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Thread: [Newbie questions] Some DO and some DON'T! - Basic questions about the mod.

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  1. #1

    Icon5 [Newbie questions] Some DO and some DON'T! - Basic questions about the mod.

    Hi.

    I have just started my experiance through out this mod, and I love it so far. I've only really had one battle, an epic one, because I've been reading all those traits and trying to understand what to do. Its very complex mod, but its alright.
    Edit: I play as Rome, since its one of th easiest (I guess) and most important factions, its Rome Total War after all.

    I don't fully understand the goverment types, when you conquer a new settlement, whicih to install. I don't really get the grasp of which general to put where, which family he belongs to, if that matters?
    I don't really understand how certain traits activates etc. I don't under stand most of the stuff, but what would you expect, I've been playing for 3 hours.

    As you proboly understand I got a ton of questions, but what are the serious DO's and DON'Ts? That I should be looking out for, just to get me started?
    Like. Certain generals should be governors? Some shouldn't. Some should lead armies outside of my territory, some should not?
    I got a treasurechest, what does it do? -40% movement points is kinda awful. I get imposter traits, why? How and when do I know which city is an ally, client state? Who goes where?

    Traits, there are a massive loads of traits that I should learn.
    I can read most of them and understand them, but there are a lot of words in latin which I don't understand, all these "Ex ..." titles what are they? Are they good? Bad? What do they allow my general to do?

    Etc.

    The list goes on, as I should do for any new player.
    Fortunatly I have a work where I can read a lot, so thats what I am trying to do. But some things are just in game and its hard to learn it from my workspace.

    Anyhow, I am really tierd and sorry if this post is somewhat gramaticaly faulty and very messy.
    So for short, any serious DO's and DON'Ts that I should look out for? I guess the rest will come eventually.

    Thanks for reading.
    Cheers!
    Last edited by Laddeus; March 12, 2013 at 03:19 AM.

  2. #2
    Bcman's Avatar Senator
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    Default Re: [Newbie questions] Some DO and some DON'T! - Basic questions about the mod.

    Ok I'll teach you the government stuff.


    There are 4 types.

    Homeland,

    Satrapy ( Seleucid)

    Semi satrapy ( Seleucid)

    And allied state.

    Homeland is where all your top grade guys and recruited. Also it has the most building options. But it has the least amount of regional troops. Can only build them in " homeland" regions


    Satrapy. This has most of your good troops but you can't build companians or your amazing silver shields here. But your medium phalanx and some regional troops are available. These are your most used governments.

    Garrisoned allied state. I don't usually use these but you can build your levy phalanx and some skirmishes here but there is a much wider range of regional troops.

    Allied. This is where you can build your regional army's. if you have Parthia there horse archers are available and if you have Spain some of the famed Iberian skirmishes are available. This is also where you can build a allied general.


    Family members and generals.

    Both of them have there certain attributes like
    Sharp charaatic vigorous.

    Also there are

    Unselfish optimistic and ( forgot the last one)

    Family members I use usually as government governors. If they are very bad then they get a lovely boat ride and get sunk.

    Generals. Are recruited from allied regions. They can either be governs or generals. The turn when they are recruited they need to be either left in the allied settlement Or left outside.

    If a family member stays in a allied settlement then they can get the trait imposter.


    Hope this helps.
    Bye day the banished sun circles the earth like a grieving mother with a lamp- The Road

  3. #3

    Default Re: [Newbie questions] Some DO and some DON'T! - Basic questions about the mod.

    Government Types I-III are different levels of your own faction's government. Use your family members as governors.
    Government Type IV is not your own faction's government - it is a minor ALLY of your faction. The governor MUST be a locally-recruited general or lesser king. Your own family members must NEVER enter this city, or they will be regarded as a meddling imposter. This is because the city is nominally independent - although your faction has full control of the city's foreign policy and defence, the local population are permitted to keep their own local ruler, and their own culture and civic laws.

