Thread: Europa Barbarorum II FAQ

  1. #2181

    Default Re: Europa Barbarorum II FAQ

    Quote Originally Posted by pokeytrev View Post
    I can't see the year, so I must ask: how many turns per year? Is it 4 TPY like EB I?
    Yes. 4 per turn. And there's a fix for the "no year" bug in half a dozen of these threads - need to add some text to the EBII.cfg file.
    EBII Council

  2. #2182

    Default Re: Europa Barbarorum II FAQ

    Quote Originally Posted by Tiger87 View Post
    How can I convert a camp?
    Max the population. You'll know when you get there - the upgrade icon will become available.

    Or....can't swear to it , but this was just posted:

    Quote Originally Posted by Gothic View Post
    Sweboz has settlement reforms: if you tear down any pasture/herd type buildings (sheep, horses, etc) you will be able to build up your farms higher and construct a building called "Permanent Settlement". This will allow walls to be built, and different/new structures in your settlements. Not a reform as such, but still, I was very happy when I figured out how to do it.

    Still not sure what the deal is with the different tribe migration buildings though - they all seem to allow the same units, plus you can already build those units anyway?
    Last edited by Kull; August 27, 2014 at 12:11 AM.
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  3. #2183

    Default Re: Europa Barbarorum II FAQ

    I don't know if this has been answered before, but what happened/will happen to the (now) missing agent types - merchant, priest and princess?

    I guess some nifty gameplay mechanic will utilize them in the future - anyone care to comment?

  4. #2184

    Default Re: Europa Barbarorum II FAQ

    Quote Originally Posted by justme View Post
    I don't know if this has been answered before, but what happened/will happen to the (now) missing agent types - merchant, priest and princess?

    I guess some nifty gameplay mechanic will utilize them in the future - anyone care to comment?
    It's possible. Nothing actively in work though. Personally I see this as one area where the community can latch onto an unused M2TW feature and figure out a cool way to include it in EB2 (now that it's out and you guys can play with it). Good chance we'll add the best ones into the base build.
    EBII Council

  5. #2185

    Default Re: Europa Barbarorum II FAQ

    hm... interesting challenge.

    If you (the devs or the community) are taking suggestions, I think that you could use the "priest" agent in the way PI2 does - ie for greek/roman factions it could be a "famous philosopher" (spawned I think, rather than recruited) who "converts" (slowly) the "natives" in the regions he visits to the greco-roman culture.

    For the Indians the "priest" could be a "buddhist monk" and for other cultures something similar.

    I don't have any ideas about the merchants and princesses though...

  6. #2186
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    Default Re: Europa Barbarorum II FAQ

    Any true philosopher worth his salt would be a counter cultural figure, thus reducing the native culture rating and sowing dissent even in his own regions! But that might not be ideal for gameplay purposes. teehee

  7. #2187

    Default Re: Europa Barbarorum II FAQ

    Quote Originally Posted by Kull View Post
    Max the population. You'll know when you get there - the upgrade icon will become available.

    Or....can't swear to it , but this was just posted:
    Thx. It works.

  8. #2188

    Default Re: Europa Barbarorum II FAQ

    Question(s) regarding available governments for the Taksashila faction:

    - Is it impossible to build 'Direct Mauryan Government' in Orthospana, or is that some kind of bug?
    - The building browser suggests, that even a next government level - the 'Semi-Autonomous Viceroyality' - is possible at some stage?!
    - Or is the 'Direct Mauryan Government' only possible in the 5 provinces of India proper (ie. south and east of Taksashila)?
    - Or is there an invisible requirement of XX% for one of the religions, eg. 'Indian Tribal States' or 'Forest Tribalism'?

    Here's (or as attachment) an image showing what I mean. And yes, I cheated using process_cq, add_population and add_money, to make sure I really can't build the 'Direct Mauryan Government':
    Spoiler Alert, click show to read: 
    Attached Thumbnails Attached Thumbnails 0014.jpg  

  9. #2189

    Default Re: Europa Barbarorum II FAQ

    How does one get trait 'Indecisive Attacker' or it's different levels?

    One of my leading generals as Seleucids is getting it and it has progressed to mentioned levels.
    "We'll go to the front—and beyond it, if it'll save the galaxy. Sometimes you have to enter the darkness to save the light."

  10. #2190
    Libertus
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    Default Re: Europa Barbarorum II FAQ

    Some basic questions:
    1) How can I enable the green sign under my units in battle when they are selected (did you get it? it sounds confusing ). I just can´t tell which units are mine and which aren´t - especially when I fight against similar culture.
    2) Is there something like tree of buildings? I am totally confused by the requirements. What does the percentage of polities means - do I want more mine culture, or more of foreign? Or is it situational? (like mine for core provinces, foreign for allied countries or colonies)
    3) What determines the limit of diplomats? I can only have one at this moment and I really would appreciate another one.
    4) Is it just me or is AI pretty passive? It didn´t attack me once in 30 turns. It attacks each other, but not me. Is it just more cunning and gathering big armies? (I try to secure my cities well, in 30 turns I only conquered 2, so maybe it is all right).
    Thank you for your answers.

  11. #2191

    Default Re: Europa Barbarorum II FAQ

    Quote Originally Posted by Commander Ruunu View Post
    How does one get trait 'Indecisive Attacker' or it's different levels?

