how many turns did all of you need to end the game very hard/very hard?
Printable View
how many turns did all of you need to end the game very hard/very hard?
Attachment 358709
This made me laugh
Don't underestimate the power of the Greeks. Remember Leonidas :laughter:
Holding a choke point for several days slowed down the campaign and allowed the greeks to organize better. Sure it didn't have any meaningful impact on the troops available to Xerxes and from his point of view it didn't change anything but from the greek's point of view it gave them several more days to organize and raise troops as Xerxes caught them with their pants down from what I remember.
So while it didn't affect Xerxes directly it did help his enemies.
During testing: I've started Fatimid campaign and did nothing.
https://i.imgur.com/KWk6Cv0.jpg
Wow!Have you been conquered by Jerusalem in such a short time?
It would be nice to see our city whenever we want.
What do you think about this? I didn't write the codes, got them from Alpaca's mod and added them to SSHIP.
http://www.twcenter.net/forums/showt...od)&highlight=
Sorry for the video not working. It is okay https://www.youtube.com/watch?v=1_0GuadrEIY
Edit: Code corrected. Enjoy - Lifth. ;)
:hmm:Hmm ... Seeing his city should be done with civilians. I find it absurd to see his city with a rebel unit that suddenly collapses like that. :eek:
That's because it's the only way to view it actually. A besieging unit is made to simulate a battle, allowing the player to see the settlement ;)
Dropping my Novgorod campaign on turn 144. It was interesting, but became unplayable at this point. Posting a short AAR and my thoughts on the current state of the mod.
https://i.imgur.com/Z4OUmH4.jpg
It's currently 1167 AD because I played with 4 TPY script (basic version). Game pacing is my main gripe with SSHIP - I find standard 2 TPY to be ridiculous. It doesn't take TWO YEARS to go from Novgorod to Kiev. The distance is less than 1100 km. If it takes you 2 years, you must be marching at 1.5 km per DAY. Come on!!
Same goes for the buildings. It cannot possibly take you two years to build a tavern. Or half a year to construct public gallows. I didn't bother about cities being constructed too fast - SSHIP's population mechanics make it nearly impossible to grow up settlement levels, at least when it comes to Baltic ones.
Arguably 4 TPY is also too fast, but at least it's not as ridiculous.
What I completely forgot when applying the script is the trait/ancillary triggers. One has to manually reduce the probability chances by half (or even more), or end up like me - with all generals having 40-50 traits. It's quite a mess.
Anyway, scaled up world map of my campaign:
https://i.imgur.com/uku5BQU.png
Byzantium remained №1 military power throughout the game. Conquered Serbia and Hungary, making them vassals.
Kievan Rus was №1 production, they rolled over Cumans like it was nothing.
Egypt was №1 population.
Novgorod was №1 financial and №3 overall (right after Byzantium and Kievan Rus).
https://i.imgur.com/0Dk9iko.jpg
The income was generated mainly by merchants. One merchant brings more income than a whole city.
https://i.imgur.com/nfvHiTA.jpg
Naturally, money was not an issue. I was able to keep my neighbours happy via gifts. Besides, most AI nations were bankrup as all hell. It was fun to patronize some powers, making them attack each other and softening up your neighbours this way.
Sadly, my alliance wth Kievan Rus (the nations start allied) never broke up. I was hesitant to cancel the alliance myself for a number of reasons (both of us were allied with Byzantium, I had warmongering Poland to worry about, Kievan Rus had more military power and no real opponents, I didn't have any capable/loyal generals for the most part of the game), and they were happy to maintain alliance.
https://i.imgur.com/9ChjclK.jpg
I had three wars in total:
1. Lithuania invaded early on. They only had 3 settlements, and had to be destroyed, otherwise there is a weird bug/feature spamming a new Lighuanian general near Riga (my own settlement). Annoying.
2. Poland tried to invade, but lost Krakow, Twangste, Plock, and Gdansk. Essentially lost its access to Baltic.
3. Poland invaded again, and was reduced to one province (Praha).
Visby (Gotland) is the main goal for any nation trying to control the Baltic. I converted it to castle and kept a full army stack on the ready, with a fleet waiting in the port. So whenever I was invaded by Polant, I was able to repel the attackers on the same turn.
Numerous bugs made my playthrough quite irritating at times. Every general was Ignorant or Sadly Ignorant, some were born Know Little, but descended into Ignorant nonetheless. Spending their entire childhood in Novgorod (with school, library and university) didn't help anything, except made them alcoholics. Trying to find foreign generals with Intelligent trait and bribe/marry them resulted in nothing - they were all Ignorant or Sadly Ignorant. I'm pretty sure the AI has no clue about SSHIP's education system. Which is sad.
Then my faction leader lost the ability to grant offices for whatever reason. Then most of my generals became Deranged all of a sudden. I don't know.
It could be related to the 4 TPY script messing things up. I feel like playing SSHIP, but I can't force myself to ignore the pacing that makes no sense. Maybe I will read some modding guides and modify triggers, balancing them for 4 TPY. Then again, it seems unlikely my bugs were related to the script - I have a feeling that modifying trigger probabilities won't solve the underlying issues with this mod.
It was fun nonetheless.
I believe the mod is still being worked on, the modders in charge will probably look into the bugs mentioned.