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Thread: Replacing Generals to keep them from dying?

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  1. #1

    Default Replacing Generals to keep them from dying?

    Is it possible to keep shuffling generals before 10 turns to keep them from dying? Or do characters die at a certain age?

  2. #2

    Default Re: Replacing Generals to keep them from dying?

    They're immortals.

  3. #3

    Default Re: Replacing Generals to keep them from dying?

    Characters tend to die around their 60's, I think. Or at least the possibility exists by then. I have had characters live to be about 90 before though, so there's certainly a lot of luck in place. I think the average lifespan is about 70 though.

  4. #4

    Default Re: Replacing Generals to keep them from dying?

    I may have overlooked this - is there a way to tell how old a guy is before promoting him to general? What is the difference between making a statesman into a general and a non-statesman?

  5. #5

    Default Re: Replacing Generals to keep them from dying?

    Quote Originally Posted by alstl View Post
    I may have overlooked this - is there a way to tell how old a guy is before promoting him to general? What is the difference between making a statesman into a general and a non-statesman?
    Candidates don't exist on your political screen, so you can't check their age or ambition. Statesmen do.

  6. #6

    Default Re: Replacing Generals to keep them from dying?

    Quote Originally Posted by krisslanza View Post
    Candidates don't exist on your political screen, so you can't check their age or ambition. Statesmen do.
    Thanks. After some research on the web it appears a Statesman's faction wide traits apply to the entire faction so long as you leave them as statesman.

  7. #7

    Default Re: Replacing Generals to keep them from dying?

    Also, statesmen actively work to increase your influence depending on ( gravitas x something x Ambition ) while generals dont, Victories and defeats also affect influence.
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  8. #8

    Default Re: Replacing Generals to keep them from dying?

    Quote Originally Posted by Mithridate View Post
    Also, statesmen actively work to increase your influence depending on ( gravitas x something x Ambition ) while generals dont, Victories and defeats also affect influence.
    Are you saying it is better off to not make generals out of statesmen? My problem is the only candidates available are from the opposing political faction. The only two from my faction who are available are both statesmen. I'm worried if I promote too many of the other faction to general I could have a problem. Is that how it works?

  9. #9

    Default Re: Replacing Generals to keep them from dying?

    What happens to your army if your general dies?

    Say you have a full stack with your general and they are all experienced troops? Do they disperse and you lose your veteran units?!?

  10. #10

    Default Re: Replacing Generals to keep them from dying?

    Quote Originally Posted by Hockey85 View Post
    What happens to your army if your general dies?

    Say you have a full stack with your general and they are all experienced troops? Do they disperse and you lose your veteran units?!?
    You just replace the general. The troops are uneffected (aside from having 1 star general now)

  11. #11

    Default Re: Replacing Generals to keep them from dying?

    what are you referring to re: replacing them? Is there a mechanic I'm missing?

  12. #12

    Default Re: Replacing Generals to keep them from dying?

    Quote Originally Posted by johannlo View Post
    what are you referring to re: replacing them? Is there a mechanic I'm missing?
    When a general dies, you have to replace it. A Legio/army requires a general.

  13. #13

    Default Re: Replacing Generals to keep them from dying?

    From what I understand, it is good to turn your high gravitas, high ambition generals into statesman so they can make mischief in the capital. Also, moving a rival statesman to the army will keep him from working against you.

  14. #14
    Dago Red's Avatar Primicerius
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    Default Re: Replacing Generals to keep them from dying?

    The whole thing is as poorly implemented as a trojan horse without a door built into it. Download one of the many 2 or 4 turn per year mods and you'll at least have a game progression with your characters and intrigues that makes a little sense. What you wont' get is seasons or anything else that should have already been in the game from the start but, someone had to spend money on marketing it seems.

  15. #15

    Default Re: Replacing Generals to keep them from dying?

