Agreed. I was going to same similar but felt like I had to answer him xD
Printable View
God forbid we went off-topic on a forum where a total of like 5 people are active. We'd never recover from the confusion. :-D
Change made.
Well if you bury the changes I'm supposed to make with stuff I barely pay attention to, you're making it unlikely the changes are gonna happen. That is all.
Glad we cleared up Pergamon once and for all. So it actually works, and while at that in a way that's clear to everyone. Any other reforms that need clearing up ATM?
For example, for Aedui & Aruernoi you have this:
Quote:
There's some script here, but I have no clue what purpose it serves.
The text I put there doesn't convey that it needs clearing up enough? :P
Most factions would need to be reviewed, there've been a few too many patches and I haven't been keeping up with the changes.
Why can't we just get a message at the beginning of the campaign saying: "Do this, this and this to take the next step in the reforms for your factions"... :-(
mmmmmwell it could be in the description of the faction I suppose. In a more vague way of course. Just describing what you should be aiming for during your campaign.
Saba reform happens when these conditions are met:
1.) Saba capital has under 30% of faction culture
2.) The capital has either Adim malkan (Bondsmen of the king) or Mahrab Malkan (Royal Court) government building
3.) A character is in the capital at the end of the turn
- The most likely (and easiest) scenario is that the reform takes place in Maryab, where is Mahrab Malkan building from the beginning, when the eastern tribal states culture drops under 30%
- If you lose or change your capital, then you'll have to build Adim malkan building in your capital (can't build Mahrab Malkan before the reforms). It can only be built in Arabia and Ethiopia (hidden resource arabian or ethiopia).
I'm quite sure about this, but it's always good to to have confirmation.
Well, in a rare occurence both time and interest have coincided. I'm patching to 2.4 to check it out later. Assuming I still have time later. At least it'll be patched for the next time I have time and am motivated. So yeah I'll double-check Samson, thx for telling me though :)
Okay I started reading the campaign script and comparing with OP, and right in the first script (Rome), you have these couple lines :
monitor_event PostBattle FactionType f_rome
and TargetFactionType f_carthage
Does "FactionType" mean it has to be this faction's turn? Maybe, maybe not. This script makes it look like it. But it's not definitive either. It's just that if "FactionType" could detect the other guy as well as the guy who's turn it is, then why use "TargetFactionType" instead of "FactionType" again?
I have verified the script for Rome, Baktria and Pontos. Baktria needed some corrections (that punitive expedition is new, and the tribute seems to have increased), otherwise I'm just adding the fact that it probably needs to be your turn, and against family members, for the battles to count.
I will continue later if interest and time coincide again. Provided the game isn't patched some more by then. Y'all feel free to continue checking other factions though ^.^
There's some inconsequence in the Pritanoi reform.
1. (Among other things) You need three level 3 temples to reform.
2. In order to build them, you need to upgrade your government to level three.
3. To upgrade the government, you first need to build a market level three.
4. For the reform itself, only two markets level three are required.
You'll basically always have more markets than needed for the reform, because you need them to upgrade the government and then the temple. The market requirement is redundant here, it has to be met in order for other requirements to be met. If you have temples at that level, it means you also have the same amount of markets of that level. You can as well drop the Market Requirement from the script, or change it to another building (waystations+garrisons for example).
It takes quite some time to accomplish, as you need three of your cities to triple in size (to 6k) before you can go on the lengthy route of upgrading the market, then the government, then the temple there. It takes 120 turns for the growth itself, then two dozen turns to get all the buildings in line. I did it on turn 148. I think it could maybe be done a little faster, but not by much. The timing seems just fine to me.
The kingdom government is absolute crap compared to the previous government:
- 1/4 of old government's happiness.
- NO free upkeep slots at all.
Basically, in terms of the government form, you're heavily downgrading rather than reforming. I think Prit Kingdom needs to be buffed quite a bit.
Other than that, the reforms work fine and as described in the OP.
There is a Pritanoi Kingdom Emerges notification and it does work.Quote:
There is no grand notification yet you will see it in the building options.
I am not changing the OP for that, unless they change the script. But that's a good observation.
Something else : some "Germanic Reforms" were added, they work for both Lugia and Sweboz, simultaneously. Now then, descr_events doesn't advance the SwebozEra anymore, so that's fine (even though the text saying that that's where it's advanced is still in the Reforms section of campaign-script). The previous lugian script is still there though, but they don't increase the same eventcounter. One increases LugiaEra, and the new Germanic reforms increase LugianEra. So, what's going on with the german eras?
So that there could be an announcement attached to them (rather than silently happening without any notification for the player), I moved the ecSwebozEra and exLugianEra (note the "n" in the second one) counters to the campaign script. They're still randomly occurring between two dates.
These are the triggers for the late unit roster for Sweboz and Lugiones.
I did note the "n", that's why I said they don't increase the same counter. What does the lugian-specific script increase then?
So, no word yet on what the Aedui/Auernoi reform requirements are? Couldn't one of the devs just tell us?
Not one of the devs, but I remembered these posts from quite some time ago. Warning: what follows could very well be outdated. Also, to prevent disappointment: this is no full answer of how any potential Celtic reform should be triggered.
Source 1
Source 2 (Scroll down to the interview of Brennus)
Spoiler Alert, click show to read:
To answer the more immediate question : there are no celtic reforms yet.
I'm having some problem with the Koinon Hellenon reforms. I got three metropoli quite easily. I started with Athens, conquered Corinth, and upgrade Rhodos to a metropolis. I didn't have a problem building the congress: I built it in Rhodos, got the Congress event. I upgraded four cities to the KH4 government (and then, later, more cities to the KH4 government). Got the event telling me to gather my Archons. I did, in Rhodos, the city where the Congress was built. Then... nothing.
I have four Archons from different cities there. And when that didn't work after 20 turns, I added a fifth FM with two archon titles. So that's 5 FMs and six archon titles. It's been another 25 turns with them in Rhodos... nothing. Here are my guesses where I went wrong:
They have to be in a particular city that's not Rhodos. Corinth?
They have to be in my capital (currently Corinth).
Rhodos, where the archons are, needs the KH4 government. (I left it at Congress, assuming that mattered somehow.)
Can anyone confirm one of the above?