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Re: Reform requirements
Quote:
Originally Posted by
Hummer
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?
The culture level in Maryab is what you need to look at. If it drops enough you get your reform.
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Re: Reform requirements
About field battle requirements for Polybian reform: if I take a single unit and send it against the gallic/qarthadastim stack, start the battle and then immediatedly retreat, won't it still count toward the requisite?
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Re: Reform requirements
Are the KH reforms working in 2.1b? None of my characters are getting the archon traits.
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Re: Reform requirements
Quote:
Originally Posted by
baldamundo
Are the KH reforms working in 2.1b? None of my characters are getting the archon traits.
The Archon trait will be given when you click the FM, I usually move the FM outside and back inside the city multiple times until he gained the Archon status. Keep in mind it is specific to each FM origins (Spartiatai, Athenians, Akhaian, Epeirotai, Thessalian, Aetolian, Rhodian). Once you have 4 FMs gather them all at Corinth to reach the reform. There will be a Sympoliteia revolt where you could build 2 Sympoliteia government buildings in 2 of your provinces. After that revolt is done you will get a notification about it and can now construct the Greek Founders state government, it allows advance recruitment and construction.
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Re: Reform requirements
Playing as Kh and ive passed turn 60...but i havent got the general Hellenistic reforms yet...is there any change in requirement? Did i miss something?
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Re: Reform requirements
It happens after turn 60, not immediately on turn 60.
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Re: Reform requirements
Quote:
Originally Posted by
QuintusSertorius
It happens after turn 60, not immediately on turn 60.
ok thanks! Well im on turn 79...hope it happens soon...Thanks for the awesome mod!
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Re: Reform requirements
Quote:
Originally Posted by
rajhans
ok thanks! Well im on turn 79...hope it happens soon...Thanks for the awesome mod!
Should have happened by then; it's normally somewhere between turn 61 and turn 63.
Where is your game installed?
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Re: Reform requirements
Quote:
Originally Posted by
QuintusSertorius
Should have happened by then; it's normally somewhere between turn 61 and turn 63.
Where is your game installed?
Turns out i had the wrong version installed. Installing the latest one now...
Feels great to play a challenging TW game
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Re: Reform requirements
How do I get the Lugian reforms?
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Re: Reform requirements
Quote:
Originally Posted by
boszo
How do I get the Lugian reforms?
Wait; they're randomly triggered between two dates.
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Re: Reform requirements
Okay, so to understand the Saba reforms...should I destroy the temple in Maryab and build the temple of governors there?
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Re: Reform requirements
Hey You guys, I was trying a Taksashila playthrough. I was stugling with it but I finally reached a point where I could rebel and gain independence. I fought and won from two Maurian armies, but now I'm on turn 200+ and I can't see anymore armies. Is it still possible to complete the reform or did I start to late?
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Re: Reform requirements
As the guide in the first post,the mauryans will stop sending armies past turn 170.So,I'm afraid it's too late for you to gain independence :(
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Re: Reform requirements
Sorry, but i can not find itanywhere : what are the requirements for the Marian reform ?
I' ve done 950 turns and Ihave not seen the reform.
Thanks in advance to anyonewho will answer.
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Re: Reform requirements
As far as I know,it isn't included in current version of EB2
It will be added in future version :3
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Re: Reform requirements
It is in 2.1b, it's just a bit broken. If you haven't replaced that part of the script with one that works (and too late for any game in progress), then I believe there's a bunch of high-level farms you need in Greece as well as Italy, along with a suitable character to trigger them.
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Re: Reform requirements
My bad,so sorry
And thank Quintus for clarifying it
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Re: Reform requirements
Do the romans ever get access to other government forms outside of allied in regions outside of middle italy? Having my generals become "interlopers" as they move around my empire is downright annoying and having all of these FM stuck in italy because I cant assign them cities is an issue as well.
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Re: Reform requirements
Quote:
Originally Posted by
Seimour
Do the romans ever get access to other government forms outside of allied in regions outside of middle italy? Having my generals become "interlopers" as they move around my empire is downright annoying and having all of these FM stuck in italy because I cant assign them cities is an issue as well.