    Type IV governments were 'used historically' by Rome when she installed pro-Roman local leaders as rulers of newly-conquered territories. Having a local leader rather than a Roman governor greatly reduces civic unrest in the immediate aftermath of conquest, and allows a faster pacification of conquered territory. In later years, Rome would make a deal with the local leader that Rome would take over the province upon the local leader's death. You can do the same by waiting for the local governor of a city to die of old age (or get rid of him some other way), destroy the Type IV government, and build a Type III. Governments can be upgraded to a higher level at any time.

    Massilia was a minor ally of Rome for well over a century, and although staunchly loyal to Rome, during this period Massilia remained a Greek city, not a Roman city.

  4. #4
    Semisalis
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    Default Re: [Newbie questions] Some DO and some DON'T! - Basic questions about the mod.

    I've only played a little bit of this mod too (my previous Rome campaign stopped working right after I reached the polybian reforms) but I have learned some things so far. Bear in mind this is all for a Rome campaign, so this might go across factions but might not.

    1. I try to always get the highest government type I can, level 1 if possible, if not level 2, etc. etc. Keeping a lower level government is good if you don't want to initially put in a bunch of time trying to settle the city. So for instance if you take Syracuse, you might want to install a lvl 4 allied government to quickly bring it into control because you can't spare the troops to garrison when they need to be fighting the Carthaginians. Then later on after your borders are secure I demolish it to more fully reap the rewards of intensive romanization. One good thing about having lower level government is you can recruit different culture troops, since technically the city is still its original culture. So again with Syracuse, keeping it lvl 4 let's you recruit hoplites and other Greek soldiers that you wouldn't, should you more thoroughly romanize.

    2. Increase the school buildings in Rome, or whatever your Capitol might be. The reason for this is:

    3. Try to send all new generals to Rome for their first few years, until 19 or 20. I'm not 100% sure this is how it works, but for the first few years while in a city with good academic buildings enables the new generals to learn a lot of things and gather a lot of retinues that increase and modify their skills and bonuses. If you keep them in the field they don't seem to gather as many retinues that boost influence, command, management, trade or tax bonuses. The reason number 2 isn't increase schools in all settlements is because that's a lot more money than just having 1 school and you can build other buildings instead in those cities, but I guess it's up to personal preference and the size of your empire.

    4. Plan for winter. During the winter all generals (dont know if it affects regular units too) have their movement points drastically reduced to properly reflect the campaign seasons and that people usually weren't off fighting in the winter. This is made worse if the general isn't in your own territory, as he suffers morale losses and other negatives to reflect things like smaller rations and whatnot. The opposite is apparent if in a desert climate, as summer becomes too hot for fighting and the generals have their movement reduced during the summer turn.

    5. There is a ton of traits. I try to notice certain things, but it takes too long to worry and micromanage your generals. I try to notice things like bonuses to trade income, tax income, mining income, and move them to cities where those can be exploited the greatest. Also keep in mind that after a while in a city a general become more competent and receives this trait which give bonuses like better management skill, lower unrest, etc.. The downside is that should he end his turn not in a city he will lose this, and he will have to regain it after more turns in a city. This means you should try to pick out a city beforehand to send a young general so he can spend the rest of his life there and become an expert governor (or make sure that should you have to shuffle some governor around, they end their turns in cities). Also remember that retinues can be traded across generals (click on the retinue and drag him to the general you want to give him to while in the same army), so a governor that has a retinue that gives an increase to movement speed is wasted on him, give that retinue to a general in charge of a field army.

  5. #5

    Default Re: [Newbie questions] Some DO and some DON'T! - Basic questions about the mod.

    Quote Originally Posted by bcman3 View Post
    There are 4 types.

    Homeland,

    Satrapy ( Seleucid)

    Semi satrapy ( Seleucid)

    And allied state.
    ...
    If a family member stays in a allied settlement then they can get the trait imposter.
    ...
    How do I know which cities are Homeland, Satrapy, Semi satrapy and Allied state. I play Rome btw.

