Page 3 of 3 FirstFirst 123
Results 41 to 46 of 46

Thread: Divide et Impera Guides: Seasons, Resources, and Characters

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: DeI: Resources and Seasons Guide

    I think there would me more warhorse resource on specific location, Like Nisea and Solokha. That would make sense if the steppe factions would have more access to warhorses.

  2. #2

    Default Re: DeI: Resources and Seasons Guide

    Is this mod unfinished? It seems unlikely that Greeks don't need olive oil and that only barbarians use leather.

  3. #3

    Default Re: DeI: Resources and Seasons Guide

    As has been stated repeatedly, the resources are not based on historical locations but are for gameplay purposes. They are limited for a reason.

    Most locations in the world would have access to many of the basic resources, but this is a game. The resource locations are there to provide a reason to expand or trade with certain areas.

    Warhorses, Slaves and Salt are the most limited because once they are acquired through trade or conquest they can then be produced by the player.

    This thread is a guide not a feedback thread, please leave feedback here.
    Last edited by Dresden; January 25, 2014 at 01:52 PM.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  4. #4

    Default Re: Divide et Impera Guides: Reforms, Seasons, Resources, and Characters

    Bump - Updated with Reforms and Character Guides.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  5. #5

    Default Re: Divide et Impera Guides: Seasons, Resources, and Characters

    Moved Reforms to its own guide thread: http://www.twcenter.net/forums/showthread.php?644506

    Will eventually include Area of Recruitment guide also.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  6. #6

    Default Re: Divide et Impera Guides: Seasons, Resources, and Characters

    Note about Seasons:

    - All seasons now have a movement penalty, but we increased land movement to compensate. This is because in patch 11 CA tied transport movement to land movement and it really slowed them down. So, we made this fix to help the transport movement issue.
    - The movement system isn't working perfectly yet, I have to change a few values to fix some bugs. However, it will be functioning fully in .85.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

Page 3 of 3 FirstFirst 123

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •