Sorry, I did see this (I read almost everything on this forum), and forwarded a note to Gigantus to take a look a few days ago. He's reviewing and it will be fixed, he's already identified the likely cause of the break.
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Yes, we think we've fixed it, though as always need feedback of people playing it.
One other important note on Saka in 2.06 - their post-reform government buildings now give local units, as their description implies, but wasn't previously delivered upon. Which not only adds to the feel of them settling and taking on Persian modes of rulership, but gives some much-needed variety too. So when you take India or Baktria or the Seleukid domains, you'll have native troops at your disposal (including Greeks in the right places).
- First reform : works. Reminder : you have to have the faction leader having the "settled" trait for the first reform. Will change your faction's culture.
- Second reform : works : in addition to the 40 turns, the 2nd reform need faction leader with "settled" trait and the faction owning 10 settlements and l3 (?) Farms. Will change your faction's culture again in a third culture.
- Third reform : not exactly a "reform" per se, in fact, since it allow you to place a building to act as your "capital" in the settlement of your choice. It "works" but it is still bugged a bit. Here are the conditions : If your faction leader has 4 or more authority, OR, if the faction is owning 19 settlments, THEN one turn at least after the second reform, the faction will have a "royal domain" building, emulating a "capital".
Problems :
- First reform : footmen (axemen and archers) and light horse archers are only recruitable in steppe nomad settlements, no more in the "settled" settlements, wher you can only recruit nobles or light lancers. Second reform will allow to recruit local armies, resolving partially the problem. "Royal domain" building possibly allow you to recruit every faction's unit.
- Second reform : Nothing for now.
- Third reform : triggers in a chaotic way. I had mine in the same turn as the first reform, discarded it. Triggers more than once (at least two) and the second one, if you try to build the "royal domain" building again in an other settlement, it will stay forever in the construction queue, and if you remove it, it will disappear. (the disappearance is normal, see "tips")
Tips :
- First reform :
--- To have the wooden palissade (settled instead of nomad) needed for this reform, you have to build the "Large scale farming" building. This building cannot be build if you have the "Live stock herd" (or it's evolution) or "Warlord Court" (or it's evolution). When you'll have the "Large scale farming" building, you'll be able to convert your nomad settlement to a permanent settled community.
--- Since you'll not be able to recruit any footmen in any native settlement, you'll have to relly on mercenaries and on your nomad settlements. I didn't try "allied settlement" but it could be a solution.
--- Culture influence is very slow and you'll have to face disorder. Be prepared.
- Second reform :
--- Nothing for now.
- Third reform :
--- Warning : the "royal domain" building can be build only once, at least for now. Meaning : if you click on it and then remove it from your building queue, You Will Not Be Able To rebuild It Again. Chose your emplacement wisely, and then click on it, but Not Before Saving. If it shows before it should (when the first reform is triggered for instance) I strongly suggest not to click on it and wait for the second reform to trigger, and wait one turn at least, and then click on it. If a second one is showing, I suggest not to click on it.
Conclusion : Since Quitus told me the 2.06a will come soon with a correction, my suggestion would be to wait for it before starting a Saka campaign. But if you wish to start now, the reforms here works almost perfectly and the flaws found in game (hole in the faction troop recruitement pool, 3rd reform glytching) can be avoided with little efforts or can be managed easily.
Take care, everyone.
Note :
- Bug report (not critical) : Chighu start with a "trader (western greek)".
- Bug report (not critical) lots of "placeholder" images. Including roads when in the building pool (but not in the construction queue nor in the building list when build)
- lots of regions descriptions missing in the saka area.
- Will edit if something new come up.
Quick question. Do sieges count as battles won for the roman reforms? Or does it have to be an open battle?
Do sieges count as battles won for the Hayasdan reforms? Or does it have to be an open battle?
In both instances I'd have to check with Gig - I suspect not. For the Roman one it has to have at least 11 units on the enemy side; at least 5 of these against Carthage and at least 4 in Cisapline Gaul. And it has to be at least turn 101.