Yes, they have both the Civitas Libera and Provinciae.
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Re: Reform requirements
Quote:
Originally Posted by
QuintusSertorius
Yes, they have both the Civitas Libera and Provinciae.
Yeah I realized that I needed to build the first level of trading colony before I could upgrade the military occupation. I thought I was missing a reform because I couldnt see it in the roman administration building list.
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Re: Reform requirements
Is this going to be update for 2.2 anytime soon?
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Re: Reform requirements
Hi guys,
has anyone reached reforms with Carthage? Can someone helps me understand them? According from the images in "Faction goverments and colonies" thread, I need to have some battles with Rome and "invade Iberia with pro-barcid general", and the reforms trigger after 237BC.
Now, what counts as invasion? Currently I possess Turdetania and Bastetania and the year is 236BC. Will I have to conquer another iberian province with barcid war leader or is bastetania enough? Do goverments make any difference? Are there branches of reforms (like anti-barcid way to get them)?
Any information would be welcome :)
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Re: Reform requirements
Quote:
Originally Posted by
isa0005
Is this going to be update for 2.2 anytime soon?
Soon.
Quote:
Originally Posted by
Barlind
Hi guys,
has anyone reached reforms with Carthage? Can someone helps me understand them? According from the images in "Faction goverments and colonies" thread, I need to have some battles with Rome and "invade Iberia with pro-barcid general", and the reforms trigger after 237BC.
Now, what counts as invasion? Currently I possess Turdetania and Bastetania and the year is 236BC. Will I have to conquer another iberian province with barcid war leader or is bastetania enough? Do goverments make any difference? Are there branches of reforms (like anti-barcid way to get them)?
Any information would be welcome :)
After 237BC, hold Gadir, Mastia and Kart-Hadast, have fought at least 5 battles with the Romans, and have a General of the Army from the Barcid faction.
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Re: Reform requirements
Thanks for a quick answer! Much appreciated!
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Re: Reform requirements
Why can i trigger the Reform of marian and Augustian troops?
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Re: Reform requirements
Quote:
Originally Posted by
Avarice1987
Why can i trigger the Reform of marian and Augustian troops?
The latter doesn't exist yet (and, when it is eventually implemented, won't add many new units) and the former requires at least 500 turns of play, among a few other things I can't recall atm.
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Re: Reform requirements
There are no Augustan reforms yet, and when they do eventually happen, you'll only get one new unit (Praetorian Cohort).
If you're expecting to ever get "imperial" legionaries with lorica segmentata, this is not the mod for you. Because they're never going to happen.
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Re: Reform requirements
Quick question regarding the Carthage reforms. I was able to hit the trigger for the first one, which enabled the new reforms in Spain. Is there a second reform that I need to hit to enable the changes to spread to the rest of my territory?
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Re: Reform requirements
Quote:
Originally Posted by
jimbo514
Quick question regarding the Carthage reforms. I was able to hit the trigger for the first one, which enabled the new reforms in Spain. Is there a second reform that I need to hit to enable the changes to spread to the rest of my territory?
The first reform enables new governments everywhere/anywhere.
The second reform is to allow late units, and is time-triggered.
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Re: Reform requirements
Any chance the OP will be updated for v2.2a?
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Re: Reform requirements
An updated wuold great! :)
Any Reform for the Getai? ;)
Inviato dal mio SM-G900F utilizzando Tapatalk
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Re: Reform requirements
Quote:
Originally Posted by
Julio85
Any Reform for the Getai? ;)
No, nothing planned that I can see, nor that anyone has discussed.
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Re: [Official] Reform requirements - as at 2.2b
I've now updated this to reflect the situation in the 2.2b campaign_script.
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Re: [Official] Reform requirements - as at 2.2b
Should not the refroms for Sweboz and Lugiones appear later in the game? I thought that their reform units epresent first century bc units.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
QuintusSertorius
I've now updated this to reflect the situation in the 2.2b campaign_script.