    Quote Originally Posted by Titus Marcellus Scato View Post
    Government Types I-III are different levels of your own faction's government. Use your family members as governors.
    Government Type IV is not your own faction's government - it is a minor ALLY of your faction. The governor MUST be a locally-recruited general or lesser king. Your own family members must NEVER enter this city, or they will be regarded as a meddling imposter. This is because the city is nominally independent - although your faction has full control of the city's foreign policy and defence, the local population are permitted to keep their own local ruler, and their own culture and civic laws.

    Type IV governments were 'used historically' by Rome when she installed pro-Roman local leaders as rulers of newly-conquered territories. Having a local leader rather than a Roman governor greatly reduces civic unrest in the immediate aftermath of conquest, and allows a faster pacification of conquered territory. In later years, Rome would make a deal with the local leader that Rome would take over the province upon the local leader's death. You can do the same by waiting for the local governor of a city to die of old age (or get rid of him some other way), destroy the Type IV government, and build a Type III. Governments can be upgraded to a higher level at any time.

    Massilia was a minor ally of Rome for well over a century, and although staunchly loyal to Rome, during this period Massilia remained a Greek city, not a Roman city.
    Quote Originally Posted by Mr. Shaboobies View Post
    I've only played a little bit of this mod too (my previous Rome campaign stopped working right after I reached the polybian reforms) but I have learned some things so far. Bear in mind this is all for a Rome campaign, so this might go across factions but might not.

    1. I try to always get the highest government type I can, level 1 if possible, if not level 2, etc. etc. Keeping a lower level government is good if you don't want to initially put in a bunch of time trying to settle the city. So for instance if you take Syracuse, you might want to install a lvl 4 allied government to quickly bring it into control because you can't spare the troops to garrison when they need to be fighting the Carthaginians. Then later on after your borders are secure I demolish it to more fully reap the rewards of intensive romanization. One good thing about having lower level government is you can recruit different culture troops, since technically the city is still its original culture. So again with Syracuse, keeping it lvl 4 let's you recruit hoplites and other Greek soldiers that you wouldn't, should you more thoroughly romanize.

    2. Increase the school buildings in Rome, or whatever your Capitol might be. The reason for this is:

    3. Try to send all new generals to Rome for their first few years, until 19 or 20. I'm not 100% sure this is how it works, but for the first few years while in a city with good academic buildings enables the new generals to learn a lot of things and gather a lot of retinues that increase and modify their skills and bonuses. If you keep them in the field they don't seem to gather as many retinues that boost influence, command, management, trade or tax bonuses. The reason number 2 isn't increase schools in all settlements is because that's a lot more money than just having 1 school and you can build other buildings instead in those cities, but I guess it's up to personal preference and the size of your empire.

    4. Plan for winter. During the winter all generals (dont know if it affects regular units too) have their movement points drastically reduced to properly reflect the campaign seasons and that people usually weren't off fighting in the winter. This is made worse if the general isn't in your own territory, as he suffers morale losses and other negatives to reflect things like smaller rations and whatnot. The opposite is apparent if in a desert climate, as summer becomes too hot for fighting and the generals have their movement reduced during the summer turn.

    5. There is a ton of traits. I try to notice certain things, but it takes too long to worry and micromanage your generals. I try to notice things like bonuses to trade income, tax income, mining income, and move them to cities where those can be exploited the greatest. Also keep in mind that after a while in a city a general become more competent and receives this trait which give bonuses like better management skill, lower unrest, etc.. The downside is that should he end his turn not in a city he will lose this, and he will have to regain it after more turns in a city. This means you should try to pick out a city beforehand to send a young general so he can spend the rest of his life there and become an expert governor (or make sure that should you have to shuffle some governor around, they end their turns in cities). Also remember that retinues can be traded across generals (click on the retinue and drag him to the general you want to give him to while in the same army), so a governor that has a retinue that gives an increase to movement speed is wasted on him, give that retinue to a general in charge of a field army.
    Great info! I play as Rome by the way.

