have to actively engage in diplomacy from the start. You may even find that offering a faction a certain deal will have them return with another deal you didn't expect. If you ignore diplomacy you will find yourself behind other factions that have engaged in it early on.
    - Choose your allies and your enemies carefully. Do not try to ally with every single faction you meet, be careful about what agreements you make and with whom. Allying and trading with everyone may seem like a good idea, but it can lead to instability in your agreements as those factions will not all like one another.
    - Check out how factions feel about one another and use that to your advantage. Join the wars of those you want to ally with for a large bonus to them. Be careful about making allies with the enemy of your friend or making enemies with the allies of your friend.
    - Do not declare war or antagonize larger factions (ie Seleucids!) in the early game. Pay them off to improve relations. If you get on the bad side of a big bad, expect other factions to distance themselves from you.
    - If you have a diplomatic negative as a faction trait, its going to matter, especially in the early game. Be careful about those factions that may have a negative view of you and try to stay neutral or above with them. Maybe even cultivate relationships by joining wars, using money, etc.
    - Expect the AI to betray you. Alliances are just an agreement not to go to war at that moment in Total War . If the AI sees a weakness or just has a bad hair day, they may break up your love affair and come marching across the border. Try to keep some defensive forces at key spots to show the flag.
    Last edited by Dresden; July 17, 2017 at 06:27 PM.

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