Thanks a lot. :thumbsup2
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Re: [Official] Reform requirements - as at 2.2b
Thanks a lot Quintus really. It really felt neccesarry to have this information to enjoy some factions to their gull capability and the information was inacurate and outdated here and the accurate one was scattered among the threads so I really appreciate to have a quick guide in one palce with official information.
Thanks! Waiting eagerly for 2.2b. Keep up the good work team ;)
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Re: [Official] Reform requirements - as at 2.2b
This thread is extremely useful QS, many thanks for keeping it updated, this and mantaprey's government guide will be a great help to everyone :)
Although I have one small question is the indo-parthian reform working in 2.2b? Its not listed here but Mantaprey's thread says that the trigger for indo-parthian is to "send a high influence suren clan governor to india"
I haven't tested if it works but if it does it will certainly be helpful to list the exact trigger in the OP
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Imperial Pudding Head
This thread is extremely useful QS, many thanks for keeping it updated, this and mantaprey's government guide will be a great help to everyone :)
Although I have one small question is the indo-parthian reform working in 2.2b? Its not listed here but Mantaprey's thread says that the trigger for indo-parthian is to "send a high influence suren clan governor to india"
I haven't tested if it works but if it does it will certainly be helpful to list the exact trigger in the OP
I understand that it does work, it allows a particular government building to be constructed.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
QuintusSertorius
I understand that it does work, it allows a particular government building to be constructed.
Sweet, thanks for the quick reply
So in theory all I need to do is get the empire reform, grab the most influential suren general I can find, send him off to govern somewhere in India and it will open the new government right? Thanks for clearing that up
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Imperial Pudding Head
Sweet, thanks for the quick reply
So in theory all I need to do is get the empire reform, grab the most influential suren general I can find, send him off to govern somewhere in India and it will open the new government right? Thanks for clearing that up
I don't think you even need to have completed the Imperial reform, it's independent of it.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
QuintusSertorius
I've now updated this to reflect the situation in the 2.2b campaign_script.
I didn't notice for a few days. This is a big help.
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Re: [Official] Reform requirements - as at 2.2b
By the way I noticed you didnt updated everything. Didnt go one by one but the KH one is a bit messy still as it goes msotly by supposition adn the city list it gives its wrong as now any palce with big enough polis can have the best goverment
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Re: [Official] Reform requirements - as at 2.2b
Playing 2.2B as Saba, 71 turns 11 regions controlled, had FM's spending time in all of them, no reform...
http://i65.tinypic.com/hsl6py.jpg
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Re: [Official] Reform requirements - as at 2.2b
Saba reform has nothing to do with the number of provinces or time or where your FMs are. It's triggered by rel_d (Eastern Tribal) in Maryab falling below 30%. You need to keep your governors out of the city to help that happen.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
QuintusSertorius
Saba reform has nothing to do with the number of provinces or time or where your FMs are. It's triggered by rel_a (Arid Nomadism) in Maryab falling below 30%. You need to keep your governors out of the city to help that happen.
I believe the correct "religion" would be Eastern Tribal, as the Nabatu are the ones to start with Arid Nomadism
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
QuintusSertorius
Saba reform has nothing to do with the number of provinces or time or where your FMs are. It's triggered by rel_d (Eastern Tribal) in Maryab falling below 30%. You need to keep your governors out of the city to help that happen.
It's not explained like this on the 1st page... omg
Most of the time I had my best influence/administrator in there.. I'm at 55% Eastern Tribal now, gonna be ages till it drops.
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Re: [Official] Reform requirements - as at 2.2b
Hello I have a problem with Hayastan in 2.2b
After getting to imperial, building the Imperial seat in every owned settlement, conquered back Iran, except for Asaak and like two other regions in Seleucid hand in the Bactrian sphere of intrest. The thing is, Seleucids launched a counter attack on Hekatompylos(which had Imperial seat aswell) and took it back. After that I sieged it and took it back again and then I built a satrapy but could not continue with the imperial seat I tought there may be some kind of glitch, with the Seleucids waging war again after pax armenica, or have something to do with ownership changes on one of my city. Next thing I destroyed the seleucid faction, but no luck... the imperial seat government is still unaccessible.
