Well they are not in the game yet.Probably in the next update.
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Well they are not in the game yet.Probably in the next update.
thanks
The Pritanoi reforms work as described. An Iron Fist kingdom administration giving access to better units. Also i noticed that there is no mainland Pritanoi government only alliances
I can second that the Pritanoi reforms work. I'm disappointed in what it unlocks.
Only two buildings unlocking two units and I can't take the chariots off the island. The noble cavalry unit is useful but the whole process doesn't feel like an accomplishment. I would have hoped to be able to upgrade to a large city and an armor upgrade.
It is still a work in progress and hopefully the Pritanoi will receive more love and attention in future updates :)
i thought the government was fine but the other British tribes seemed content forever after i conquered them, probably because of the same culture. It felt strange compared to my Carthage campaign where it was a real puzzle to keep order in my empire and sneakily increase my culture.
Any idea how you make the units more armoured with for example the Arevaci? You can see the units in costum battles having chainmail
Reforms might do it, like it does for the germans, but I'm pretty sure the arevaci don't have any yet. Is there perhaps a shrine or other building doing it for them?
Is there a link as to what the Sweboz reform actually unlocks? I want to try them but thats alot of gameplay for only one or two extra units
I don't think there are any buildings; it would be weird to have the reformed units in and not the actual reform. Usually it's the other way around :D
Hi,
I have a strange thing in my reform with Saka :
I took Khiva, Bukhara and Nisa, and concerted them to city.
Then I had to wait for city upgrade because the conversion keep nomadic "walls" building instead of converting them to the corresponding city/settlement wall building, and the reform is triggered by settlement walls.
But I had my reform but what happened is strange :
I had the reform building and the gov royal building.
But first : the gov building doesn't show the +1 to cultural conversion every turn (don't ask why, I dont know...)
And second (and more importantly...) While the Saka culture switched to "Eastern tribal", the culture that is increasing is... " eastern imperial", making my settlements less and less under my control !
Is it a bug or is there anything I should know ?
EDIT : I forgot to write that I have the "royal authority rises" splash screen that spams me every turns since the beginning of the campaign.
EDIT 2 : it seems that I had two reforms together, so reform 1 and 2 has been triggered. The culture will not be "eastern imperial" untill reform 3 will be triggered.
It seems quite difficult to achieve this goal with the fact that your own government convert your cities to imperial while you are stil tribal. To trigger reform 3, we have to conquer a lot of settlements.
I think this is a mistake.
EDIT 3 : and a clue on why the +1 culture point doesn't appear every turn on the gov building ; here is the building parameter in export_descr_buildings.txt :
Code:religion_level bonus 1 requires factions { f_saka, } and not region_religion rel_c 60 and event_counter ecReligionUpdate 1
No meaningful Macedonian reforms? I mean I cam across something you build titled reform but it has little to no effect on how things were originally.
Macedonian elite units are not finished yet so i don't know if there are any reforms at the moment.
I remember this one. After your authority rises above 6 or 8 "royal authority rises" at the beginning of every turn. I think it is meant for when you become eastern imperial.Quote:
EDIT : I forgot to write that I have the "royal authority rises" splash screen that spams me every turns since the beginning of the campaign.
Bumpadump. This could be stickied perhaps? :)
Exactly and also a late cavarly unit is unlocked.
So these:
http://s18.postimg.org/8c2cj2csp/ger...idanz_info.jpghttp://s18.postimg.org/qswr9vsqx/ger...nthiz_info.jpghttp://s18.postimg.org/u2b6gcguh/ger...ijato_info.jpghttp://s18.postimg.org/gk4a424p5/ger...early_info.jpg
Get upgraded to:
http://s15.postimg.org/pntgph7a3/ger..._late_info.jpghttp://s15.postimg.org/x6cly3ymz/ger..._late_info.jpghttp://s15.postimg.org/hm587koij/ger..._late_info.jpghttp://s15.postimg.org/kdohy6n17/ger..._late_info.jpg
Extra unit:
http://s23.postimg.org/z7h44d0x7/ger...dozez_info.jpg
Also in the summer release they'll include another late unit, Speudogordōz, late germanic pikemen.