In 2 or 3 playthroughs, I've never been able to successfully achieve that. Probably because there aren't enough stacks of rebels in Cisalpine Gaul to fight. And the rebels are so strong, the Celts never take over those provinces. I get plenty of Carthaginian battles, but even freshly spawned Rebel stacks after I've conquered CAG don't have enough units to count. Usually the enemy has one or two full stacks adjacent to each other, so fighting that battle counts as only 'one', then their survivors only have 10 units, or something. I may just custom edit my script to avoid that criteria or only require 2 or something when I do my Autumn playthrough since the fallback turn is many many many hours and I'd like to see Polybians at least once in EB2.
Note there's a "fallback" trigger for the Polybian reforms in 210BC if the player fails to trigger them earlier. Otherwise they won't happen before 247BC anyway. So the only thing the battles-related requirements do is allow you to get them earlier than 210BC when they'd happen automaticaly.
The cisalpine rebel stacks always invade Roma land, leaving you no choice but to fight them on land tiles that don't count towards the reform. Leaving it impossible to achieve in northern Italy. I suppose the solution for a player is to hire mercs and take on the rebels before they head south. Something I havn`t tried yet.
I wonder if is there any way to make those rebel stacks immobile.
Haha, that's what I always do. I simply turtle along and eventually get the reform. It seems everybody else is in a hurry. Not sure why. :)
Especially since the Polybian units don't even have their proper models skinned yet... Is that not correct? I believe they currently use the same model as the Camillians.... Do they not?...
Yeah, I know there is a fallback. Like I mentioned, it's a long long time into the game so I've never gotten there. The chance with the battles is 100 turns in, which is a decent accomplishment. The fallback is 248 turns, over twice the campaign length of satisfying the battle conditions. With starting new campaigns as new factions when there are new releases, I don't think I've ever gotten that many turns in a campaign. I will later, when there are Marian reforms to work towards as well.
Ultimately, that's the thing with the Roman reforms - there are more of them around the corner, so the fallback can't be too early. We have to spread out the various rosters so they actually get some reasonable amount of play.
I'll have a think about whether we should reduce the Cisalpine requirement.
On the Pergamene reforms, I've removed the rather unnecessary condition that as well as the enemy army being big, your own has at least 1000 men in it.
What sort of units are planned for Augustan reforms?
I remember Evocati in EB1. Any interesting new concepts for EB2?
No, it's after turn number 248, which is 210BC:
Code:if I_LocalFaction f_rome ;;; fall-back automatic reforms for player-controlled Rome
and I_TurnNumber > 248
and I_EventCounter ecCamillanEra = 1
set_event_counter ecCamillanEra 0
set_event_counter ecPolybianEra 1
historic_event HE_POLYBIAN_REFORM { f_rome, }
terminate_monitor
end_if
I see there actually IS a pool for provinc when the Marian reforms hit now. I must have missed that going in. Right now the conditions are turn 500+ and the Reformator trait. So I guess if I make it to 500 turns (I don't know if I ever have), and have the Reformator, I can do local recruitment in my provinces. What's coming in the Autumn release is the new Roman units, I believe. Making it to 500 unlocks a small amount of local troops in the provinces but continues to use the same Polybian roster for Rome.
romanius24: I think the Autumn Release is just going to feature the Marian roster, not also include the Imperial triggers. I'd love it if it had both, but I think it's just the former for now.
Re: the timing for Marian. In EB1 it was 400 turns, here it's 500. It's a long slog to get there, but of course 500 turns is still 147BC, which is when Gaius Marius was 10 years old. So I appreciate not having to wait the actual historical amount of time, or it would never end. I think we stated an AD14 end date, so there really wouldn't be an imperial phase to Rome in this game either, if it wasn't permitted earlier than the norm. IIRC in EB1 you just had to make it to 125BC, but I haven't played in a long time and I rarely got that far. I don't know if it's been decided yet whether Imperial will feature in this game and how ahistorically (but player-friendly) early it will be permitted. I do really like the roleplay involved in the leaders having certain necessary traits. Similarly, I liked the Latifundia land displacement reasoning behind the Marian. Is the Marian reform still having its trigger worked out, or is it substantially going to be just 500+ turns and the Reformator trait that already exists (which ignores agricultural changes, and requires >40 settlements, turn >500, SCV, Popularis, Influence 3+, 3+ stars, and the office of Consul)?