Any tips where did I go wrong with losing to abilty to build 'Imperial Seat' goverment?
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Re: [Official] Reform requirements - as at 2.2b
Imperial Seat gov is only buildable on the reform turn, unfortunately. Cancelling one mid-construct. or losing one means it's gone forever(not sure why). You're also not supposed to be able build as many as you want, but you currently can.
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Re: [Official] Reform requirements - as at 2.2b
Yea... was wondering, before it was buildable it said, "only for important areas" or something similiar pointing out the thing that it is restricted. Thank you for enlightening me!
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Re: [Official] Reform requirements - as at 2.2b
Are these informations in the game? If not, will you add?
Quote:
- Will happen past turn 100 if the player has had at least 4 large battles (enemy has over 10 units) in cisalpine Gaul (Felsina, Segesta, Medilanon, Patavium, Massalia, Segestica, Dalminion) and at least 5 large land battles (over 10 enemy units) against Carthage. Be warned, the battles possibly need to be initiated by you to count.
Does sieges count?
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
CanOmer
Are these informations in the game? If not, will you add?
They're not, and there's a concern that they'd be "spoilers" if we did include them. This thread is easily accessible, at the end of the day.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Rarilmar
It's not explained like this on the 1st page... omg
Most of the time I had my best influence/administrator in there.. I'm at 55% Eastern Tribal now, gonna be ages till it drops.
I'm playing as Saba too and I think the trigger really ought to be changed. The capital is supposed the administrative center of your kingdom and it doesn't make a lot of sense to leave it ungoverned in order to achieve a reform.
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Re: [Official] Reform requirements - as at 2.2b
Turn 218 of my Nabataea campaign. I have all the requirements I need for Imperial reform, but it won't trigger.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
kingman1337
Turn 218 of my Nabataea campaign. I have all the requirements I need for Imperial reform, but it won't trigger.
Does your Faction Leader have the Philhellene trait?
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
QuintusSertorius
Does your Faction Leader have the Philhellene trait?
Yes he does.
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Re: [Official] Reform requirements - as at 2.2b
Same problem as kingman1337: I double checked and I have all the requirements according to the OP, but the reform won't trigger. The first one (the Nabateans are now settled) triggered correctly though.
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Re: Reform requirements
Quote:
Originally Posted by
QuintusSertorius
Soon.
After 237BC, hold Gadir, Mastia and Kart-Hadast, have fought at least 5 battles with the Romans, and have a General of the Army from the Barcid faction.
Where is Mastia? It's somewhere in Spain, but I can't see it. Maybe a city that changes its name?
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Re: Reform requirements
Quote:
Originally Posted by
Rad
Where is Mastia? It's somewhere in Spain, but I can't see it. Maybe a city that changes its name?
It's the one in the south-east corner of Spain that used to be Carthaginian.
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Re: [Official] Reform requirements - as at 2.2b
That would be New Carthage, which I took.
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Re: [Official] Reform requirements - as at 2.2b
Is there a secondary trigger for the first Carthaginian reform?
I just had my one and only Barcid FM turn traitor xD
I was able to reload a saved game, but ya gotta admit that the current arrangement is flimsy.
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Re: [Official] Reform requirements - as at 2.2b
Will you guys maybe introduce secondary reform requirements for Lugiones and Sweboz ? Something tied to buildings/conquest, maybe extensive contact with other cultures that would push the need for reform ? Just an question.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Marvzilla
Will you guys maybe introduce secondary reform requirements for Lugiones and Sweboz ? Something tied to buildings/conquest, maybe extensive contact with other cultures that would push the need for reform ? Just an question.
No, it's a "passage of time" reform, marking changes evidenced in the archaeology of northern Europe. It has moved later in 2.2c, though, it was far too early.
