Around 209BC for the Polybian and 107BC for the Marian reforms.
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Around 209BC for the Polybian and 107BC for the Marian reforms.
As Bosporos, I didn't get access to any new units in my cities after the Hellenistic reform, except for Thureopherontes Hippotoxotai. Do you need the Military Settlers building to get units like Thureophoroi?
Which buildings do you have there - polis or colony? The polis doesn't change much in the region until the later reform - it's a backwater at the end of the day. This is the polis_two:
The colony on the other hand always has "modern" units.Code:;;; SKYTHIA 9 * 0.04
recruit_pool "hellenistic cavalry xystophoroi" 1 0.04 1 0 requires factions { cul_1, cul_3, f_pontos, } and hidden_resource skythian and not event_counter ecThorakitaiReform 1
recruit_pool "hellenistic cavalry aspidiotai hippeis" 1 0.04 1 0 requires factions { cul_1, cul_3, f_pontos, } and hidden_resource skythian and event_counter ecThorakitaiReform 1
recruit_pool "hellenistic cavalry hippakontistai" 1 0.04 1 0 requires factions { cul_1, cul_3, f_pontos, } and hidden_resource skythian and not event_counter ecThorakitaiReform 1
recruit_pool "hellenistic cavalry thureopherontes hippeis" 1 0.04 1 0 requires factions { cul_1, cul_3, f_pontos, } and hidden_resource skythian and event_counter ecThorakitaiReform 1
recruit_pool "hellenistic infantry peltastai logades" 1 0.04 1 0 requires factions { cul_1, cul_3, f_pontos, } and hidden_resource skythian and hidden_resource hr_g and not event_counter ecThorakitaiReform 1 ; Olbia/Khersonesos/Pantikapaion
recruit_pool "hellenistic infantry bosporan logades" 1 0.08 2 0 requires factions { cul_1, cul_3, f_pontos, } and hidden_resource skythian and not hidden_resource dacia and not hidden_resource horde_target and event_counter ecThorakitaiReform 1 ; Pantikapaion/Khersonesos
recruit_pool "hellenistic infantry hoplitai" 1 0.04 1 0 requires factions { cul_1, cul_3, f_pontos, } and hidden_resource skythian
recruit_pool "hellenistic infantry hoplitai haploi" 1 0.08 2 0 requires factions { cul_1, cul_3, f_pontos, } and hidden_resource skythian and not event_counter ecThorakitaiReform 1
recruit_pool "hellenistic infantry hoplitai haploi" 1 0.04 1 0 requires factions { cul_1, cul_3, f_pontos, } and hidden_resource skythian and event_counter ecThorakitaiReform 1
recruit_pool "hellenistic infantry hemithorakitai" 1 0.04 1 0 requires factions { cul_1, cul_3, f_pontos, } and hidden_resource skythian and not event_counter ecThorakitaiReform 1
recruit_pool "hellenistic infantry thureophoroi" 1 0.04 1 0 requires factions { cul_1, cul_3, f_pontos, } and hidden_resource skythian and event_counter ecThorakitaiReform 1
recruit_pool "hellenistic infantry akontistai" 1 0.08 2 0 requires factions { cul_1, cul_3, f_pontos, } and hidden_resource skythian and not event_counter ecThorakitaiReform 1
recruit_pool "hellenistic infantry akontistai" 1 0.04 1 0 requires factions { cul_1, cul_3, f_pontos, } and hidden_resource skythian and event_counter ecThorakitaiReform 1
recruit_pool "hellenistic infantry euzonoi" 1 0.04 1 0 requires factions { cul_1, cul_3, f_pontos, } and event_counter ecThorakitaiReform 1 and hidden_resource skythian and hidden_resource horde_target or hidden_resource dacia ; Olbia/Mikra Skythia/Skythia
recruit_pool "hellenistic infantry toxotai" 1 0.04 1 0 requires factions { cul_1, cul_3, f_pontos, } and hidden_resource skythian
recruit_pool "hellenistic infantry sphendonitai" 1 0.04 1 0 requires factions { cul_1, cul_3, f_pontos, } and hidden_resource skythian
I only have poleis, and only in the two cities in Crimea. One minor and one medium.
I'm not too familiar with the scripting language but it does look like the requirenents for Thureopherontes Hippotoxotai and the Thureophoroi are the same...
Edit: And also, telling from the script, it looks as though I should not be able to recruit hemithorakitai after the reform, which I still can.
Hemithorakitai don't disappear until the later reform - note the not event_counter ecThorakitaiReform 1 - at which point they are replaced by Thureophoroi.
That's from the current dev build (which is why the Bosporan Logades are there, and Peltastai Logades are more restricted in availability), but it's broadly similar to what's in 2.3.
Did you add fallback triggers for the Carthaginian reforms in 2.35?
Asking because I am down to one Barcid and two Anti-Barcids. The rest aren't taking a side - damn moderates!