KH reforms no longer function with 2.02c.
You can build the congress, but it does not lead to anything, no improved governments, etc. The KH reforms work just fine in 2.01.
How does the germanic reform for the units work?As in what needs to be done?
Generally wouldn't hurt for some guides for reforms of factions.Now we know how the hellenistic reforms work(essentially waiting turns),but how deas the others work? :)
A lot of reforms are just a waiting game still and, while that's not great for interactivity, that's pretty in line with the nature of how these cultures changed (just over time).
Indeed, it's also much easier to script something that's merely time-based. At the very least, as a placeholder for a more involved reform. But even then it's likely to have some sort of minimum date so that you can't game the reforms and get the better units really early. It wouldn't be very interesting if you could engineer a faction's major reform within the first ten turns of the game. I'm very much of the view that blitzing or attempting to game the mechanics shouldn't be rewarded.
It would be best to, at a minimum, have a message that not only alerts the player but informs him of the historical precedent behind this event.
I'd go further and like to see some minimum of player interaction once the proper time has arrived (with a message explaining this). For some of these I'd like to see the necessity of ending a turn with a family character (or perhaps a diplomat/politician agent) in, or just outside of a particular city for reform events that can be linked to contact with some particular place/treaty/exchange of ideas/marriage/whatever.
More quests that could be initiated for a purpose would only add to the game, even if largely symbolic. But I can imagine a scenario where a faction leader needs to get through hostile territory to replicate the setting in motion of events that lead to reform XYZ. Do you risk him for this important landmark occasion, or wait until circumstances are better? Try diplomacy to quell hostilities in the area first? Draw hostile forces away from the region/route with an attack elsewhere? There are all kinds of potentially fun gameplay situations (that would take care of themselves) that may arise from such a mechanic.
Woah stickied? What happened there?
I need to get back into the swing of things, I had stopped playing waiting for updates, so I hadn't been around as much, and hadn't been updating the thread...
I updated main post with the test results for Pritanoi and Saka, although I would like more information from you Floren (or anyone else for that matter) because the saka reforms remain rather mysterious... what was stopping the reforms from working? What made them trigger? Did the first 2 reforms really trigger together?
I'll check out if there were any changes to the reforms with 2.02 when I have time. I hear the makedonian reform has appeared, but it wasn't elaborated on much. I'll see what's up with that
Some of the reforms in the scripts for 2.01 were rather...interesting in the way they were written. I'm fairly confident with 2.02d (coming soon) we should have reviewed and refined all of them. The Saka Reform was one with a faulty closing monitor, so may not have been possible to complete.
I did include the Thureos Reform for Hellenistic factions (not just Makedonia) - it happens around turn 60. You might also notice none of the thureos-using troops are available at the start of the game (to recruit or as mercs). Their appearance also has an impact on the recruitment of Hoplitai Haploi and Akontistai (which it depresses, since they're drawing from the same class of people).
People have been reporting diplomat spam; I think I'll curtail that by making the added availability of them only apply to the human player. Since you've got money to worry about still, no scripted debt-relief.
All right, I finally had time to install 2.02c and look at the reforms. I have updated the OP with the Thureos reform, as well as the new conditions for Baktrian and Hayasdan independance. A few general notes from what I could (or couldn't) read :
- I did not see a script for the late hellenistic reform. I looked at the whole reform section, but just there, so if it's somewhere else then I just missed it. If it's supposed to be in there... it's missing.
- Pergamon is not included in the Thureos reform. An oversight or a design choice?
- The forgiveness event for both independance "reforms" seem unnecessarily harsh. As it is, it only fires when you're 1 settlement short (same battle counter though). I imagine it's to make forgiveness come later, I can see that being logical, but the way it's written right now it can also never happen (it is conceivable to get 3 settlements before 6 victories...). I would suggest to make it so it triggers when you're 1 settlement short, OR 1 battle short, OR both (but seperately). Both means it can happen twice, but that's not a huge deal I think. Point is, it still triggers late, but it always triggers.
In the absence of any new units, it would have been pretty redundant, beyond an announcement, so I left it out.
The second Hellenistic reform is in the summer release.
They weren't included in the announcement about the reform; that was an oversight. But they, and everyone else still receive the impact of the change, since the important part is the event_counter which operates independently of the historic_event notice. The Hellenistic roster is used by many more factions than just those covered by the announcement.
I'll see what the art of the possible is with our code-meisters. It's already pretty complicated as it is.
By the way, the two independence scripts are almost identical, barring the change in faction. Hayastan's will be more tailored to their circumstances in the summer release.
Ah I see.
Well yes I saw that the scripts were identical. My proposition only makes it more complicated if you keep both requirements but split them. Removing the battles requirement being on top of the settlements requirement makes it simpler, actually.
The Areuakoi have an armour upgrade it says on their unit card, is there any script i can test?
We can clarify the KH reform requirements. Quintus and others have done an excellent job of debugging it, and it works (almost) perfectly now. My comments/corrections in blue:
This script is hard to read, bear with me. The first step is building the Congress. You will be able to do so once you have at least 3 settlements with the "polis_three" building (whatever that building is). At that point the building is available, you need it built to progress with the reform. Polis_three is a hellentistic metropolis. KH starts with one metropolis in Athens. KH has to capture Korinthos for its second metropolis (Korinthos is necessary for future reforms). For the third metropolis KH has an option of capturing Syracuse or Pergamon, or KH can wait a very long time to upgrade Rhodes or Sparta to a metropolis. Finally, with three metropolises, the Congress (kh3) will appear in the building roster. You build the congress in one city only.
The next step of the reform is once again tied to buildings. You need the building "kh4" in at least 4 settlements. This is presumably a government-ish building. The congress is designated as "kh3". Once you have those buildings, an event will trigger, and you can move on to the next step. Kh4 is the koinon admin government. Like kh2 (autonomous polis) it allows you to recruit epilektoi hoplitai, but allows you to go further in the building tech tree.
Now, to understand the next step, I need to explain state leaders. Understand this : the Koinon Hellenon is, as I understand it, a loose alliance of otherwise "independant" city states. You play all of them as the one faction, but in reality each city is independant. EBII provides a script that will make of your FMs the state leaders of this or that city you own. The FM needs to be of the right culture, and you can't get state leaders for every settlement in the game, just the typically greek (hellenistic) ones. The settlements you can get a leader for are : Ambrakia, Thermon, Pella, Demetrias, Korinthos, Chalkis, Mytilene, Salamis, Athenai, Sparte, Rhodos and Kydonia. Plenty of settlements to choose from. The state leader trait will say "Archon .....," like Archon Spartiates, or Archon Athenai. This trait does not come automatically. FMs usually acquire the trait by winning battles. Because you need leaders of four different states, polis-origin becomes an important trait to consider when selecting new FMs.
Now that we understand state leaders, you need to gather at least 4 state leaders in Korinthos (which technically means you also need to own it first). I'm not sure if it's possible to get 2 FMs leaders of the same state, but the script specifies that it needs to be the leaders of 4 different states. You need to keep those leaders together in Korinthos for a full year (or 4 years..?) to trigger the actual reform event (no, no reform had happened yet.). If you start a single turn with less than 4 different faction leaders in Korinthos, the timer resets (in theory they can move out then back in within the turn though). The four Archons must remain in Korinthos for 4 turns.
Note that a note from the EBteam seems to indicate that the scripting from this point on is not done, or not functional. Not sure what's with this, but I'll at least read and translate what's there. This either works, or will work, or... will be changed in the future. Not sure.