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Re: [Official] Reform requirements - as at 2.2b
Barcid Reform
Turn 142, destroyed Rome, 8 battles 20 units vs 20 units with FM on both sides and there is no reform. I can't make my only Barcid(why are you giving us only 1 person with Barcid trait?!) into War Leader because he's Faction Hier. Is there any other way to launch reform?
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Nevon
Barcid Reform
Turn 142, destroyed Rome, 8 battles 20 units vs 20 units with FM on both sides and there is no reform. I can't make my only Barcid(why are you giving us only 1 person with Barcid trait?!) into War Leader because he's Faction Hier. Is there any other way to launch reform?
There are a number of triggers for Barcid, and I believe it's possible for an FM to change factions too.
There's no other way to trigger the reform, you need a Barcid who's either Warleader or General of the Army. That's the whole point of the reform, it represents a major shift in government policy.
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Re: [Official] Reform requirements - as at 2.2b
"General of the Army" is some kind of trait? And I presume it is fully random?
So I'm unable to get late units now? Because I need Barcid Reform to activate Renewed Panoply Reform?
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Nevon
"General of the Army" is some kind of trait? And I presume it is fully random?
So I'm unable to get late units now? Because I need Barcid Reform to activate Renewed Panoply Reform?
It's not random, it's based on a points mechanic determined by where you're militarily active.
You won't get late units until you trigger it. I'd recommend a review of your existing FMs - often people forget they have someone with the right trait, who just needs the elected office.
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Re: [Official] Reform requirements - as at 2.2b
OK, so I checked traits file and getting Barcid trait is totally random: marriage, birth, adoption, inheritance. With 42 FM I'm not getting any new with Barcid/anti-Barcid trait. My only FM with Barcid trait is ~60y old. I've got 2 "Generals of the Army" but none with "Barcid" trait. So am I so unlucky, mod is broken or am I doing something wrong?
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Re: [Official] Reform requirements - as at 2.2b
The answer is that there are too few Barcid fellas atm. Even if they fix it and make it more common, there should still be an achieavable secondary trigger.
My 2nd Barcid general passed away due to old age, he couldn't get elected for "General of the Army" for 10 years straight, despite being a veteran. I am left with one, and he hasn't got better chances. Atm, I am hoping that my current "War Leader" dies from old age as well, so I can choose another one.
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Re: [Official] Reform requirements - as at 2.2b
Update: Success!
216 BC, the last remaining Barcid came through!
For a moment there, I thought he was going to die of old age.
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Re: [Official] Reform requirements - as at 2.2b
I'm a bit confused with the Indo-Parthian reforms. I conquered all of India as the Parthians, I have the first reforms done, all of my cities in India are ruled by folks from house Suren, but the reform hasn't fired... Is there something I'm missing? I was looking through the files and found this:
monitor_event CharacterTurnStart FactionType f_parthia
and Trait MinorKing = 1
set_event_counter ecParthia_Indo 1
terminate_monitor
end_monitor
Which I presume is tied to the reforms, but I haven't been able to decipher it. What's the "MinorKing" trait?
Thanks!
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Re: [Official] Reform requirements - as at 2.2b
Could the guide perhaps list the requirements of for the Roman Reformator trait for others and in general convenience sake?
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
PhilipSchall
I'm a bit confused with the Indo-Parthian reforms. I conquered all of India as the Parthians, I have the first reforms done, all of my cities in India are ruled by folks from house Suren, but the reform hasn't fired... Is there something I'm missing? I was looking through the files and found this:
monitor_event CharacterTurnStart FactionType f_parthia
and Trait MinorKing = 1
set_event_counter ecParthia_Indo 1
terminate_monitor
end_monitor
Which I presume is tied to the reforms, but I haven't been able to decipher it. What's the "MinorKing" trait?
Thanks!
For the indo-parthian kingdom, your suren governor must have a lot of influence
And the minor King trait is viceroy in india, it appears a few laps after the conquest of a city in india, it is necessary to construct the indo-parthian building
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Re: [Official] Reform requirements - as at 2.2b
Hello,
I am playing Rome 2.2b h/h campaign, it is turn 96.