My mistake Quintus. I got my BC and turns confused. I got the reform on TURN 251 , I didn't move my FL into Rome until that turn and that when they fired. So your Fl might have to be in your capital. The new units need so many turns to be replenished, which varies from city to city(infra structure?) as I have to wait 5 turns in rome to recruit them but 20 turn wait to recruit my first Triari in Capua. The campaign has been one of my most enjoyable yet by the way(2.06 H/M).
Hmm, the faction leader location isn't part of the script. Odd that you got them on 251. There IS a part of the script that is supposed to increase their availability in Rome one-time to tide you over from the transition. Apparently it merely moved them closer rather than made a whole unit available from the start?
Is the Nabatu empire reform implemented?
I'm at turn 200 and I've captured the greek polis's and built the markets and nothing's changed.
Yes, but it's extremely exacting. You need to have:
-Had 40 turns pass since you triggered the Settled event
-Have three settlements with a polis_one or bigger in them with an Admin government
-Have three market_four's or bigger - each one of those requires a large city
-Have 10+ settlements
Did you already get the Settled event by converting Petra into a city?
Has it been at least 40 turns since the Settled event?
Do you have 10 or more settlements?
You need Nabatean Administration (no other variant, this exact building name) in three cities or more with a Minor Hel Pol/ Hel Pol/ or Hel Metro.
What 'markets' did you build? You need at least 3 cities with "Great Forum" or higher. That's pretty high. Trader -> Market -> Forum -> Great Forum
You're welcome :) Enjoy your empire! Build Native Colony buildings to help raise your Eastern Imperial culture and get useful units.
Except in towns that have a Hellenic Polis or Hellenic Metropolis. In those, you can't build the native colonies. It seems the best combination is a Minor Hellenic Polis, since it qualifies you for the Philhellenic Satrapy without disqualifying you from building Native Colonies. Unfortunately unless you blitz early, many neighboring buildings will already be past the Minor Hellenic Polis stage.
I personally hate 'traps' like that where the only way to 'solve' a problem is to rely on the AI. e.g. if you're not a settling faction, sometimes you can just wait for the AI to settle camps before you take them, since otherwise you're stuck with them staying as camps.
In this case, you have to use spies to carefully monitor when Ptolemaoi and AS build Minor Hellenic Polises, and swoop in before they can upgrade them to full Polises. I wish you could still build Native Colony if you're not a faction that can make use of the Hellenic Polis chain, since the benefit of higher Hellenic Polis levels is colony points to build Hellenic Colonies, but your faction can't do that, so you're SOL.
You make a good point. We should look at this in the future.
As we are talking about the reforms I'd like to say that we have some additional units for the Nabataeans in this regards in the autumn release. The conditions will also be overhauled (they are just testing conditions at this moment) and more units will be added in future releases.
What happened to the KH reforms? The "archon" title no longer appears in the FM traits.:no:
How do you upgrade Petra, or Tadmur as Nabataea? It's annoying to have it stuck as a camp.
;)
We need to find eager members of our little EB community who have the time and who are willing to invest this time into making a concise overview of all these things. There are lots, looooots, of somewhat hidden features of EB2 where it would be really nice to have an overview. But we need to do it.
That being said, part of the fun of playing EB is, of course, also discovering things you didn't know about. So thats a positive thing about it. ;)
That works for Petra. Tadmur is a permanent camp, so don't destroy the herd building unless you feel like rebuilding it.
Some settlements are considered too remote or uninhabitable to every become proper cities. You can tell this based on whether you can even begin to build farmland. Regardless of how many herd buildings are developed, you can still build a "Dispersed Farming" in any camp that is flagged to convert into a city. If you can't build that, then it will never convert, so don't smash herd buildings, just to see if you can.
The farm buildings and the herd buildings are mutually exclusive. Higher levels of each chain block off higher levels of the other chain. Additionally, within the 'herd' chain there are two branches, the Livestock branch that offers no recruitment but more food growth, and the Warlord branch, which offers cavalry recruitment but less population growth and farm income. The descriptions of the farms and herd buildings should state their requirements. I know that the Mid-scale Farming building, for example, says that if you build it, you will block off access to the highest herd buildings. It also says you have to get nomadism down below 50% before you can build its successor, Large-scale farming.
Basically to convert you need:
1. Ability to build Dispersed Farming, which is always always available once government is established. If not available, region is not allowed to convert
2. No herd building besides the first level "Elite Herds" (which I always build first after I smash the herd buildings, since it's only 800 and 2 turns, and I can benefit from the pop growth until it disappears during the completed camp->city translation)
3. Large-scale farming, which is the third level. If you have Dispersed or Mid-scale but can't see the option for Large-scale, then either you have a herd building above Elite herds you need to smash, OR you're lacking #4:
4. Universal Pastoralism upgrade (2k population wall building). If you killed population with sacking or exterminating, or some died in a plague etc, you may have less than 2k, but as long as the UP building is built, you're fine. Otherwise, if you have to raise your population up to 2k for the first time, I recommend building the Livestock herds building even though you have to smash it to complete conversion. This will let you grow up to 2k faster than farming buildings. Then you smash, re-build the level 1 herd, then build your level 3 farm, then convert. During the 6 turns of building level 3 farm and 12 turns of converting, you benefit from the higher pop growth of the Elite Herds. Then it disappears as it has no equivalent when the conversion is complete. 18 turns of growth boosts is a good return on investment for only 800mnai and 2 turns.
Sorry to clutter that up with my protips as an unrepentant settler.
I don't know if it has already been pointed out, but it seems that regarding the KH reform, you can build the Congress even after losing one of the 3 metropolises required. In my current campaign, I had Athens, Korinth and Syracuse but I lost Korinth to Makedonia before I could build the Congress and the building option was still present after this. I know it's a detail, but it can still be useful.
@gosam
I could find these ones in y game :
Epohoros tes Spartes --> Sparte
Nauarkhos tou Rhodou --> Rhodos
Nesiarchos ton Nesioton --> it said that it's for the Kyklades Islands but it's my Spartan Family Leader who got it while he was stationed in Krete.
For Athens, I don't remember because my Athenian Family Heir died in battle before I could write it down.
I can't edit my post yet so...
@gosam
I could find these ones in y game :
Epohoros tes Spartes --> Sparte
Nauarkhos tou Rhodou --> Rhodos
Archon tou Demou --> Athens
Nesiarchos ton Nesioton --> it said that it's for the Kyklades Islands but it's my Spartan Family Leader who got it while he was stationed in Krete.
After the pain and suffering involved in getting the convoluted KH reform to work as it was supposed to at all, trust me when I say I'm not going to touch it ever again. :)
What's missing is a monitor that would switch the Congress trigger off again if the check found you didn't have three Metropolii. But for the complications it might cause, it's just not worth it. I do appreciate you pointing it out, though.
The first three are starting traits for the relevant FMs, the last one is acquired so it seems to me that it's working well.
All the Archon traits are tied to an ethnicity (with the exception of the nesioton one), so you'll need the right FM to gain the new archonships.
Haha ! Fair enough. As far as I'm concerned, I like it, even with this little bug. It gives more personality to the campaign. However, I don't really know which are the implications in game, except new buildings with different stats. Is there a link with incoming new units ?
I understand that but with the death of the starting FMs, I'm curious to know how I got the traits for the next ones. Do we need to perform specific actions or is it something like hereditary (i.e. it goes directly to the next FM with the appropriate ethnicity and the most influence for example) ? Besides, in the OP, it says that there are other titles for "typically greek" ethnicities and I'm wondering which are they and how you get them. Currently I have FMs form Krete and the region of Korinth for example but no title yet for them.