    So lets say I conquer a settlement and want to make it my outpost for my upcomming campagin. Will I be able to choose from Government type I - IV ? And depending on which i choose the settelment get different uses? I guess the higher gov-type the more "Roman", assimilated, they will be? But will also cause the most unarest?

    #1. I am having some difficulty to understand how I know what settlement is a client state and which one is a allied state? And what the importances of the two are. Has that something to do with the govetype building? (I-IV?)

    #2. I can't remember exactly but I recall seeing some trait that had to do with leading an army of his own people or something like that. What is that all about?

    #3. If I get a gerneral and want him to be a general out in the field, do I just equip him with soldiers and head out? Nothing to think about? Except if his Command and some obvious traits are good.

    #4. Can I install any typ of non-family member in a newvly counquerd settlement? As I understand Family members should only govern homeland settlements? How do I know which is a homeland settlement?

    Is there a guide somewhere for all the buildings?


    Thanks for all the help. Keep the DOs and DON'Ts comming. Every little bit helps!

    Cheers!

  6. #6
    Biggieboy's Avatar Campidoctor
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    Default Re: [Newbie questions] Some DO and some DON'T! - Basic questions about the mod.

    I'll try to give some general tips.

    First of all, type I-II-III governments should be ruled by your family members. If you build a type IV somewhere, after it's built you get to recruit a general, what type depends on where the city is. Africa might give a Lybian general, Greece gives a hellenic general etc.

    DO NOT place a family member in a type IV settlement, or a recruited general in type I-II-III.

    You can see what city is homeland or not in the building screen (where the already built buildings are shown). It will either say homeland, expansion, or alliances available

    Homeland: Type I through IV can be built there
    Expansion: Type II through IV
    Alliances: Type III or IV

    which cities are your homeland or expansion is based on historical data. For Rome it will be most of Italy obviously, for Koinon Hellenon it's parts of modern day greece, Krete and Byzantion and so forth.

    Generally it's a good idea to build type I in all your homeland regions. These will give you the most amount of factional units (roman legionaires and such for Rome, elite pike units for several factions etc.). They also give you the most amount of building options. For example, in type I you can build the highest school, where in type 3 it's only a basic school, and I think you can't even build a basic school in type IV. On the other hand, type III and IV give you the most amount of regional troops, which units you get depends on the city.

    Also, check out the stickies on the forum, there's a lot of information there as well.
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    And do you think that unto such as you; A maggot-minded, starved, fanatic crew: God gave the secret, and denied it me?-- Well, well, what matters it! Believe that, too.

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  7. #7
    Bcman's Avatar Senator
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    Default Re: [Newbie questions] Some DO and some DON'T! - Basic questions about the mod.

    When you click on a city and click building and look at the existing buildings it will show some grain and it says "Homeland" beneath it
    Bye day the banished sun circles the earth like a grieving mother with a lamp- The Road

  8. #8
    Semisalis
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    Default Re: [Newbie questions] Some DO and some DON'T! - Basic questions about the mod.

    Basically homeland regions are those in which you can construct the highest lvl 1 type government. As other people said it is the historical homeland regions of your empire. For Rome it is basically all of Italy, but outside of those, like Gaul or Iberia, you can only create province level government lvl 2 and 3 (or 4 if you feel like it I guess).

    As far as I know allied states and client states are two sides of the same coin. They are both when you install lvl 4 governments to represent the loose control that Rome had over some peoples historically, like Syracuse or Massilia. They were roman allies and controlled themselves, but Rome protected them.

    scratch that, I was confused. Client states are lvl 3 government tier. They are to represent that you have come in and taken control over them, but you allow them many freedoms like keeping their own customs and troop types, but they still are de facto part of your empire. You romanize them to a certain, small bit. Allied states are, on the other hand, meant to show allies to your state/empire. You don't really have any control over what they do and they essentially stay the same as they were before and keep their own unique culture, buildings, and troops, just that they are under your protection. I am guessing that since alliances and protectorates are hard to obtain and harder to maintain due to AI and the engine's limits, having a lvl 4 government is like placing that city under protectorate status. Now it isn't advised to install either in small towns, because those people don't have much in the way of existing infrastructure that severe romanization would disrupt. The large cities that already have large barracks and public works would technically need to be destroyed to allow for romanization, which is a waste really, so installing an allied state/client state keeps those things in place and you merely keep the benefits of being their protector.
    Last edited by Mr. Shaboobies; March 12, 2013 at 06:42 PM.