Can someone tell me how I can get more Barcid characters without using the console?
That one Barcid guy I have left isn't even eligible for Rab mahnet - and I want my late Lybian troops dammit :D
Use the console. We're looking at ways to improve this, but it won't be save-game compatible anyway.
Edit: Team member SamueleD identifies the problem as follows. Both Hannonid and Barcid are traits that (at the moment) can only be acquired at birth (based on the father's alignment). But they can also get a 3rd, unaligned trait, and over time that means both Barcid and Hannonid will go extinct. So it is a real problem, and we're discussing the best to fix it right now.
Nah, I'm not game for console edits.
I'll keep playing the campaign and let you folks know if anything else shows up.
Thanks for working on it... I'll probably play another half a dozen Carthage campaigns before I am done, might as well see them at their best :D
Folks... the first reform happened at turn 256, without my last Barcid guy being elected rab mahnet. Somebody needs to check what the current reform triggers actually are.
They're quite fun - main opposition to Rome, good economy, overseas holdings, lots and lots and lots of units for recruitment, nice office system etc.
Playing as the KH, and it seems there's a problem with the reforms.
First stage fired automatically at 242, so I went straight to building the four Symmachikon Koinon. Once they were built, I acquired four archons.
However, the next stage of the reforms does not seem to be triggering.
As I said, I have the four Symmachikon Koinon and archons (each for a different city), and I own Korinthos, as specified in the playing guide. All my other cities still have the option to build Symmachikon Koinons, so does this mean I have to build more than four? Does it have something to do with the fact that the first stage was triggered automatically?
I don't know if it is the right place to post,but i am really amazed with the evocata colony concept!!i disbanded by accident my roman legions in a city and received the message of the veteran colony!!!was this also and in previous versions??
I remember it was mentioned in the last version - didn't check for myself, though.
It was in 2.3; don't remember if it was earlier than that, even.
I'm confused: for the Roman Polybian requirements, does "at least 4 large battles (enemy has over 12 units) in Cisalpine Gaul" mean only field battles or can it also be sieges? I believe I have fought just four field battles on the battle map, thankfully, but I automated a potential fifth one, so now I'm getting paranoid.
If worse comes to worse it will come after turn 150 anyway, since I'll have all of northern Italy and Sicily anyway.
I am playing Sauromatae EB2 2.35 and have problem with reforms. I placed Aefsadai khsaran/occupation and extortion gov in Zermizegetusa, Kapidava, Zikideva, Histrie and Olbia. That is 5 settlements in size of town or large town. But there was no new reformed type of goverment, no notification and alsko no option to build. As stands in player guide 2.35 if you placed occupation and extortion gov in 5 settlements town or large you get reform. So I need some help here. Why is there no reform?
It is 90 turn. Kapidava has wooden walls, all other towns have wooden palisades. Only Kapidava is large town, others are only towns.
Hello,
I have a question about editing the units recruitment for Rome.
for some reasons I am editing the the export_descr_buildings to be able to recruit legions (Roman units) outside Italy and I am using Note++
However, EB2 is much more complex than other mods. which scripts should be deleted so I can recruit them outside Italy ?
I would be grateful if anybody could help me.
I forgot to mention that when I remove the line after the recruitment time and limit (Like other mods), the game just crashes and would not go into game.
Validation checks are enabled in the config, you can't edit any of the game's files for a game in progress.
What is the name of the file where the Carthage reform triggers are located?
I don't think that the Barcid reforms work like the player guide says they should. I triggered them in 235 bc, but my Barcid Rab Mahnet was not the faction leader.
Could someone please check the script and explain what are the current reform conditions and are they in line with what the eb team intended?
Can someone please explain how to get the Pergamon reforms fighting Galatians? I find the guide and the script to be in conflict.
The guide says:
But, actually, the script defines battles like this:Code:Fight against the Galatians
Defeat 6 large Galatian armies (8+ units) inside Galatia to provoke an invasion of Pergamon.
Defeat the Galatian invasion and own Ephesos, Sardis and Ipsos to declare yourself Basileus. Galatian raids cease.
And here's the Pergamon reform requirements:Code:; --- testing for battle size
if I_BattleEnemyArmyNumberOfUnits > 7
and I_BattleEnemyArmyNumberOfUnits < 12
set_counter medium_battle 1 ; this was a medium sized battle
end_if
if I_BattleEnemyArmyNumberOfUnits > 11
set_counter large_battle 1 ; this was a large sized battle
end_if
So, the guide says you have to fight armies large battles of 8 units or more for it to count. The script says a large battle is only against 12 units or more, but has lines mentioning also medium battles, why? Besides the need to update the guide, we must assume medium battles are useless towards the needed count for the reform or do they also play a role, albeit minor?Code:if I_CompareCounter large_battle > 0
inc_counter pergamon_num_maj_battles 2
set_counter large_battle 0
historic_event HE_PERGAMON_DEFEATS_GALATIANS factions { f_pergamon, }
end_if
if I_CompareCounter medium_battle > 0
inc_counter pergamon_num_maj_battles 1
set_counter medium_battle 0
historic_event HE_PERGAMON_DEFEATS_GALATIANS factions { f_pergamon, }
end_if
if I_CompareCounter pergamon_num_maj_battles > 6
terminate_monitor
end_if
Furthermore, I find 6 battles inside Galatia to be nearly impossible to achieve. At the start there's only one "large" army inside Galatia. Some armies spawn, ok, but not all of them are big enough. Also Pontos sometimes attacks Galatia, withering their numbers down. Spawned armies outside Pergamon do not count. But I have found the "Galatian Shakedown" section, generating random armies. But still, not all of them count as not being big enough and not being inside Galatia.
