Thread: [Feedback] Questions, Critiques and Requests

  1. #2741

    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Quote Originally Posted by Clint_Eastwood View Post
    One thing I have noted is there are no imperial units for Rome available after I reasearch the tech? Is this intentional?
    Factions don't get reforms in the Macedonian Wars campaign, since it's a more limited time period.

  2. #2742

    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Yes. You are locked to Polybian era units in the MW campaign. It's a very specific range of years in history.

  3. #2743
    Clint_Eastwood's Avatar Tiro
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    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Quote Originally Posted by Augustusng View Post
    Factions don't get reforms in the Macedonian Wars campaign, since it's a more limited time period.
    That’s what I thought it would be and that is more historical to be honest. Thanks for quick answer

  4. #2744
    Clint_Eastwood's Avatar Tiro
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    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Also anyone got any tips on how to stop the spam Rebel units appearing as I control around 20 regions and some of the regions I have captured I do not have enough imperium To house troops in all of them. I have around 10 armies at present in key cities.

    So my question is how do we stop the rebel spam? Also any help on keeping the population from going into a minus in the smaller regions as this is causing the spam.

  5. #2745

    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Get your public order up? You can mouse over the public order to see what's causing the issues.

    At a more macro level, it might be that you're expanding too fast or it may be that you need to set up your central provinces in a way that doesn't require armies to maintain public order.

    Be sure to read all the tooltips for various building chains. It's a good idea to plan out the public order effects of various buildings, both now and in the future when you upgrade them when deciding what to build.
    Last edited by thesmoosh; January 01, 2018 at 09:30 PM.

  6. #2746
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Quote Originally Posted by Clint_Eastwood View Post
    Also anyone got any tips on how to stop the spam Rebel units appearing as I control around 20 regions and some of the regions I have captured I do not have enough imperium To house troops in all of them. I have around 10 armies at present in key cities.

    So my question is how do we stop the rebel spam? Also any help on keeping the population from going into a minus in the smaller regions as this is causing the spam.
    Are you using Cultural Tensio or De AI Arbitriis submods ???

  7. #2747

    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Also you realize that garrisoning armies/fleets decreases public order?

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  8. #2748
    Dead*Man*Wilson's Avatar Campidoctor
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    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Also, get working on getting your culture over if you haven't already. Temples, dignitaries, character public order bonuses, etc. The cultural conversion & public happiness basics will sort all of this out in time. Also, limit how much you loot. Taking and popping that settlement for $10k-$15k can be tempting, but I only do it on occasion. I usually only have to deal with rebel spam when I've looted too often. Even one looting can cause years of rebellion.

  9. #2749
    Clint_Eastwood's Avatar Tiro
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    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Quote Originally Posted by thesmoosh View Post
    Get your public order up? You can mouse over the public order to see what's causing the issues.

    At a more macro level, it might be that you're expanding too fast or it may be that you need to set up your central provinces in a way that doesn't require armies to maintain public order.

    Be sure to read all the tooltips for various building chains. It's a good idea to plan out the public order effects of various buildings, both now and in the future when you upgrade them when deciding what to build.
    yeah I take that on board, and I did expand fast and need to probably slow down now

    Quote Originally Posted by Greek strategos View Post
    Are you using Cultural Tensio or De AI Arbitriis submods ???
    Nope none of them, would you recommend me to use them?

    Quote Originally Posted by Dresden View Post
    Also you realize that garrisoning armies/fleets decreases public order?
    yeah to a certain point

    Quote Originally Posted by Dead*Man*Wilson View Post
    Also, get working on getting your culture over if you haven't already. Temples, dignitaries, character public order bonuses, etc. The cultural conversion & public happiness basics will sort all of this out in time. Also, limit how much you loot. Taking and popping that settlement for $10k-$15k can be tempting, but I only do it on occasion. I usually only have to deal with rebel spam when I've looted too often. Even one looting can cause years of rebellion.
    Ah ok so will build those and try out, I did loot a lot so that’s probably another reason why this is happening

  10. #2750
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Quote Originally Posted by Clint_Eastwood View Post
    Nope none of them, would you recommend me to use them?
    If you haven't till now then nope, cause they make all the things you mentioned much more difficult to handle.
    I use them playing with Romans for example, cause I want an even bigger challenge.