    One of my leading generals as Seleucids is getting it and it has progressed to mentioned levels.
    One of my FMs got it from repeatedly losing battles; I was actually trying to kill him off, but he kept routing and fleeing, rather than dying.

  12. #2192

    Default Re: Europa Barbarorum II FAQ

    Quote Originally Posted by BoleslavLev View Post
    Some basic questions:
    1) How can I enable the green sign under my units in battle when they are selected (did you get it? it sounds confusing ). I just can´t tell which units are mine and which aren´t - especially when I fight against similar culture.
    Go to ...\Medieval II Total War\mods\EBII and open EBII.cfg (I use notepad++). There add or edit the following line under [game] to make it look like this (if it's at value 1, then the green arrow markers will stay disabled):
    Code:
    [game]
    disable_arrow_markers=0
    Btw. to activate the banners in battles, go to [video] and edit the following line to make it look like this (if it's at value 0, then the banners will not be shown):
    Code:
    [video]
    show_banners=1
    Best make a backup of the original EBII.cfg before you make any changes. In case anything goes wrong, just use the original file again.


    Quote Originally Posted by BoleslavLev View Post
    3) What determines the limit of diplomats? I can only have one at this moment and I really would appreciate another one.
    I'd guess more or/and bigger market buildings? Only guessing though.


    Quote Originally Posted by BoleslavLev View Post
    4) Is it just me or is AI pretty passive? It didn´t attack me once in 30 turns. It attacks each other, but not me. Is it just more cunning and gathering big armies? (I try to secure my cities well, in 30 turns I only conquered 2, so maybe it is all right).
    Thank you for your answers.
    I've not had that problem so far. I normally play on hard campaign difficulty.

  13. #2193

    Default Re: Europa Barbarorum II FAQ

    I play on VH and AI is attacking me... The mod is designed to play on VH... Heck, the whole M2TW is designed to play on VH, otherwise its not worth it...
    I choose to die on my feet, rather than live on my knees!

  14. #2194

    Default Re: Europa Barbarorum II FAQ

    Is there an AAR sub forum for this, or is there one coming, and/or where is it?

  15. #2195
    alin's Avatar Campidoctor
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    Default Re: Europa Barbarorum II FAQ

    Quote Originally Posted by Simpelicity View Post
    Is there an AAR sub forum for this, or is there one coming, and/or where is it?
    We're waiting for the admins to make one.

  16. #2196
    Libertus
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    Default Re: Europa Barbarorum II FAQ

    1) In some cities there are special buildings, some give bonuses, some not. I get that, but why are those without bonuses so expensive - it´s hard to repair them and I want to destroy them for that juicy money, but on the other hand it seems gamey to me. Why are they so expensive? It´s tempting!
    2) Units fight really looong no. I´ve found out many units have really really small attack - why is that? Is it because battles took no time otherwise? Thx.

  17. #2197

    Default Re: Europa Barbarorum II FAQ

    Is there a thread where we can post videos of the mod? I made a video myself but I don't think it's that remarkable for it to have a thread just for the one video.


    "See, when you carry the two over, it turns out you owe me another hundred florins." - description of Trick Abacus
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  18. #2198
    Yerevan's Avatar Campidoctor
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    Default Re: Europa Barbarorum II FAQ

    So it's out. Arg, I've been blocked since monday because of work, how is it ? What difficulty should I set the game on ?
    Last edited by Yerevan; August 27, 2014 at 11:59 PM.
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  19. #2199

    Default Re: Europa Barbarorum II FAQ

    Minor settlements seem kind of buggy to me. They have no buildings of any kind nor walls so the AI just stands there in the unroutable area. They refuse to attack when they sally out and stay still for the most part. This either forces me to withdraw, thus having wasted 3 turns besieging a force I could not destroy or to attack them which is extremely costly because their units will never rout while mine can. The casualties are staggering.
    The only thing you cannot do with a bayonet is sit on it. Charles Maurice de Talleyrand-Périgord,1st Prime Minister of France, Prince of Benevento.

  20. #2200
    dogukan's Avatar Praeses
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    Default Re: Europa Barbarorum II FAQ

    Quote Originally Posted by Seimour View Post
    Minor settlements seem kind of buggy to me. They have no buildings of any kind nor walls so the AI just stands there in the unroutable area. They refuse to attack when they sally out and stay still for the most part. This either forces me to withdraw, thus having wasted 3 turns besieging a force I could not destroy or to attack them which is extremely costly because their units will never rout while mine can. The casualties are staggering.
    It is an "intentional" bug. Check the stickies, they have a list of stuff that are not necessary to report. This is one of those.
    Though I'd agree that the lack of "retreat" and the battle stats become a problem...a very long-lasting battle where the enemy wont retreat does suck indeed.
    "Therefore I am not in favour of raising any dogmatic banner. On the contrary, we must try to help the dogmatists to clarify their propositions for themselves. Thus, communism, in particular, is a dogmatic abstraction; in which connection, however, I am not thinking of some imaginary and possible communism, but actually existing communism as taught by Cabet, Dézamy, Weitling, etc. This communism is itself only a special expression of the humanistic principle, an expression which is still infected by its antithesis – the private system. Hence the abolition of private property and communism are by no means identical, and it is not accidental but inevitable that communism has seen other socialist doctrines – such as those of Fourier, Proudhon, etc. – arising to confront it because it is itself only a special, one-sided realisation of the socialist principle."
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