In my current campaign I got the "Galatians are defeated! Raids will cease and people hail you as their Basileos" even after just a single battle against a large galatian army inside Galatia, but no reform ensued and raids continued.
The script has an either/or element to it. Very big armies count for two points, where medium-sized ones are only one. You only need to fight three 11+ unit stacks to satisfy the conditions of that trigger. Only fights in Galatia count for this.
The armies that spawn will often merge if you let them. If you let a Rebel stack move into Galatia, that counts towards the condition as well.
The raids will continue until the invasion of Mysia happens.
Thanks, now it's much clearer. So the guide gives you the "easier and longer" option, not mentioning that fighting larger armies halves the battle requirement. Does a combination of large and medium battles work as well? Like 2 big and 2 medium?
Right now Pontus has taken Galatia and rebel stacks are all massed around Mazaka. I will try to lure them into Galatia to trigger the reform. :thumbsup2
Is the parthian reform works ?
I have constructed large scale farms in Hekatompylos, Asaak and Rhagae (Arsakia i suppose) but my culture don't change in eastern imperial
Where's Segesta, do you mean Alba Bagenna?
Segesta is named Albabagenna when it is held by the Eleutheroi, its name is changed to Segesta after Rome captures it. Quite a few places also change names depending on the factions who owns it. (Ex. Antioch is Antiocheia when held by any other Hellenistic Faction other than Makedonia (In this case, Antioch will be called Antigoneia instead) and called Antakiya when held by any eastern faction).
I wonder if there's a full list of dynamic settlement names?
@Simpelicity You may want to remove the disclaimers about a battle condition requiring you to be the attacker, both armies having FMs, and the battle taking place in the open field. I've achieved the Pontos Imperial reforms grinding victories against leaderless Bosporan mini-stacks, with a few victories contributed by siege relief/sally battles. They totaled exactly 10 and the reforms happened.
Yeah, I'm also a little confused by the 10 battle requirement against Hellenistic factions. Maybe the battles will help Pontus gain international fame as an imperial power capable of standing toe-to-toe with Alexander's successors. Still, that doesn't really make sense due to two factors:
1. Pontos' historical rise to power was highlighted by its brutal wars against Rome. Now, Pontos did squabble against the Ptolemies and later the Bosporans, but never in an all-out war that would be simulated by requiring 10+ battles against the Hellenes in EBII.
2. Picking fights against the superpowers of the Seleucids and Ptolemies, and the kingdoms of Pergamon and the Antigonid dynasty, all of whom have better things to do, would earn you international condemnation, not international fame!
I have problems to get Makedonian Kingship. I have build all requested buildings and killed Pyrrhos in personal combat. I even conquered all rebel spawning lands. The only reason that comes to my mind would be that Pyrrhos was factionless at the moment i killed him because all his lands were gone.
You also need to have built:
1. Gift Estates (level 3 farms)
2. Strategic Fortifications (level 1 road garrison)
3. Port Garrison (level 1 port garrison)
4. Repair the Mines
It's possible that you haven't built one of these buildings yet. I'm assuming it's the Port Garrison, since most players probably don't build the pre-requisite level 2 ports in Pella
Thank you for the answer but i built and repaired everything that's mentioned in the players guide. I even built waystations and garrisons and irrigation system because this was a requirement some patches ago. If the reform works for other people my only explanation would be, that pyrrhos was rebel the time i killed him and would love to have a confirmation.
Joh, I have achieved the reforms before while Pyrrhus was a rebel, so I don't think that's going to cause an issue. I'd validate the campaign_script and ensure the Makedonian section is correct in case something happened during installation or if you accidentally blocked a trigger while modding (just making guesses here). If you have built all the correct buildings, then I recommend destroying one of the fort or road garrisons and rebuilding it to see if that triggers the reform.
Polis ton en Ellinon Koinou, the last goverment building for the KH, is a uselles one. It deteriorates public order AND the economics, with no advantage notable. Or at least not one I can see. It sould had no PO penalty, or at least a much smaller penalty than the bonus. Alternatively, it sould give great economical bonuses, or have the possibility to evovle to smth better.
I am not playing the last version, I sould say that