  11. #2751

    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Is there a reason game balancing wise that the capital if Armenia is set at Tushpa instead of Armavir?

    https://en.m.wikipedia.org/wiki/Armavir_(ancient_city)

  12. #2752

    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Is there a reason game balancing wise that the capital if Armenia is set at Tushpa instead of Armavir?

    https://en.m.wikipedia.org/wiki/Armavir_(ancient_city)

  13. #2753

    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    I don't know if it was intentional or not, but I can't seem to recruit Imperial Cataphract Legionaries from Rome's built in barracks and think it would make sense to be able to do so. It's annoying to resort to other provinces to do this. More importantly, I think it would be more fitting that they are both recruited and replenished from the Proletarii rather than the Plebs, just like the standard legionnaire. I feel that the extra point in armor and a bit more morale does not justify having to draw from the plebs, a smaller and less available pool of people.

  14. #2754

    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Guys I always wanted to asked about situation which bothered me a lot. When there is walled city with full garrison in it, and if only one general would happen to be outside of that city, you can attack that unit and the whole garrison will always rush out of city to help him which is 99% of time means lose of city. Is it possible to mod AI so it would be more picky in this particular situation? Sometimes AI's bigger armies are moving to help that city in the next turn but AI does what I described. It is sort of crucial thing a lot of times. I think I forgot but Player is forced to fight this battles too, right?

  15. #2755

    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Is it possible to change the Seleucid Empire capital to Seleucia, I'm no history expert but wasn't it the capital of the Seleucid Empire during the starting date of the grand campaign

  16. #2756

    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Quote Originally Posted by Vardano View Post
    Guys I always wanted to asked about situation which bothered me a lot. When there is walled city with full garrison in it, and if only one general would happen to be outside of that city, you can attack that unit and the whole garrison will always rush out of city to help him which is 99% of time means lose of city. Is it possible to mod AI so it would be more picky in this particular situation? Sometimes AI's bigger armies are moving to help that city in the next turn but AI does what I described. It is sort of crucial thing a lot of times. I think I forgot but Player is forced to fight this battles too, right?
    Just don't attack the lone general sitting outside a settlement?

  17. #2757

    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Quote Originally Posted by The Last Imperator View Post
    Is it possible to change the Seleucid Empire capital to Seleucia, I'm no history expert but wasn't it the capital of the Seleucid Empire during the starting date of the grand campaign
    Seleucia was the first capital for the faction when they controlled the whole territory, but during this time period satraps started rebelling and they moved on to Antioch.

  18. #2758

    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Seems that the "courier station" buildings are missing for Armenia. The option to build all the other building in that catagory are there except the courier station line

  19. #2759

    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    I'm not sure if it is a bug but docking a naval fleet at a port of city seems to give a bonus public order bonus (military presence) even though the pop up indicates there will be a penalty for me.

  20. #2760

    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Quote Originally Posted by CadetNewb View Post
    I don't know if it was intentional or not, but I can't seem to recruit Imperial Cataphract Legionaries from Rome's built in barracks and think it would make sense to be able to do so. It's annoying to resort to other provinces to do this. More importantly, I think it would be more fitting that they are both recruited and replenished from the Proletarii rather than the Plebs, just like the standard legionnaire. I feel that the extra point in armor and a bit more morale does not justify having to draw from the plebs, a smaller and less available pool of people.
    We have to have some limitations there because with too many units/effects, the building description becomes a blank box.

    Quote Originally Posted by Fest View Post
    I'm not sure if it is a bug but docking a naval fleet at a port of city seems to give a bonus public order bonus (military presence) even though the pop up indicates there will be a penalty for me.
    It does decrease the public order as the pop up states, it just doesn't factor it into the public order summary. It will decrease by that much next turn.
    Quote Originally Posted by armen View Post
    Seems that the "courier station" buildings are missing for Armenia. The option to build all the other building in that catagory are there except the courier station line
    We have our own custom building system, various vanilla buildings are not in DeI and we add many new ones.

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