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  1. #1

    Icon1 Too many temples

    Hi,

    I think that XGM have too many temples. In my campain I always make some cities military center and other trade center. There is no need to build high level barrack in all cities.

    I suggest better solution (simple and logic):

    Zeus - public order bonus (happines),
    Athena - public order (law),
    Demeter - faster city grow
    Poseidon - high level ship and more exp. for ships. and allow to build high level blacksmith
    Ares - exp. for units
    Hermes - trade bonus

    You should specify what level of trade bonus have:
    caravan, grain export, temple etc.

    And also:
    Education, study, theatre building AND TEMPLES sholud convert city civilization. Education building should also allow to build diplomat and spy.

    Military barrack - assasin 1, 2, 3... level of exp.

    Add some poor units to first level military barrack.

    "The truth is in the middle... perhaps so that all interfere" Aristotle



  2. #2
    TM Is Back's Avatar Campidoctor
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    Default Re: Too many temples

    Those many temples are there so that if there is well a large temple to Baal, you dont have to destroy it and build one to Athena all over again.

    ANd for the other things oyu propose, that would chance the whole mod and it doesnt seem much fun either.

  3. #3

    Default Re: Too many temples

    Quote Originally Posted by TM Is Back View Post
    Those many temples are there so that if there is well a large temple to Baal, you dont have to destroy it and build one to Athena all over again.

    ANd for the other things oyu propose, that would chance the whole mod and it doesnt seem much fun either.

    wait....am i understanding this right? are you saying that as the Greeks if i conquer say a Carthaginian city....i don't have to destroy their huge religious temple???? i just simply built over it? will this cause unrest? penalty down the road? any info you can provide would help...

  4. #4

    Default Re: Too many temples

    Quote Originally Posted by DimeBagHo View Post
    Thanks for the suggestions Monthy,

    Not a bad idea, though most factions are already supplied with a range of lower quality units.
    Here is my suggestions:

    Rework barracks:
    I level
    Peltasts, Doryphoroi, Slingers.
    Remove Doryphoroi from palace. I dont know why they are there?

    II level
    Militia Phalangites, Thureophoroi, Militia Cavalry + I level barrack of course

    IV level
    add Sacred band to the oryginal list

    Greek Hoplite - should be one turn build
    Remove Spartan Hoplite - there was no such unit in history
    Hypaspists should not use juvelins! It will make Thorakitaj more important and helpful unit.
    Marinian Archers - missile attack = 8 or 9 (expert unit)
    Militia Cavalry has small shield on the card. 4 points of shield defence is too high, decrese to 2. This is that same unit like Peltasts.
    Last edited by Monthy; April 02, 2008 at 02:16 PM.

    "The truth is in the middle... perhaps so that all interfere" Aristotle



  5. #5
    TM Is Back's Avatar Campidoctor
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    Default Re: Too many temples

    Quote Originally Posted by Monthy View Post
    Here is my suggestions:

    Rework barracks:
    I level
    Peltasts, Doryphoroi, Slingers.
    Remove Doryphoroi from palace. I dont know why they are there?

    II level
    Militia Phalangites, Thureophoroi, Militia Cavalry + I level barrack of course

    IV level
    add Sacred band to the oryginal list

    Greek Hoplite - should be one turn build
    Remove Spartan Hoplite - there was no such unit in history
    Hypaspists should not use juvelins! It will make Thorakitaj more important and helpful unit.
    Marinian Archers - missile attack = 8 or 9 (expert unit)
    Militia Cavalry has small shield on the card. 4 points of shield defence is too high, decrese to 2. This is that same unit like Peltasts.
    Level 1 i think recruiting Doryphoroi from the palace is a good idea, cause not every settlement begins with a barracks.

    Level 2= ok

    Level 4 no problem for me

    Greek hoplites 1 turn, absolutely.
    Remove Spartan Hoplite - there was no such unit in history. Check the newest patch, it has already changed.
    Hypaspists should not use juvelins! It will make Thorakitaj more important and helpful unit. Leave it this way i say.
    Marinian Archers - missile attack = 8 or 9 (expert unit). Perfect
    Militia Cavalry has small shield on the card. 4 points of shield defence is too high, decrese to 2. This is that same unit like Peltasts. Yea i agree it is to high. Killing them with archers take's far to many arrows now.