  9. #9
    Entropy Judge's Avatar Vicarius
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    Default Re: [Newbie questions] Some DO and some DON'T! - Basic questions about the mod.

    Heyla, contradictory posts FTW!

    Quote Originally Posted by Laddeus View Post
    I don't fully understand the goverment types, when you conquer a new settlement, whicih to install.
    It depends. I tend to put a Type III first and then upgrade later (since you can just raze the Govt building and replace it), unless I already know that I'm not going to get good Regional units there. The government levels control what military units you can recruit (you get more Factional units with a Type I, and more Regionals with a Type IV) and your economic growth (you have more economic buildings available in a Type I than in a Type IV).

    I don't really get the grasp of which general to put where, which family he belongs to, if that matters?
    Not really. You can make one family the 'ruling line,' but it's more of a roleplaying thing than anything mechanical. Oh, sure, different families have different chances of getting some traits, but it's not really a big deal. Just pick generals based on their competence.

    I don't really understand how certain traits activates etc.
    I'd say don't worry about it; it's complex and complicated, and unless you're aiming for something particular (Imperial Reforms ...), they aren't going to affect anything major.

    As you proboly understand I got a ton of questions, but what are the serious DO's and DON'Ts?
    DON'T take what anyone says as gospel. DO think about the advice you're getting, and if you don't like it or think it's wrong, you don't need to follow it.
    DON'T play the game in a way that you don't want to, especially if it's just because someone tells you to. DO enjoy yourself.

    Now that that's out of the way ...

    Every faction starts off running into debt, so the first thing you need to do is fix your economy. Build Roads (Paved Roads if you can), Ports, Markets. Clear out enemies from neighboring lands - generally, this means taking a few Eleutheroi cities, but some factions (like Rome) are powerful enough at the start to take the cities of enemy Factions. Once your economy is stabilised, focus on improving your ability to project power - for example, the Romans can't build their factional MICs outside of Italy until they hit the Marian reforms, so if you want to stomp across France and Germany with Principes, you need to build up the industry needed to replace the losses you will take.

    Certain generals should be governors? Some shouldn't. Some should lead armies outside of my territory, some should not?
    Just look at their temperament, really. If they have high Influence and Management, let them run a city; if they don't, give them an army (or stick them in someone else's army). Command is fairly unimportant; check to make sure you don't have Negative Morale modifiers, though.

    I got a treasurechest, what does it do?
    ... Not sure, what do you mean?

    -40% movement points is kinda awful.
    Generally, poor movement happens because of Winter. Don't do winter campaigning? Other possible reasons could be that the General is sick (which also decreases his HP, and is important to note if you use him as a heavy cavalry unit) or because he's Force Marching and is exhausted (give him a few turns of rest in a fort or settlement).

    I get imposter traits, why? How and when do I know which city is an ally, client state? Who goes where?
    Imposter traits pop up when you have a Family Member in a Type IV Settlement, or a Client Ruler in a Type I/II/III Settlement (and possibly if you move a Client Ruler into an existing Type IV settlement, I'm not sure). As far as Ally/Client State settlements go, Type IV Settlements are Client States. Everything else that you own is effectively yours and interchangeable.

    Traits, there are a massive loads of traits that I should learn.
    I can read most of them and understand them, but there are a lot of words in latin which I don't understand, all these "Ex ..." titles what are they? Are they good? Bad? What do they allow my general to do?
    Normally, the traits have a line or two after the description that says what the trait does mechanically; if it doesn't say that, it's generally not to important. For example, every Roman FM you get will belong to one of the families, and there'll be a huge paragraph talking about the history of that family. None of that is important to the gameplay; at the bottom, it says something like "This trait increases the chances of acquiring certain traits." *That's* the mechanical benefit, and if the trait you're looking at doesn't have one of those, it's probably fairly unimportant.