The next step seems to be the Sympoliteia revolt. This is once more tied to buildings, which I don't have the actual name of. There is a counter that starts by default at 2, and will increase by 1 for each "kh7" building you have. That counter is also decreased by one every time you start building "kh2". If that counter is 2 or more, the revolt happens. I'm not entirely certain the revolt is a good thing to go through or not (I wouldn't think so, but it seems to progress the KH...). Basically, if you want to avoid the rebellion, once the reform happens (the leaders gathering, etc), you need to build 1 "kh2", plus 1 for every "kh7" you have. Since I don't know what those buildings are, I don't know how feasible that is. Note that queueing counts for "kh2".
If the revolt does happen, it will end on its own after 16 turns or so. No idea what the effects are, but feel free to test it out (and tell me :smile:).
Parallel to all those events, the Thureos reform will fire once you reach turn 60, which should be 257BC. This should unlock additionnal units. There should be an additionnal late reform, but I haven't found the script for it.
At the end of the four turns in Korinthos, the sympoliteia revolt begins. A new building appears in the building roster, kh7, or the sympoliteia founding state government. You can build this government in two cities only. You must begin construction of kh7 in two settlements on the SAME TURN. In the cities where kh7 is building you get a small happiness penalty (that is the revolt). After 16 turns the revolt ends, and you can build kh8 governments (member states) in all of your cities with >75% hellenic culture. With kh7 and kh8 governments KH can finally construct all of the possible buildings in the building tech tree.
The ThorakitaiReform is now in 2.03 as a time-counter only; it's there for the armour upgrade of certain units, but since we have no new units before the summer release, it doesn't unlock anything. I could have copied the lines that start to lock or taper off units, but I'm not sure that would have added anything. Then you'd be losing units, without getting their replacements.
Updated the OP with this info, thanks Thuycidides. Just a question though, you can build the simpoliteia revolt in any 2 settlements, or 2 specific settlements? If it's specific settlements, which ones?
It has to be a settlement that already has the kh3 (congress) or kh4 (koinon admin) government. After all the reforms are complete, when you capture a new settlement, kh4 always has to be built before kh8 (member state government).
I had an issue, commented too in the 2.03 thread. I got the option to build congress despite not having 3 metropolis. I have 2 plus 6 poleis. If I start to build it it doesnt progress. I thought it was due to the archons but it seems that comes later somaybe its due to the fact it shouldnt be appearing in the first place.
Are you using the later updated script from the colony hotfix thread? If not, then the KH reform is broken and won't work in any case.
Otherwise, I'd wait til 2.03b - just a few more thing to check and it's done.
Yep I used that from the start as I was a while without playing so I installed everything and didnt played 2.03a without that
Ah, danm. That should be it. As I saw the initial post was edidted I thought I would be updated. I will have to start over again :(
Thanks for your help Quintus :)
I conquered Korinth and Syracuse at least 5 times in order to test out whether the congress reform would work correctly.:laughter:
Hi
After searching I couldn't find any infos on the new units ... Are the Marian (and Imperial) troops going to be included in the summer release ?
Thanks
Short answer: no.
Long answer: There might be a full Polybian roster in the upcoming summer release (adding to the current Camillan units), but the Marian units are not a short-term goal for the team, as there are other factions that are in a much more dire need of units than the Romans are. The Imperial units might even be scrapped from EB II altogether, although I believe the team hasn't made a full decision on that issue yet.
NOTE: I am not a member of the EB II team myself and what I wrote here is based on information provided by team on this forum and in other places.
I'm certainly in favour of scrapping the Imperial roster altogether, I think it's a complete waste of time and effort (and unit slots) for the sake of something no one will ever see. But mine is just one voice, that's not the official line at all.
But as to the question, as we've said many, many times, the Marian roster is not a priority when the Polybian roster isn't even finished. And in any case, it's a much lower priority than many other units for other factions which don't even have a complete starting roster (Getai, Hayasdan, etc), never mind getting a reform-based change to their entire roster.
