Is it just me or does really do anything. Ive been playing XGM for a long time and they havent really expanded much and ive never had to fight them. I havent played as them because i use mainly heavy phalanxes.![]()
Is it just me or does really do anything. Ive been playing XGM for a long time and they havent really expanded much and ive never had to fight them. I havent played as them because i use mainly heavy phalanxes.![]()
I've seen them expand into eastern Ptolemaic and southern Seleucid lands before on a couple of occasions.
If you do end up fighting them are they hard to fight. I really have never even played them in custom mode
Well their units roster is not bad at all so they can put up some fighting
Saba has a very cool archer unit that also wields a spear. I had a lot of fun playing as Saba when I last played this mod. Its difficult to expand with Saba because of the Seleucids in Persia and the hostile and high revolt risk settlements in Ethiopia and Nubia. If you want to enjoy a campaign as Saba, I would recommend lowering the revolt risks of some of the African settlements. Some of these settlements have revolt risks as high as 15 or 75% unrest. Its near impossible to maintain order in them.
I think this should be implemented in the mod overall. In my Ptolemaic campaign, the settlement called Axum, has a base unrest penalty of 75%. The only way to really lowering it(that I've found this far, not calculating martial law) is placing a character with lots of unrest reduction traits. But at the moment this settlement is quite the wasteland and I really dislike not having characters in settlements without the academy building in it, espessially when I have "the library of Alexandria" at my disposal.
******WRONG*******
Last edited by DragMaster; January 30, 2011 at 09:20 AM.
lol, I have reduced all the base revolt risks in XGM and RTR to 0. I also added significant law bonuses to some of the buildings in both mods.Having to babysit a settlement because of all 4 unrest penalties is not my idea of a fun game. The distance to capital, culture penalty, unrest, and above all squalor are all way out of hand in this game. It makes me wonder how much play testing was done to RTW.
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wrong post , je.
******
but that's part of the difficulty is like playing with the Senate in the vanilla.
I kind of have to agree. Ethiopia is a huge outlier (perhaps because it was never conquered) on the unrest so I don't blame you for adjusting that (though I would have set it to say the value for Nubia, not zero). The rest seems like over kill though. Only in cities where I have to convert the population from 100% as soon as I take it do I have any problems holding on too, and after I've held on to the city for a couple of years less than half a stack garrison is usually needed to maintain order (though perhaps not at max taxes). The culture penalty is annoying but not game breaking.
Use the diplomatic good will tour - stack of ten diplomats have them hang in any province for 2-3 turns = total population conversion
Such a cheesy exploit +5% per dipolmat
Fix the problem, not the blame!
XGM Diplomacy AAR - intelligence and voting
http://www.twcenter.net/forums/showt...24#post3680924 :hmmm:
i dunno if id call it an exploit, 10 diplomats is a lot of upkeep. but that still sounds cool, didn't know about it.