    [quote=Gens Valeria]Members of Gens Valeria served Rome in positions of great responsibility almost continuously from the first day of the republic until well into the Imperial period. Publius Valerius served as Consul in the first year of the Res Publica, earning the cognomen Publicola: "friend of the people". Perhaps the greatest member of the family was Marcus Valerius, who accepted a huge Gaul's challenge to single combat. Marcus was victorious, receiving the favor of the gods in the form of a raven which landed upon his helmet and struck at his opponent's face and eyes. Marcus Valerius took the cognomen Corvus ("raven") after this combat and went on to serve as consul six times.
    This man's gens has an effect on the acquisition of certain traits.[/quote]
    The bolded part? That's the only mechanically important part of that description.

    So for short, any serious DO's and DON'Ts that I should look out for? I guess the rest will come eventually.
    Probably the biggest thing is that EB is designed for a slower-paced game. Take your time. Enjoy yourself; you have a lot of turns to go though - the game doesn't end until 14AD, and with 4 turns per year, you have a long time to get going.


    ONE THING YOU MUST DO EVERY TIME YOU PLAY THE GAME: Make absolutely certain that you start the script every time you load a new game or start a new one. Click on a city and activate the script when the advisor pops up. You have to do this every time you load the game, not just the first time you play, and if you skip activating the script, some things can go weird and events won't trigger when they're supposed to.


    So lets say I conquer a settlement and want to make it my outpost for my upcomming campagin. Will I be able to choose from Government type I - IV ?
    Not usually; most factions have a small Homeland area (any government type), a somewhat larger Expansion area (Types II/III/IV), and the rest will be Alliances (Type III/IV).

    And depending on which i choose the settelment get different uses?
    Yes and no. The 'better' government types (I and II) grant more economic bonuses, and are geared toward Factional troops. The lower types (III and IV) are geared toward Regional troops and 'quick and easy installation.' However, you also have to look at the effects of each government type; it might be more economically beneficial, for example, to build a Type II, build all the economic buildings, then raze the Type II and rebuild a Type III or IV. Generally, the Type IV government lets you recruit troops with an XP bonus, though, which can be handy.

    I guess the higher gov-type the more "Roman", assimilated, they will be? But will also cause the most unarest?
    Unrest is caused by cultural difference between the city and the occupier. For example, if you - as the Romans - conquer a Barbarian-style city, with Barbarian buildings in it, you'll suffer unrest due to the cultural differences. However, if you replace those buildings (either by upgrading the structures or by razing and replacing them), then you won't suffer the culture penalty any more.

    #1. I am having some difficulty to understand how I know what settlement is a client state and which one is a allied state? And what the importances of the two are. Has that something to do with the govetype building? (I-IV?)
    Client State is Type IV (can recruit the Client Ruler). That is the only mechanical difference between the government types that you need to worry about.

    #2. I can't remember exactly but I recall seeing some trait that had to do with leading an army of his own people or something like that. What is that all about?
    ... Not sure. Don't recognize the trait off-hand. I don't suppose you can find the trait name? It sounds like you're referring to the Client Ruler/Client General trait, but I'm not sure.

    #3. If I get a gerneral and want him to be a general out in the field, do I just equip him with soldiers and head out? Nothing to think about? Except if his Command and some obvious traits are good.
    Command isn't that helpful, really. It does provide some benefit, but it's not really a make-or-break for the player. Make sure you keep a positive Morale effect, however - check the Ancillaries (the retinue of the FM) and any morale-affecting traits. Remember that you can move most ancillaries around between FMs, so if one character that you're going to have sit in a town forever has an Armourer (gives a Morale boost) and your would-be General doesn't, get them together and move the Armourer.

    A word of caution, if you use more than one FM in a stack - the General is the one with the highest Command rating. To see who the current General is, select the stack and look at the FMs; the General has a gold star on his unit card, while other FMs have a silver star.