Well having a look to the period used in EBII, it is totally understandable that you will not use the Imperial reform. On the other hand, the Marian one is the most awaited from all the players who want to play as Rome ! Because it is the funniest part of their period !
But for sure, if you haven't finished the basic roster for some factions, then we cannot ask for some late roman reforms ! Anyway thanks for the job already done ! And keep it up for the rest !
My personal opinion is that factions like the Romans should have priority over the small regional powers when it comes to fleshing out units. The first EB had a fetish for hyphenated barbarian units, e.g. iberi-kelto-hellenic-elite-skirmisher-heavy infantry, where you could tell that someone got really carried away by his own imagination.:laughter:
That's right ! Maybe the EB team should keep in mind that this mod is here to replace a crappy CA original R2TW game ! So we want to play Romans, Greeks and Egyptians again !!! :whistling
With this I disagree: I think the EB team should focus on (regional) units shared by several factions first, as this benefits several factions at once immediately. Adding one or several Thracian units for example would immediately impact the campaign of at least three factions (Pergamon, Getai and Makedonia) and several other ones relatively close by. Adding Marian units by contrast only impacts one faction and said impact requires waiting at least several hundreds of turns before it can be felt. One tenet in the philosophy of this mod is that all factions receive the attention they deserve and focusing only on the Romans would go against this idea.
As to the historicity of several EB units, yeah at times it was quite dubious (anyone remember the Vasci elites? :tongue:), but cultural exchange certainly happened during this timeframe (although I agree EB probably went somewhat overboard on this front). Having said all that, this question is probably best answered by someone more knowledgeable on the matter.
Sorry dude, but EB II began its development several years before Rome 2 was even announced. The two entities are fundamentally independent from one another and the EB team has no obligation towards anyone disappointed with Rome 2.
On a somewhat unrelated note, I'm really curious about the fascination several people seem to have with the Marian and Imperial Roman units (which I personally don't find all that interesting anymore these days). I'm thinking about opening a seperate thread on the matter to avoid this one from going too far off-topic.
EDIT: Thread created over here. I suggest we move this discussion.
Indeed, the six planned Thraikian units would fill out a further third of the Getai's roster; add regionals that would impact Getai, Boii, Makedonia, Epeiros, Pergamon, Bosporans, Pontos, Seleukids, Ptolemaioi and Koinon Hellenon; and also add new units to at least four mercenary pools. It would do this from the very start of the game, for the entire duration of the game.
By contrast adding Marian Roman units impacts one faction; adds no regional units (though it removes the Italic regionals); adds nothing to the mercenary rosters (again removes the Italic troops as they appear). This doesn't happen until roughly 700 turns into the game.
I do agree with you 2 ! Focusing on several factions is much more important than focusing just on one of them, that is totally understandable. But the only thing is that we are talking about romans ! ROMANS guys ! The best civilization of the period !!! It would be like creating a soccer game without Real Madrid or and NBA game without San Antonio ... You are just leaving aside the best (or supposingly) units of the whole game. I'm just talking about Marian reform, not Imperial as it is useless I know.
Btw, historically, the Marian reform is essential in Rome's developpment. They have never been so dominant than after Marius came to reform the roman army, making it the first professional ever. And you would like to avoid an event that changed the face of the antique world ? That is what is not understandable in your views !
I hope you don't take this as an offence as it is not my goal ! I just wanted to try to convince you ;). Anyway thanks for the job.
You're greatly over-estimating the impact of the Marian Reform, and the significance of the Marian legionaries themselves.
We're not avoiding them, we're saying other factions starting positions are a great deal more important than something occurring nearly 700 turns into the game.
You are right ! Thanks for the precisions. After searching a bit on the web, I found that the Sumerians did have the first professional army !