    Quote Originally Posted by Dago Red View Post
    The whole thing is as poorly implemented as a trojan horse without a door built into it. Download one of the many 2 or 4 turn per year mods and you'll at least have a game progression with your characters and intrigues that makes a little sense. What you wont' get is seasons or anything else that should have already been in the game from the start but, someone had to spend money on marketing it seems.
    Yeah then watch as your campaign is horribly balanced when you take a 300 turn game, and turn it into a 600/1200 turn game instead - that is still balanced for 300 turns. Make a 2/4TPY mod that also increases build/recruit/research times by 2/4x and you'd have a vanilla experience still.

  16. #16
    Dago Red's Avatar Primicerius
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    Default Re: Replacing Generals to keep them from dying?

    Firstly, I don't want a vanilla experience. The vanilla experience is awful. It's worse than Empire vanilla (although to be fair Empire only needed to do a couple things halfway decent and you could have a game).

    Secondly, the AI is taking those turns with you so however unbalanced the building is, it's an even playing field. At least with 2 turns per year (how the game should have been released anyway Spring/summer + Fall Winter) you get some mileage out of your characters. They are all dead by the time they have a few handy ancillaries and are embarking on their first campaign.

    Thirdly, buildings are completely fubar anyway, poorly designed, and badly implemented into the campaign play. So you might as well at least try to enjoy what things the game does offer at a reasonable pace = 2 turns per year.

  17. #17

    Default Re: Replacing Generals to keep them from dying?

    Quote Originally Posted by Dago Red View Post
    Firstly, I don't want a vanilla experience. The vanilla experience is awful. It's worse than Empire vanilla (although to be fair Empire only needed to do a couple things halfway decent and you could have a game).

    Secondly, the AI is taking those turns with you so however unbalanced the building is, it's an even playing field. At least with 2 turns per year (how the game should have been released anyway Spring/summer + Fall Winter) you get some mileage out of your characters. They are all dead by the time they have a few handy ancillaries and are embarking on their first campaign.

    Thirdly, buildings are completely fubar anyway, poorly designed, and badly implemented into the campaign play. So you might as well at least try to enjoy what things the game does offer at a reasonable pace = 2 turns per year.
    1TPY works fine in a 300 year campaign - particularly given it apparently doesn't even end once those 300 years are up. Going for 2/4 would require CA to have to rehaul the entire game to even get a pleasant playing experience, because in that set up you are going to quickly run out of any research or building to even do before your game is probably even 'half' over. Given a general can be made as young as 14, and probably live to be at best 90 or so... if your general isn't able to get going good in say, 80 turns... I don't know why you'd need 160/320 turns.

    Even if you get a general in his 40's, you can probably get 30 or 40 turns out of him, which is still quite a bit to get something done. I think on average, they tend to spawn in their 20's however, so you still have a good 60 turns or so to get something done with them. If you can't, well, you probably aren't doing a lot.

  18. #18
    Dago Red's Avatar Primicerius
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    Default Re: Replacing Generals to keep them from dying?

    There really isn't much to do. Talk about a game with so many hyped features that either did not arrive or are barely implemented. Buildings for one, you're right we will rung out of things to build with 2 or 4 TPY but then, there is hardly anything to build anyway! The cities and towns are the least substantive of any TW release. 6 slots max in the largest city is a joke. I'm all for specializing and having cities with unique traits but we've accomplished that in mods for a decade and made good use of building flexibility. There aren't even outlying villages and road towns to build in -- which we've had since Rome I mods and officially since Empire TW. It's all pretty sad state of affairs but that's no reason not to try and squeeze some REAL gameplay out of this engine. A mod will come along soon enough that overhauls the building system for 2 & 4 TPY, what little of it CA allowed for....

  19. #19

    Default Re: Replacing Generals to keep them from dying?

    A friend of mine recruited a veteran who turned out to be 87 years old.

  20. #20

    Default Re: Replacing Generals to keep them from dying?

    I had a general live to be 89 once, but normally they die in their 60s.

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