Otherwise, it says in the OP that the Congress should be build in Korinth but the building option is actually present in every settlements (I own). Is there a reason to build it in Korinth, except maybe historical reasons?
The KH reforms have no impact whatsoever on units; they come through the Hellenistic Military Reforms which are the same for all nine Hellenistic factions. What they do change are your government buildings and thus infrastructure options.
You can build the Congress wherever you like. But the next stage, with the Archons, requires Korinthos (because that's where they have to go).
You need to have an FM with at least one influence point, and to have a government built in the "home" city for his ethnicity. The government has to be any one that comes after the military conquest one.
Once you have an eligible FM, you need to select him while outside a settlement. This part is weird because no other trait works like that, but it's because of an engine limitation. We are trying to get it changed, might or might not have it ready for next release.
I am on turn 80, and stopped paying tribute around turn 40. The Mauryans sent about 4 armies total to attack me but have stopped after the 4th army. So when it says it will stop by turn 150 do you mean they will only send 4 armies or you must defeat at least 4 during all the ones they send from 140 on?
They actually only send three. The correct reform requirements for the latest version are having 7 or more settlements and defeating the THREE armies. Once you've decided to rebel, the first army has a 50% chance of showing up each turn starting at turn 21. So it's very likely to be around turn 21-23. The second army is also a 50% shot starting turn 36, so very likely to show up 36-38. The third and final army shows up at 50% chance starting turn 51, so likely to show up 51-53. However, just to make the time more variable, there are low probability rolls involved besides just beating the armies. You can expect it to take about 10 to 20 turns after you defeated the third and final army before the reform is complete. Also note that actually the armies just have to be defeated. Theoretically someone could beat them for you, but that's unlikely since Baktria is far enough away that they won't be coming up to fight rebels right by your capital.
Ok I got it, thanks! I have defeated them and so now I'll start expanding more, I was leaving my armies back in case they came with more (which I guess I'll continue to do for story sake)
Sounds good. You'll get the event soon enough which says something like the Mauryan king acknowledges your independence, and then you can start building better governments. I probably wouldn't waste time building allied govt buildings if you've expanded somewhere you can't build a native, since your native government range increases a lot after independence, and it should come within 10-20 turns of beating army #3.
Hi all,
first post on the forums - I've played EB II years ago, and just remembered how many hours I sunk into it back then, so decided to try it out. I started with Baktria - out of some reason my favorite faction since forever. Anyways, I scoured the forums a bit about their reform requirements, but I still don't get it (bear with me, I know it was explained a couple of times). I took my time with rebelling, and by the time the war with AS started, Pahlava was already huffing down their neck. All in all, fast forward a couple turns forward, I manage to defeat countless AS armies, but only conquer one city (Pahlava always beat me to it, and one rebelled just as I was to attack it). AS got annihilated in the meantime and I can't find any more of their cities anywhere (they're still not a destroyed faction). My question is: What to do know? Do the reforms trigger on their own? If AS is destroyed by somebody else, will they trigger? If not, how do I find their remaining cities/armies?
Oh, also, I'm playing 2.07a!
You have to take cities from them, so if you waited too long and their cities rebelled or became Pahlavan, you do have a bit of a problem. I suppose the team could see about writing a fallback condition where AS being eliminated automatically completes the independence script.
What you can do at this point is use the Force Diplomacy feature to salvage your save game and still get your independence. Turn off the fog of war and look for the AS cities/units. Then send your diplomat there immediately with 'move_character' or using 'character_reset' a bunch. Then...give them that city you took from the rebels via diplomacy (you may have to force peace first) and activate force diplomacy using the Advisor (?) button while in the negotiation. Then siege that city back from them. Repeat if you have to to get your count up to 3.
That's pretty cheesy, but it's not your fault that you can't find AS cities to fight, and if they're basically broken as a power, just by someone else, it should be true that you are independent of them and thus eligible for your independence event.
