There are date-based fallbacks in the script to keep the reform going, if it messes up somehow. But they shouldn't trigger if they already happened.
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There are date-based fallbacks in the script to keep the reform going, if it messes up somehow. But they shouldn't trigger if they already happened.
The only thing that's better about RTW than M2TW is the battle engine. It's a no from me.
No, sounds like your patch didn't take. Is your game installed in Program Files?
We've already experimented with removing prec; the overall result is worse. You "fix" the freeze because AI units hardly ever use their javelins, which makes them easier to deal with.
Indeed, it's by design that of all the Hellenistic factions, KH is the one most readily able to exploit the Foreign Colonies (as a substitute for Hellenistic Colonies, which they can't build).
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Your choice of government options has nothing whatsoever to do with the survival or death of any other faction. What stage of the reforms are you at? KH can't build a lot of their options until later.
The KH governments are deliberately designed to take this into account, which is why the kh6 is so generous in the recruitment it offers in places like Dardanion.
It's not hard to mod your own...
It's a gameplay balance. It can't be so strict that it feels like "history on rails" or becomes annoying. If you ignore those mechanics altogether, there will be consequences, but they're not...
Both factions do have mechanics in place which trigger internal unrest. There's the business of the Akitu keeping the Seleukid FL close to Seleukeia, lest he trigger revolts in Babylonia. The...
Not especially effective, given they're bound by all the same recruitment restrictions as the human player. They stop doing anything if they're broke (which is why there's a financial support...
The create_unit command is your friend; you can either add them to Roman characters you can see wandering about, or else dump them in their settlements.
It breaks any dynastic system being used by the AI (we have enough trouble with the heir wandering a long way from the historical line already) for one, and I think it messes with the games own...
Named characters aren't recruitable in EBII, so changing their price isn't going to have any effect whatsoever.
This won't do anything, the mechanics of creating new named characters are completely separate.
There was no distinction between war and sports, many of the original Olympic events, like the run in full panoply (hoplitodromos), were designed to replicate war-useful activities.
If you wanted...
A visit to the gymnasion wasn't an hour or two of exercise; but a half-day affair where you'd train, get a massage, bathe and spend long hours in conversation with your peers. Men who actually have...
The richer ones theoretically have more time to train, as well as better equipment. The levy represents the middle chunk of the merchantile class who might technically qualify as hoplites, but don't...
I'll make sure the transcript is shared.
We have a nice little stable of new playtesters kicking around campaigns at the moment. Already providing some good feedback on the tweaks to the CAI that you can't see in any of the release versions.
That Hellenistic Client is a placeholder unit I cobbled together, I still live in hope someone will take an interest and give them the proper treatment.:laughter:
Faction re-emergence/horde respawn aren't specific to the player at all. They can happen no matter who owns the province in question.
That's a function of the unit's size, which is a multiplier for the cost. Again, same formula is used for all units.
No, the formula used is the same. Recruitment has nothing to do with cost, it's based on status, equipment and so on.
I'm not so sure about that. Men of the hoplite class, traditionally, served for two years as an ephebe, learning all the skills necessary to serve and also carrying out tasks like roadbuilding. They...
The big one, unless you're playing a nomadic/steppe faction, is limit the amount of cavalry you use. I never have more than 4 units, including the generals.
To be clear, they are not the final version, more of a beta placeholder.
There's a "cooldown" so re-emergence can't happen in short succession, but they are unlimited in how often they can occur.
There's a revolts script which replaces the "bandit" spawn. It should only be noticeable if you have a lot of provinces, because it's random, with a long cooldown on an individual province basis....
Yes, it was to remove them from the smaller fortifications.
I'm pretty sure that's fixed in the current build, but I will check.
EDIT: Yes, it was fixed.
Equally importantly, what platform are you playing on?
We need playtesters again. From the last batch, some became full team members and took on other responsibilities, others disappeared as is the way.
If you've got the spare time and interest to...
Haven't even started implementing them yet!
They weren't removed, the pools were rewritten. No space in the budget for the building for them.
I had a separate compilation of files copied from the dev build bridging the changes from the last release. The longer it went on with changes happening in the dev build, the bigger that compilation...
If you're looking at the Building Browser, intended. You can't build the tier 3 colony in either of those places, only the Reformed colony after the late Hellenistic reform.
Good news and bad news. First the bad - there won't be an R4 patch. The compilation has just gotten too big (3.5GB!) and unwieldy to distribute that way and every addition to it invites more...
To be honest, I think the biggest stumbling block would be that it requires an overhaul of an already big and complex trait system.
The barrier does disappear when a faction builds a road in either province, but still can't explain your phenomenon.
Some of the delay is my fault, I've been busy with all sorts in real life and people are waiting on things to be integrated into the dev build (and then I have to subsequently add them to the folders...