What people seem to forget a lot is that EB focuses on earlier peroid than Roman dominance. Marian reforms occured around 107 BC (the process was a bit more gradual), which is nearly 700 turns into game. Most of players will be done by then. Although the Rome did go from unimportant wannabe-hellenic state (at least according to Greeks) to the important player in Mediterranean, most of the time they were using typical Polybian system (although it was already breaking down during Punic wars, and headed toward more monolithic equipment which was ratified by Marian reforms).
Anyway, back to topic...where can I find what exactly (especially regarding the rosters) reforms do as of now (2.03c)?
The reforms are found in the campaign_script file under EBII\data\world\maps\campaign\imperial_campaign\campaign_script.txt.
The buildings can be found in the export_descr_buildings.txt file under EBII\data\export_descr_buildings.txt.
If you're not familiar with reading the M2TW script (an older version of Python), just tell me what you want to look up and I'll look it up for you.
Thanks. I can read the very basic things, but still getting lost in it. I'm interested in roster changes for Thureos reform and what the Pegamon reforms do. And why the hell can't I, at the start of campaign, recruit phalangitai (they don't show up anywhere, not even in the most advanced government buildings or hellenistic metropolis) as Epiros and Macedonia, even in the core regions (Pella, Corinth, Ambrakia).
If you want to know what units you can recruit, and where, the file you want is the export_descr_buildings.txt. Any unit with and event_counter ThureosReform 1 next to it isn't available til after the reform.
You should check the changelogs for the latest patches, you'd see Hellenistic recruitment has been completely changed, such that you don't get factional troops from your government buildings any more (barring elites at the top tier) they come from polis and colony buildings. Professional troops come from the colonies, levies and semi-professionals from the polis.
As for Phalangitai, they're only available with a factional government in Pella, Alexandreia or Antiocheia. For anywhere else you have to build a helcol_two or above. Or make do with mercenary phalangitai or one of the lesser phalangites. This is an intentional change, Makedonian Phalangitai were not commonly available cannon fodder, but a scare resource which was the subject of serious foreign policy. You could only recruit them were there were sufficient concentrations of Makedonians or Makedonian settlers.
As Makedonia you can recruit them in Pella, as soon as you install a factional government there. As Epeiros, you can only recruit them quickly if you take Pella. Otherwise you need a settlement with a Hellenistic Metropolis (like Korinthos for Makedonia) and you need to start building Hellenistic Colonies.
Seems to be a bit weird shouldn't there be a factional goverment in Pella do begin with,it being a home province?I mean you should be able to get phalangitai in Pella from the start its not like it's a new thing for them.Quote:
As Makedonia you can recruit them in Pella, as soon as you install a factional government there.
Ah ok ,btw is it normal that I could build a colonie in Pella,Demetrias and Korinthos despite it saying no colonie were a polis is?
Now that KH reform works I have a doubt in the second part of the reform.
Could you clarify if the 4 archon should be in Kortinthos or where you have built the congress?
I got my 4 archons in Korinthos for a while without any success
ok. The explanation of the first topic is a bit confusing as it says where you built the congress one time and korinthos the other. I will move them back to Korinthos and keep them there to see if it triggers.
Edit: I moved them bakc ended turn and inmediatly reform triggered :D
Regarding KH, it's still possible for one family member to gain multiple archon titles in 2.03f.
If you're playing Pergamon, conquered Galatia/Ankyra and didn't get the reform but instead gotten stuck, you can get out of it the following way (using cheaty cheater's cheats):
Spoiler Alert, click show to read:
Defeat the guy with your army, then find another, teleport him and defeat him too. Voila, you've gotten your two rebel battles in Galatia trigger fixed and can go on playing as reformed Pergamon.
Im currently testing the Baktrian reform/independance event and there seems to be some mismatches with the info provided here, and also some bugs. I dont know exactly what is intended so some things Im not sure if are correct or not. Im just gonna describe it and we see what the teams has to say.