I noticed that the more passive AI in, what was it 2.05?, made it easier to achieve your AS independence events. In the more aggressive AI from 2.03+ that we brought back in 2.06 (or 2.07, I'm forgetting which sub version was the calmer AI test), the AS tends to crumble (as they did historically) and you have to make prepping for your independence war your first goal, otherwise you'll just be at war with Parthia for the same territory, but it won't count towards unlocking your factional government buildings like a completed independence event will.
In that case, maybe the scripts need an 'alternate route' for becoming independent simply through the decline of your overlord in the region? You may not have demonstrably done the self-strengthening implied in taking the battle to them, but if they aren't in a position to be exercising power in the region the net effect is probably the same, no?
Thanks for the explanation and the cheese-route. I think I'm just going to restart with the new patch and see how it goes. :D
Yeah, I did a hundred turns twice with Baktria and this was the end-result both times. I wasn't too aggressive and paid the tribute until I conquered Saka to the north and the rebel provinces to the east - by the time I declared independence, Parthia was already decimating the Seleucids. It makes for an interesting mission, sending your faction leader with a pumped up Baktrian army across the newly conquered Parthia to try and attack the remaining AS provinces, but the notion of independence (and AS's threats) become somewhat moot. On the other hand, if there was an added reform condition based on the state of AS, it means you can just wait it out and reform after AS gets chased out of the region.
At the very least, a fallback "AS is dead, everyone is independent" trigger is in order. Thanks for raising this.
EDIT: This is in 2.1b by the way, Hayastan, Baktria and Pergamon have a fallback whereby if the Seleukids fall below 5 provinces, their independence/kingship is automatically triggered.
now that EB had released its 2.1 version the OP should start to update the reform triggers. or someone else take up the slack
I have no idea what to do to get Lougiones reforms. Does anyone know?
Did they change the reforms?
For lougiones they just happen on certain turns or years. (QS might know)
It happens at random between turn 100 something and the high 100s or low 200s. Just wait and they should trigger for both germanic factions :D, mine triggered fairly late too--I asked the same question a while ago
Is this still the settled reform requirements for the Saka?
So it has to be Oyrta, Sulek, Chach, Bukharakh, Khiva or Nisaya?Quote:
The saka will settle if they have their walls a rank above wooden palissade in at least 3 of these settlements : Oyrta, Sulek, Chach, Bukharakh, Khiva or Nisaya. The faction leader must also gain the settled trait, however that works.
So, for example, if I migrate the Saka Rauka to Egypt at the start of the game, I will essentially never get reforms?
Are the requirements for the polybian reform still those in the OP?
How do you convert camps to towns?
Only certain factions can do this, and only certain camps can be converted. The requirement is usually similar for most factions--in most cases it involves building the advanced farm buildings. The higher tier herds block construction of high level farms and vice versa. You will only be able to have elite herds if you want to go full farming(which you need for most camp conversion). The farms will slowly drop your nomadic culture more and more with each farm building. Once you have dropped to 60% nomadism you can build large scale farms and then a 3 year process to convert from camp to city can be constructed. Then, presto! A permanent settlement is born, with all the benefits of a settled city(like roads ffs, damn roadless camps).
Which faction are you playing as? Each faction can convert different camps.
Saka Rauka, I was asking because of the settled reforms. Didn't want to go about destroying government buildings (or something similarly stupid) trying to figure out how to convert camps :P
That's odd. You shouldn't be able to have a third level herd building and a mid-scale farming at the same time. You need a large scale farm. You can only build one when Nomadism as a culture is below 60%. Also, you cannot have any herd buildings besides level 1 herds. Finally, you need 2k population to build the large-scale farming. So, wait for 2k population and the wall upgrade. Then, smash your herds. I usually build back the Elite Herds right after, since it only takes 2 turns and they provide a decent population growth bonus. That bonus will last you during all the time you spend building the large-scale farm and the convert-to-city building. The only catch is how to get below 60%.