    #4. Can I install any typ of non-family member in a newvly counquerd settlement? As I understand Family members should only govern homeland settlements? How do I know which is a homeland settlement?
    Any Family Member can govern anywhere, but if you put a FM in a Type IV settlement, you will get increasing Unrest happiness penalties from the Imposter trait. Client Rulers can only govern Type IV settlements without tripping the Imposter penalties.

    Is there a guide somewhere for all the buildings?
    No, but there are files in the EB folder that you can look at for the building trees. Go to your EB folder, and open up the Documentation folder, then the JMRC Building Trees folder. It's got PDF files for the Build Trees for each faction. The Build Trees *don't* tell you what each building does, only how to get it. In-game, what each building does can be seen by reading the description for it.
    Last edited by Entropy Judge; March 12, 2013 at 11:11 PM.
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  10. #10

    Default Re: [Newbie questions] Some DO and some DON'T! - Basic questions about the mod.

    Quote Originally Posted by Entropy Judge View Post
    Heyla, contradictory posts FTW! ...
    Great reply!
    I am really starting to understand the depth of this mod, and its mighty fun.

    I do howerver got more questions. Firing away!

    #1. Cultural Unrest. Once I counquer a city I have a ton of Cultural unrest. I know its is from cultural buildings, how do I know which is bad and which is good? I captured Taras and I saw some buildings X (West Greek) So I thought these are probobly not roman, and razed them. I read in the description of those and at the bottom line it didnt say "Roman" on who could build them. I still have Cultural unrest, does it take some time for it to go away? I read somewhere that I should raze cultural buildings, but some I cannot, i.e roads and some farms etc. Do I get cultural unrest from these?
    I also heard about upgrade buildings so they won't give me unrest - how do I do that?

    #2. New generals. When I first tested the mod and took Tara I got a new general, which I should either let him i a city to be a governor or let him be outside to make him a general. This time, my secound run it took me untill I capturade Messainum (the eastern city on Sicily). Is it random when I get a new character? Also, now that I got one, he didn't have that trait of "decicde where you want this guy"-thingy. Is it buggy?
    I am sure to start the script every time I load or restart the game.

    #3. Buildings with (Free Slaves, Rebellion 2) etc. Some buildings, I can't remember the names have (Free Slaves, Rebellion X) where X is a number, what does that mean? And should I build them? They don't seem to do much.

    #4. Retrain. This is probobly a Rome: Total War question more than it is a Europa barbarorum question. When I retrain my troops in settlements I don't get the full squad back, and can't retrain them any more. Is this intentional or do I have to do something else to fill all the ranks?

    I think thats all for now, cheers.
    For Rome!
    Last edited by Laddeus; March 14, 2013 at 04:47 AM.

  11. #11
    Entropy Judge's Avatar Vicarius
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    Default Re: [Newbie questions] Some DO and some DON'T! - Basic questions about the mod.

    Quote Originally Posted by Laddeus View Post
    #1. Cultural Unrest. Once I counquer a city I have a ton of Cultural unrest. I know its is from cultural buildings, how do I know which is bad and which is good? I captured Taras and I saw some buildings X (West Greek) So I thought these are probobly not roman, and razed them. I read in the description of those and at the bottom line it didnt say "Roman" on who could build them. I still have Cultural unrest, does it take some time for it to go away? I read somewhere that I should raze cultural buildings, but some I cannot, i.e roads and some farms etc. Do I get cultural unrest from these?
    Correct, if the building has a culture descriptor that does not match your culture (IE, "West Greek" when you're Roman), then that will cause Cultural Unrest. I believe it takes some time to lower. Roads and Farms do cause unrest - see below:

    I also heard about upgrade buildings so they won't give me unrest - how do I do that?
    It's just building the next tier of that building. Most useful for Roads, Farms, and Governor's Buildings, since you can't Raze those.

