I suppose questions should actually go on the question topic, but seeing as no one does that and this seams to get answers a little faster I might as well. I don't expect any of these to get answered frankly (very secretive EB is) but it might spark some discussion.
Anyway, I have a few questions, mainly having to do with the engine regarding the rebel faction. Obviously it's impossible to include every faction and distinction, and frankly I don't think it's desired either. However the universal rebel/free people faction I think needs a bit of work in all mods. Firstly, it's obvious that all of these areas weren't united, and in many cases fought each other. However you'll never see in game a rebel army sieging another rebel town or something along those lines. I believe that the only way of implementing such a system is through adding another faction, which I'm aware is clearly not on the agenda of this team, however, there are a few ways of making the Elutheroi a bit more scattered, or at least more realistic.
1. Overall should be more aggressive. Very, very, very rarely do I ever get sieged by a rebel faction, and when I do it's usually because a small band of brigands spawned in my territory. There are many occasions in history, so many I shouldn't bother listing them, where tribes, cities or nations that EB can't fit in to their roster started wars on local nations or conducted raids. If the Elutheroi were more aggressive, rather than just chilling out in their own cities, it would simulate these kind of attacks and make players consider them as something of nations rather than just buffers between states.
2. Despite the above, certain groups were relatively peaceful, either that or generally sided with the greater power. For example, during the first punic war Syracuse joined Rome against the Carthaginians. In the last game the only way to simulate that is to march an army up the walls of the city, kill half of the population so they didn't rebel, and then wait a few turns to establish the necessary barracks so it would be useful in the war...that’s if you didn't win it already. I'm pretty sure that didn't happen. You could also use the "bribe" feature to get them to your side, but in the early game it's essentially useless as you need excess a few hundred thousand to get a city (usually) which is almost impossible to get without cheats or a huge starting nation.
My idea is for cities or tribes like Syracuse, Massilia, Greek polis' in general, Arabian Tribes, certain Celtic tribes, and a bunch of other cities that surely existed but I just don't have the background to name, have particular governors. Some governors will be extremely nationalist and independent, pretty much impossible to bribe, while others could be bribed easily (even though bribes really would be more like intensives to ally). Independent cities might be harder to keep control of after conquest as well. In order to preserve these attitudes there should always be the "like his father" trait among the elutheroi, so independent states stay independent, while those who ally will continue to do so.
To keep allies from being abused (as in they ally then are instantly turned to a type II government rather than what they would prefer as a type IV) bribed rebels could develop something like an interloper trait, except more sever where the city becomes extremely pissed at this unfair change in rule and rebels. If that’s not possible then there probably are some scripts that could do this. If neither are possible then I still think it's better to be able to make alliances with the Elutheroi rather than always resorting to military action or insane 200 thousand bribes.
3. Local barracks should always work with Type IV governments. If a province is allowed to maintain its independence, then in a sense that means it retains the same leaders of the state, the same military commanders, the same customs, the same smiths warriors and officers. Why then when a province falls under the dominion of my nations, whether it be by war or treaty, that I have to start completely over with the barracks construction. If all these things essentially remain the same, aside from the fact that they are ruled by me, then I shouldn't have to spend twenty five turns building barracks to use their effective units. And that’s not considering the fact that I have to keep the population happy, protected and growing. I'm not saying that there should be one uniform barracks that allows the recruitment of all local units, I just think that if a city is allowed to be independent then the local barracks it started out with should work with any faction. If a city has the highest level of barracks when it joins my faction that doesn't mean I should have to destroy it and start fresh because it's Hellenic or Celtic and I'm not.
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This is all I can remember right now but there was another one that has been on my mind concerning Elutheroi that I can't exactly remember right now, I'll add it if I do. I don't want to come off as a noob suggesting stupid ideas to the EB team, if these ideas are not on your list, then by all means disregard me (I'm pretty sure we're all going to be disregarded with most ideas, I assume that this team has almost everything preplanned). However I do think Elutheroi should be more focused on seeing as they have to represent hundreds of cities and nations at once, and remain with the simple "we'll just wait here in this city until you attack us" plan doesn't really encompass what they could or really should be, which is a diverse group of independent nations that often allied or enemied against the included factions.




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