  6. #6
    Primicerius
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    Default Re: Too many temples

    Quote Originally Posted by Monthy View Post
    Here is my suggestions:

    Rework barracks:
    I level
    Peltasts, Doryphoroi, Slingers.
    Remove Doryphoroi from palace. I dont know why they are there?

    II level
    Militia Phalangites, Thureophoroi, Militia Cavalry + I level barrack of course

    IV level
    add Sacred band to the oryginal list

    Greek Hoplite - should be one turn build
    Remove Spartan Hoplite - there was no such unit in history
    Hypaspists should not use juvelins! It will make Thorakitaj more important and helpful unit.
    Marinian Archers - missile attack = 8 or 9 (expert unit)
    Militia Cavalry has small shield on the card. 4 points of shield defence is too high, decrese to 2. This is that same unit like Peltasts.
    Hoplites are 2 turns to represent their fading fighting style and out-of-date-ness. Therefore there are less of them, which makes a longer training time make sense.
    As TM said, check latest version.
    A missile attack of 8 or 9 is absurd, considering 5 is an average archer. 7 in XGM represents 'elite', 5 normal, and I beleive Athenian Marines are already 7, so leave it. If you really want to raise it, modify the files yourself.
    I would say make Thorikitai better, rather than getting rid of Hypasists' Javelins. Thorikitai are undervalued though.



  7. #7

    Default Re: Too many temples

    Quote Originally Posted by Scutarii View Post
    Hoplites are 2 turns to represent their fading fighting style and out-of-date-ness. Therefore there are less of them, which makes a longer training time make sense.
    So why Hypaspists, Heavy Phalangites and Sacred Band are one turn? Its doesn't make sense.

    Quote Originally Posted by Scutarii View Post
    As TM said, check latest version
    I use now ver. 5.5.16 But when I finished my game I will instal latest wersion.

    Quote Originally Posted by Scutarii View Post
    A missile attack of 8 or 9 is absurd, considering 5 is an average archer. 7 in XGM represents 'elite', 5 normal, and I beleive Athenian Marines are already 7, so leave it.
    I disagree... In my ver. Slingers have 5, Archers 7 (they dont 'elite'). Syrian archers have 9 or 10 (I dont remember right now). So I think that 8 or 9 for Marines is OK.

    "The truth is in the middle... perhaps so that all interfere" Aristotle



  8. #8
    TM Is Back's Avatar Campidoctor
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    Default Re: Too many temples

    Quote Originally Posted by chazap View Post
    wait....am i understanding this right? are you saying that as the Greeks if i conquer say a Carthaginian city....i don't have to destroy their huge religious temple???? i just simply built over it? will this cause unrest? penalty down the road? any info you can provide would help...
    Indeed. If there is a huge tempel to Baal you can build a pantheon to some Greek god just over it. It has the same retinue, same bonusus etc. It is btw all told in the readme.

    No it will not cause unrest.

    I qoute from the readme:
    All temple types can now be upgraded by all factions, and all of the Olympian gods are now represented. In vanilla RTW it was usually a good idea to demolish existing temples in captured settlements, and to start building your own. In XGM you should always consider whether upgrading might be a better option.

  9. #9
    DimeBagHo's Avatar Praeses
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    Default Re: Too many temples

    Thanks for the suggestions Monthy,
    Quote Originally Posted by Monthy View Post
    I think that XGM have too many temples.
    The number of temple types is pretty much the same as vanilla (I think I removed one type). The difference is that, while most factions can only build 4-5 temples from scratch, they can upgrade any temple.
    You should specify what level of trade bonus have:
    caravan, grain export, temple etc.
    Good idea.
    Education, study, theatre building AND TEMPLES sholud convert city civilization. Education building should also allow to build diplomat and spy.
    Doesn't work unfortunately. We had something like that in the past and, at least some of the time, building one type with a bonus would cause other types to disappear.
    Military barrack - assasin 1, 2, 3... level of exp.
    There is already a similar bonus from the Market buildings.
    Add some poor units to first level military barrack.
    Not a bad idea, though most factions are already supplied with a range of lower quality units.

  10. #10
    Suppanut's Avatar Idea-O-Matic
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    Default Re: Too many temples

    Although many temple are similar in bonus, main different of them lie in trait generate by temple. These made all types of temple diverse than you think. Retinue from each temple also different too.