I've noticed that the KH reform has several stages, there are several questions that I would ask regarding it:
- After capturing 3 metropolis' I established a congress
- An event fired up at turn 127 if Im not mistaken stating the start of the Koinon
- I gathered 4 of my archons in Korinthos and another reform takes place
- Sympotelia revolt event triggers
my question is regarding the last point. What does it (the revolt) signify? I can only build the Greek Founder States only at Pella and Knossos. After destroying the military colony the Sympotelia vanished from the queue, is this intended?
Im still unsure of how the reform would affect KH and why the Sympotelia can't be built anywhere else other than Knossos and Pella (currently I control Skodra, Epidamnos, Ambrakia, Pella, Demetrias, Knossos, Athenai, Korinthos, Sparte, and Rhodos).
You can only build two Founders (kh7), all the rest have to be Members (kh8 - which comes after the end of the revolt, which takes 16 turns), but you should be able to build the Founders anywhere in that list barring Skodra and Epidamnos.
The Sympoliteia has nothing at all to do with military colonies, that looks like a coincidence. Does it repeat?
You have to destroy the "herd" building though. I never know when. I do it when I have developped all my buildings of my large nomad camp. When done, you have access to a new farm bulding. When this farm building is done, you have access to conversion. I never heard of this thing about culture needed to pass from nomad camp to cities, but I can be mistaken.
Anyhow : do you manage to have the imperial reform ? I have the first reform no problem. But the imperial reform I cannot have. The conditions are not as they are noted in the front page of this thread. Here they are for anterior version of the mod (given to me by Quintus. A shame my friend original poster is not here to edit the first post of the thread)
- 40 turns after the first reform
- King with "settled" trait.
- 10 settlements (I don't know if it means "10 settlements in total or 10 cities and that nomad camps don't count in the total)
- Level 3 farm (for settled community I suppose, which is "mid-scale farming". I don't know if you need 10 of those or if 1 is enough)
- You have to have the "settled Saka settled administration". (Again, I don't know if you need 10 of those to trigger the reform or if you need one of those to build the reform)
I cannot have this reform. I passed more than 100 turns and all is respected. If you have the same problem, please let me know, I will contact Quitus to let him know that we are more than one.
For your information for the last reform, you need :
- Faction leader with authority 4+
OR
- if you own 19+ settlements.
You will have a new special building that you can build only once, in only one settlement of your choice. It represent a "new" capital, where all your saka units will be available.
WARNING : this building can be constructed only ONCE. If you remove it from the building queue or if you ignore it or if you destroy it, you will probably not be able to build it again !
All those conditions are compatibles with EB2.0x. The question is : are those compatible with EB2.1x ?
Completed the roma reform on turn 121, it would seem Felsina has to be one of the cis alpine settlements. If the requirements are 3 settlements in cisalpine italy and all 3 in Sicily? I took all the settlements(cisalpine and sicily) except Felsina by 120 so not 100% sure if its delayed as i took felsina a turn later and they fired in.
Nevermind!
@Floren d'Asteneuz,
To be clear, the reforms should trigger the first turn (or next subsequent turn) that I have all of the requirements filled?
The current requirements for the Imperial reform:
1) Three settled cities that have both a "Mid-scale farming" (the city version, not the camp version which uses the same name, confusingly) or greater AND a Saka Settled Administration building. So no client governments.
2) 10 or more total settlements (camps OR cities)
3) Must have been settled for more than 40 turns
4) Faction leader authority of 5 or higher
5) Faction leather must have the 'Settled Nature' or 'Settled' trait (and therefore not the 'Lives on the move' nomad traits)
If you have met these, you will get the imperial event and your culture will change to Eastern Imperial.
You didn't mention the authority for the Imperial phase, so maybe your faction leader's authority isn't 5 or more.