In order to achieve Polybian reform, as first post in thread says:
"Polybian Reform
- Will happen past turn 100 if the player has had at least 4 large battles (enemy has over 10 units) in cisalpine Gaul (Felsina, Segesta, Medilanon, Patavium, Massalia, Segestica, Dalminion) and at least 5 large land battles (over 10 enemy units) against Carthage. Be warned, the battles possibly need to be initiated by you to count.
-It can also trigger after turn 150 if they hold Felsina, Segesta, Patava, Messana, Syrakousai and Lilybaion.
- Will happen automatically at turn 249 if the conditions above are not met."
I have had >4 battles against rebels in the north, i am not worried about this point. I "think" i have had more than 5 land battles against Carthage, but "over 10 enemy units" means 10 or more? or it is 11 or more? cause i have had most of the battles against 10 units armies, also.. does enemy soldiers amount matter? some of my battles against 10 units enemy armies have been against like 300 men total ( they were pretty mauled). Btw do sieges count as "battles"? or do they need to be non siege battles?
And what does "Will happen past turn 100" mean? Will the reform take place in turn 101 if requeriments are achieved? or is it just a chance, say a x% per turn, for reform to take place after turn 100 if requeriments are achieved?
Regards:
Melvi
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Re: [Official] Reform requirements - as at 2.2b
They must have 11 or more units, and you have to play those battles on the battlemap, not auto-resolve them. Sieges don't count, nor do naval battles.
Past turn 100 means it might be turn 101 or 102, there's usually a delay.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
QuintusSertorius
They must have 11 or more units, and you have to play those battles on the battlemap, not auto-resolve them. Sieges don't count, nor do naval battles.
Darng there they go my Carthage reforms in early 100ish, ill need to wait till turn 150, sigh.
Thanks for quick answer Quintus.
Regards:
Melvi
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Re: [Official] Reform requirements - as at 2.2b
I am playing Rome 2.2b h/h campaign, it is turn 120 now.
In order to achieve Polybian reform, as first post in thread says:
"Polybian Reform
- Will happen past turn 100 if the player has had at least 4 large battles (enemy has over 10 units) in cisalpine Gaul (Felsina, Segesta, Medilanon, Patavium, Massalia, Segestica, Dalminion) and at least 5 large land battles (over 10 enemy units) against Carthage. Be warned, the battles possibly need to be initiated by you to count.
-It can also trigger after turn 150 if they hold Felsina, Segesta, Patava, Messana, Syrakousai and Lilybaion.
- Will happen automatically at turn 249 if the conditions above are not met."
I failed first opportunity since i couldnt fight the 5 large land battles against Carthage on time. Now i am aiming for second chance... problem is that i cant see "Felsina" city anywhere, neither "Felsina" region ( just in case). I have conquered the whole Sicily island and: Mediolanum, Bononia, Patavium and Segesta cities in the North of Italy. Is Felsina one of them by any chance with a new name? Or am i missing "Felsina" yet and it is bit more far?
If Felsina has been renamed Simpelicity should need to correct the first post in thread.
Regards:
Melvi
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Re: [Official] Reform requirements - as at 2.2b
Felsina is what Bononia was called before you conquered it.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
QuintusSertorius
Felsina is what Bononia was called before you conquered it.
Bah, i conquered it many turns ago, i didnt even notice it had changed name so i didnt realice of his previous name. Thanks Quintus.
Regards:
Melvi
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Re: [Official] Reform requirements - as at 2.2b
The reform date of the Sweboz says it only occurs between turn 648 to 728 but I got them much earlier than expected. (Turn 130). Was this because I've conquered most of the Boii's teritory?
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Tactics Mayers
The reform date of the Sweboz says it only occurs between turn 648 to 728 but I got them much earlier than expected. (Turn 130). Was this because I've conquered most of the Boii's teritory?