First of all this sentence "Note that an event will fire after 6 battles won and 2 settlements taken, where Baktria can be forgiven and become a satrapy again, allied with Arche Seleukia (and paying tributes again, I would assume)." its parttially incorrect.
This event fires too if you are missing one battle, not just a settlement. For example I had 4 settlements taken and 5 battles won when it fired for me.
Second, theres clearly a bug in the offer. The text and the icons of accept/decline match but the results do not. If you click accept you get a strong relations boost with Seleucids but the rest of effects are like if you had declined (still at war and no changes).
On the other hand if you click decline you get the message of reconciliation and war ends (without improvement in relations) so it mainly works as f you have accepted.
This does still trigger the reform. You become a kingdom, unlock the goverment buildings and get to build factional goverments in more places. This actually seems intended because it makes sense with the bassileus offer text as it says its gonna recognize your power and give you land and so.
The thing is that it seems something is missing because you dont become neither an ally or a vassal of the seleucids again. But I did lost my alliance with the Parthians (at war with the AS too).
Also you dont seem to get any colonist bonus this way. Again dont know if on purpose but I would like to see it implemented in this option too to make both options attractive and viable long-term.
I hadnt enough time to end my tests. I will try between today and tomorrow to confirm letting a few turns pass that you dont get any relation with seleucids or colonist when you accept (IG decline) their offer.
Also I have to test achieving the independence through war to see if that part works properly.
This is the bit of the script with the colonists in it - the concluding part:
It should trigger after you get the announcement that you're a Kingdom. I don't know if it needs to be somewhere else instead (such as in the colonist script) to work.Code:if I_EventCounter ecBaktriaRebellion = 1
and I_CompareCounter baktria_battlewon > 5
and I_CompareCounter baktria_regionstaken > 2
historic_event HE_BAKTRIA_KINGDOM factions { f_baktria, }
console_command diplomatic_stance f_seleukid f_baktria neutral
set_faction_standing f_baktria f_seleukid 0.0
set_faction_standing f_seleukid f_baktria 0.0
set_event_counter ecBaktriaKingdom 1
set_event_counter ecBaktriaRebellion 0
inc_counter BaktriaColonyPoints 3
terminate_monitor
end_if
I havent tested that part yet. It may work properly. I will report as soon as possible.
What I said is that you dont get the colonists if you accept the basileus offer despite still getting the reform.
And it is planned to be keep it like that? I would like to have it in both options mainly for giving some interest to the offer. Even if I will most times still decline it I dont like having present an option that is such an huge drawback as it doesnt let you start the conversion until much later.
The problem with the accept/decline options themselves its gonna be fixed too?
Umm, interesting. I will stay tuned for news. I find this faction pretty exciting, probably my favourite right now. So if theres anything to test, you can count on me.
Umm, I dont know. I havent had time to build up the best buildings but they dont appear in te highest goverment list in the browser. Neither do heitaroi.
That actually makes more sense as that would be like elite units occupying the same niche. But I had read it somewhere. Sorry for the confussion
I havent had time and wont have today but I hope tomorrow I will be able to fully test the total idnependence and report the results I get
Ok, something is definetely wrong here.
I picked the other path today. The one that makes the war continue (despite you theorically accept the offer) and after 3 more victories and one mroe settlement taken nothings has happened. Im not getting the reform.
I took 5 settlements and won 8 battles so yeah.
Does terminating monitors make them disappear entirely? Because you terminate the monitor once a certain number of battles are won. Same with settlements. If it makes the counter go away with the monitoring, you're breaking your script. IF.
And the easy fix is to give it the termination other monitors have. Terminate if Baktriakingdom=1.
Other question, for the purposes of the script, what does "withdraw" mean as a battle type?
Another thought on the matter. there's this phrase, "GeneralFoughtFaction f_seleukid". I don't imagine General here refers to actual generals only (as in FMs)? Makes no sense to me, but that's the only other break I could imagine while staring at this script.