  11. #11
    Kara Kolyo's Avatar Mikhail
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    Default Re: Too many temples

    @Monthy - your syrians have such high attack because of chevrons and/or weapons upgrade. Check them in custom battle and you'll see that their attack is like the other elites. As for the 2 turn hoplites - they might get to 1 turn, but as already was mentioned too many times - they were fading away while units like hypaspists were the new fashion and should be used more.


    under the patronage of Perikles in the house of Wilpuri
    Proud patron of Cymera

  12. #12

    Default Re: Too many temples

    Quote Originally Posted by Kara Kolyo View Post
    As for the 2 turn hoplites - they might get to 1 turn, but as already was mentioned too many times - they were fading away while units like hypaspists were the new fashion and should be used more.
    OK I understand your point... but its not logical to make them 2 turn. Hypaspists has similar armour and are 1 turn. To show that old fasion style Hoplite were fading away I suggest to increase their price.

    "The truth is in the middle... perhaps so that all interfere" Aristotle



  13. #13
    Unknown Soldier's Avatar Ducenarius
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    Default Re: Too many temples

    Ah but Monthy - then you would over use them.

    By 168 BC all of the Hellenized world had converted to using the Macedonian Pike style of fighting even Sparta - with Thoratikai/Theurophoroi supporting. Hypaspists are a reaction to the Roman/Iberian Style of fighting which conquered the mediteranean.

    Fix the problem, not the blame!

    XGM Diplomacy AAR - intelligence and voting
    http://www.twcenter.net/forums/showt...24#post3680924 :hmmm:

  14. #14

    Default Re: Too many temples

    Personally I think Archers are a little too powerful, imo they should be nerfed a little bit.

  15. #15
    Unknown Soldier's Avatar Ducenarius
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    Default Re: Too many temples

    Usually with 2 Chevrons and a weapon upgrade Syrian Archers get a 10 missile attack - all you need do is recruit the mercs (2 Chevron start) then retrain/upgrade their weapons in a city with a black smith or the right temple.
    4+ units = devestation/rain of fire etc.

    Same goes for cretans/merchant marines etc..

    Fix the problem, not the blame!

    XGM Diplomacy AAR - intelligence and voting
    http://www.twcenter.net/forums/showt...24#post3680924 :hmmm:

  16. #16

    Default Re: Too many temples

    Hi,

    so we have then:
    missile attack
    Slingers 4
    Archers 5
    Peltasts 6
    elite Archers 5 (with stronger armour like Marinians or Syrian Archers)

    is this logic...? not. Thats why I suggest to increse elit archer missile attack to 7 or more.

    And second thing:
    Now we have
    barrack lvl. II Militia Pgalangite
    III Phalang
    IV Armoured Phalang

    according to this should be:
    barrack lvl III Greek Hoplite
    IV Sacred Band

    I play very long time and never build Sacred Band! (My Empire capture Italy, Carthage, Nubia, Egipt, Selucid Empire, Thracia, Pontus, Armenia and Saba) Its hard to build V lvl. barrack to get Sacred Band now.
    Its too bad that we couldn't use this very good looking unit.
    (I know it's old style fight fashion but... its still too bad)

    OK I want too apologise for my poor English. I still lernig, thank You for Your indulgence.

    "The truth is in the middle... perhaps so that all interfere" Aristotle



  17. #17
    Kara Kolyo's Avatar Mikhail
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    Default Re: Too many temples

    @Monthy - but all elite archers already have base missile attack of 7 - it gets higher from exp. and weapon upgrades. only the athenians have attack of 5.
    IMO the sacred band should stay at lvl. 5 barracks. If you want to recruit them just leave the seleucids or ptolemaics alone for like 20 -30 years and then capture Antioch or some other huge city.


    under the patronage of Perikles in the house of Wilpuri
    Proud patron of Cymera

  18. #18

    Default Re: Too many temples

    Quote Originally Posted by Kara Kolyo View Post
    only the athenians have attack of 5.
    so the Athenian Marines arent considered elite archers?


  19. #19
    Primicerius
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    Default Re: Too many temples

    Monthy: Well, the IV barracks for Carthage is Sacred Band Cavalry, so its taken up by a good unit anyways. Its not that hard to get the V level barracks, just turtle at the start of the campaign and get it in Carthage and Hadrumetum.



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