It's because the dates have been changed in 2.2c, with which the OP is consistent.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
QuintusSertorius
It's because the dates have been changed in 2.2c, with which the OP is consistent.
Figures. The germanic reforms were always too late for the player.
Also...
About the Sweboz Migration. Do those cultural bonuses stack whenever I successfully complete a tribal migration? 2% becomes 6%?
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Re: [Official] Reform requirements - as at 2.2b
Regarding the Carthaginian reforms, do the battles against Rome have to be fought by the player or can they be auto-resolved?
Cheers.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Frodge
Regarding the Carthaginian reforms, do the battles against Rome have to be fought by the player or can they be auto-resolved?
Cheers.
Have to be fought by the player on the battle map.
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Re: [Official] Reform requirements - as at 2.2b
"and have a General of the Army or War Leader who's part of the Barcid faction."
also for gain this traits it occur to be at cartage or they can gain it everywhere?
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Raffula
"and have a General of the Army or War Leader who's part of the Barcid faction."
also for gain this traits it occur to be at cartage or they can gain it everywhere?
You have to be in Carthage in the winter to be elected to the rank of General, from which you can then become a General of the Army or Warleader. An FM only needs to do this once.
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Re: [Official] Reform requirements - as at 2.2b
Hi guys!
A question.. In order to reqruit Hetairoi, agema phalangites etc playing as Macedon, requires some kind of reform? Because i can't..
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Thyra13
Hi guys!
A question.. In order to reqruit Hetairoi, agema phalangites etc playing as Macedon, requires some kind of reform? Because i can't..
No, it requires a Basilike Patris government, which in turn requires a helcol_two and polis_two. You need to build two tiers of Hellenistic Colony in Pella, Demtrias or Korinth to access one.
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Re: [Official] Reform requirements - as at 2.2b
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Re: [Official] Reform requirements - as at 2.2b
Another KH reforms question) How to get fm's with Korinthios, Kretan and etc. ethnicity?
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
deoved
Another KH reforms question) How to get fm's with Korinthios, Kretan and etc. ethnicity?
I got these guys through marriage/adoption.
Remember: you only need 4 archons of any Hellenic ethnicity--not specific ones. I've triggered the reforms before with just a boiotian, athenian, spartan and Areus' starting "islands" archon trait or whatever it's called.
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Re: [Official] Reform requirements - as at 2.2b
Do the seleukids have their own reform?
I didn't find anything about them in this thread.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
hitdark
Do the seleukids have their own reform?
I didn't find anything about them in this thread.
No, they share the same military reforms as the other Hellenistic factions.
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Re: [Official] Reform requirements - as at 2.2b
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Re: Reform requirements
Playing as Epirus. I've managed to conquer Sparta and surprised to see Spartan Hoplites being recruited. Will I be able to initiate the Lakonian Reforms by building the required farm building?
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Re: Reform requirements
Quote:
Originally Posted by
Tactics Mayers
Playing as Epirus. I've managed to conquer Sparta and surprised to see Spartan Hoplites being recruited. Will I be able to initiate the Lakonian Reforms by building the required farm building?
No; only KH can trigger them, either the player or an automatic AI triggered version. It's a random trigger between turns 116 and 200 for the AI - but not a guaranteed one.
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Re: [Official] Reform requirements - as at 2.2b
Just to be sure, as the Romani I need to have battles with 10+ units vs Carthage, do they need to be field battles or do sieges count?
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Coldfire88
Just to be sure, as the Romani I need to have battles with 10+ units vs Carthage, do they need to be field battles or do sieges count?
They have to be field battles, played on the battle map, and sieges don't count.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
QuintusSertorius
They have to be field battles, played on the battle map, and sieges don't count.
That is going to be a hard, there's barely 5 stacks in existence and most of them are in cities..
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Re: [Official] Reform requirements - as at 2.2b
There are 2 fall back positions for the polybian reforms. The 1st is owning the 3 cities in Sicily and 3 in Cisalpine Gaul which is easy to do. The second is a generic timer based on turns.