You need to look at the loop surrounding the monitor - terminating a specific monitor doesn't kill the whole thing, just that section. For example terminating the monitor that checks whether or not you've met the requirements for BaktrianKingdom after the counter has been set.
The script can only monitor characters; in order to trigger battles_won or the like, your army has to be led by an FM or General (ie a named character).
yours and the enemy's?
Ok. 2 questions then :
@Quintus you didn't exactly answer my first question. If you terminate a monitor, does the counter it was increasing disappear with it? I would imagine not, but just verifying.
@ Jervaj did you win any battles with armies deprived of FMs?
It stops tracking the counter, leaving it at whatever it was set at before the monitor was terminated. Unless something else causes that counter to change, that's how it remains.
For example:
The ThureosReform fires, puts up the historic_event, sets the ecThureosReform event_counter to 1, then closes itself and nevermore is it processed by the script.Code:monitor_event FactionTurnStart FactionIsLocal
and I_TurnNumber > 60 ;257 BC
historic_event HE_THUREOS_REFORM factions { f_pontos, f_kh, f_makedonia, f_ptolemaioi, f_baktria, f_bosporan, f_epeiros, f_seleukid, f_pergamon, }
set_event_counter ecThureosReform 1
terminate_monitor
end_monitor
Sorry. As I said I was away from home. I will return this night.
I actually won the last battles without FM as I had to keep governors as the new FM take a lot of turns to arrive, and I wanres to test it fast, so that may have been the problem.
Still there were things to fix in the sceipt of the offer and so. I will keep trying when I instal the new version tomorrow
Just a quick FYI - the Hayasdan reform section still lists Persepolis as a requirement for the Imperial reform, but the 2.03etc change list says that the Persepolis requirement has been replaced by Antiocheia. I haven't gotten far enough in my Hayasdan campaign yet to test this, but I thought it might be worth updating the OP if the script has been altered.
EDIT - Confirmed on my latest playthrough that Antiocheia is required for the Hayasdan imperial reform in 2.03k, rather than Perseopolis.
Changed it.
Haven't really had time/interest to look into reforms myself much, but I pop in now and then, I can do changes to the OP easily if need be, so do mention it when changes are necessary.
About the Pritanoi reform. Market rank 3 and temple rank 3 are the ones which are possible only at cities right? I'm at turn 81 (tried to roleplay a bit and not blitz) but all my settlements are at best large town level with 4000 households, I never exterminated a settlement. Those who got the Pritanoi reform, at what turn did you get it? It looks like I need at least another 100..
When iron fist government becomes available do I get a notification?
A city is 6000 households. With this and a large market, 'Large Tribal Community'(LVL3) becomes available that allows recruitment of the retainer warriors through settlements instead of mercenaries. The Pritanoi reform allows the proto-kingdom (LVL4) that allows chariots and heavy cavalry recruitment, increased recruitment slots and a small negative to happiness. There is no grand notification yet you will see it in the building options.
I let it happen naturally and i got the proto-kingdom (LVL4) at Turn 270, but according to the description it was very much later in history.
I have a question about Pergamon reform now that Im trying them. How is now the situation regarding the battles need to form the kingdom? I remember you changed something there.
I had the Saba reform triggered when Eastern Tribal States culture got below 30% in the capital (Maryab). I looked the code:
Spoiler Alert, click show to read:
...and wondered if the capital itself fits the distance condition? It certainly looks like it, but is it intentional? If it is, the opening post could be updated to include the capital.
Thanks Quintus. Would be good to have it updated in the OP when the creator has time :)
Thank you for the swift update haha ;)
Umm, has someone managed to get the reform since the change?
I had defeated two galatian armies within the conditions and I just defeated a Seleucid full stack and I got a message about my conquers of the barbaraoi and victory over the Seleucids. I thought that was the reform but I dont notice any effects.
Shouldnt I be able to build some new goverment and get new units?