    #2. New generals. When I first tested the mod and took Tara I got a new general, which I should either let him i a city to be a governor or let him be outside to make him a general. This time, my secound run it took me untill I capturade Messainum (the eastern city on Sicily). Is it random when I get a new character? Also, now that I got one, he didn't have that trait of "decicde where you want this guy"-thingy. Is it buggy?
    ... Are you sure you have 1.2? It sounds like you have the old-style Client Ruler system. Anyway, yes, it is random when you get new FMs, although you can get Client Rulers/Generals whenever you want by training them in a Type IV settlement.

    #3. Buildings with (Free Slaves, Rebellion 2) etc. Some buildings, I can't remember the names have (Free Slaves, Rebellion X) where X is a number, what does that mean? And should I build them? They don't seem to do much.
    I'm pretty sure the only building that has that setup is the Governor's building, which tells how big your settlement can get. Anyway, near as I can tell, the "X" is the number of Freed Slaves units you get if the settlement revolts back to you.

    #4. Retrain. This is probobly a Rome: Total War question more than it is a Europa barbarorum question. When I retrain my troops in settlements I don't get the full squad back, and can't retrain them any more. Is this intentional or do I have to do something else to fill all the ranks?
    As Biggieboy posted, it means one of two things: Either 1) the unit you're trying to retrain is a Mercenary unit (which you cannot retrain), or 2) the Settlement isn't teched up enough to replenish the unit (it may, however, be able to upgrade Weapons/Armour via a Blacksmith, or boost its XP due to a building).

    If you can recruit the unit there, however, and it still won't replenish a unit, it's probably something bugged.
    I beat back their first attack with ease. Properly employed, E's can be very deadly, deadlier even than P's and Z's, though they're not as lethal as Paula Abdul or Right Said Fred.
    ~ Miaowara Tomokato, Samurai Cat Goes to the Movies

  12. #12

    Default Re: [Newbie questions] Some DO and some DON'T! - Basic questions about the mod.

    Quote Originally Posted by Entropy Judge View Post
    ... Are you sure you have 1.2? It sounds like you have the old-style Client Ruler system. Anyway, yes, it is random when you get new FMs, although you can get Client Rulers/Generals whenever you want by training them in a Type IV settlement.
    Yes I am possitively sure. I even re-installed it. It says 1.2 at the bottom of the game etc.
    No one has a "Client Ruler" tag or nothing. I play EB 1.2 with Alexander and http://www.twcenter.net/forums/showt...ack-for-EB-1-2 if that has something to do with it.
    I know I had it the first time I played the mod... unless it was RTR(?) Maybe I mixing them up.

  13. #13
    Biggieboy's Avatar Campidoctor
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    Default Re: [Newbie questions] Some DO and some DON'T! - Basic questions about the mod.

    about your last question: merceraries are impossible to retrain anyways. You can upgrade them with a blacksmith for better weapon and armor, but you can't replenish their numbers

    If it are "regular" units (trained in a city), check if the city you're in can train the units you want to replenish in the first place. For example, if you want to replenish principes but they're in a city that can't train them, you also can't replenish them. Otherwise you should be able to.
    Look not above, there is no answer there; Pray not, for no one listens to your prayer; Near is as near to God as any Far, And Here is just the same deceit as There.

    And do you think that unto such as you; A maggot-minded, starved, fanatic crew: God gave the secret, and denied it me?-- Well, well, what matters it! Believe that, too.

    "Did God set grapes a-growing, do you think, And at the same time make it sin to drink? Give thanks to Him who foreordained it thus-- Surely He loves to hear the glasses clink!" Rubaiyat of Omar Khayyam

  14. #14

    Default Re: [Newbie questions] Some DO and some DON'T! - Basic questions about the mod.

    I never retrain in EB.

    Instead, I recruit new units, and then merge them into the depleted veteran units. The veteran unit's overall experience level may drop due to the influx of new rookies into the unit (the more heavily depleted the unit is, the more its experience level drops when merged with the rookies) but that's realistic anyway and I like it.

    To avoid experience levels dropping, I manage my units carefully and top them off with rookies as soon as they suffer even a handful of losses. That's the best way.

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