There is an additional event you can achieve after you've made this Imperial reform. You can build more than one "Saka Royal Domain" building. You gain points for towards your limit by having:
+1 point for FL authority 4+
+1 point for FL authority 6+
+1 point for FL authority 7+ (so if you had 7, you would get a total of 3 points from this section)
+1 for 10 total settlements (camp or city)
+1 for 13 settlements
+1 for 16 settlements
+1 for 19 settlements
So that's a total of 7 points, so you can build up to seven Saka Royal Domains once you earn all the points. Also if your faction leader dies and gets replaced with one with weaker authority, if you smash a Royal Domain building, you may not qualify to rebuild it. So watch out for that until his replacement has enough authority points again. You should start with at least 2 domain points right when the Imperial reform hits, since you need 5 authority and 10 settlements, so you get one point for each of those.
The requirement isn't "any three" in Cispalpine Gaul but specifically Segesta, Patavium, and Felsina/Bononia. Mediolanum isn't part of the requirement. When QS mentioend "three settlements" in cisapline, he didn't say "ANY three." I can see why youl would read it that way, though, but the list of specific cities was provided in earlier posts (possibly on other threads), and he saved time by not re-typing it out.
Yes. ALL the requirements. That list was incomplete. See above.
Thank you Myarta. I had the description from quintus but it was for an earlier version.
Indeed the problem is the king authority. Any advice on how I can pimp that up ?
I've got the event saying I defeated the Seleukids as Pergamon but the Basilike Patris is not showing up at my capital or anywhere else.
I had all of this. Turns out you can't make peace with the Seleucids on the same turn otherwise the event wont fire properly and you must beat them 3 times all over again.
On the other hand though, it seems I can only build the last government tier in one city and Pergamon doesn't have access to the elite phalanxes, hypaspitai and all the other elite hellenic units aside from the Hetaroi. They used to have some of the in the previous version. Kind of a shame, I really wanted to roll out some agema phalanxes.
I will do that and report here if there is any problem.
Edit : it works, I had the two last reforms in one strike.
So you know if moderators here can edit the first post ? Because I think the original poster said he ont be there anymore and having the true conditions you mentioned instead of our first tries to understand back then would be better for us and for you : you wouldn't have to repeat yourself any.ore and we wouldn't have to search the entire thread to have an answer.
An newcomers wouldn't be lost.
Pergamon is one of the Epigonoi, or "lesser" Diadochi, that's why they don't get Hypaspistai, Peltastai Makedones or Agema Phalangitai. Pontos are an exception to that on the elite phalanx. Like Pontos and the Bosporans, they get Peltastai Logades instead of Peltastai Makedones.
I am a bit disappointed. I figured that I'd at least get the elite phalanxes once I became King. It makes sense to me because I control all of Anatolia and several other provinces which sets me on a footing where the Basileus would have access to several greek and makedonian colonies out of which to draw elite troops as well as being more powerful than other Diadochi. Shame :(
I have several top tier cities in Greece. I actually have all of mainland Greece. Yet I cannot produce any medium phalanxes anywhere but Pella. Is this intentional?
Intentional. Regular Phalangitai are limited to the few areas where Macedonians had strong presence, either via colonies or in their own lands. Elsewhere, you'll have only light phalanx available. Don't worry about that much, light phalanx is, in my experience, more cost-effective and will be backbone of your armies for most of campaign.
So, as of this update, do the Arverni have a reform yet? How do you trigger it? Could the OP be edited to have this info?
Don't the Celts just have a time-based society shift in EB1 that represents some further sophistication of their tribal societies?
Am I remembering that correctly? Did that not get transferred to EB2?
Someone should update this thread with reform information about every faction reforms. Someone who did them and knows it for the latest version 2.1b. Could be easier for everyone.
The only ones who can edit this thread are the creator of the thread and those mods with local moderation powers over this sub-forum.
Does anyone know what the new units are for Pontus after the reform?
Can anyone elaborate on the Saba reform. You need what character in a settlement? I've had lots of FM's governing lots of cities. What if your EI culture is not below 30%, will the reform not happen?
There is any plan to update the main post? I guess that maybe the original creator isnt able, to but I have seen reform explanations scattered among other topics. Would be good to reunite them here somehow.