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Thread: [Official] Reform requirements - as at 2.3

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  1. #1

    Default Re: Reform requirements

    ;Basilike Patris (Dynastic Administration)
    pontos7 city requires factions { f_pontos, } and not building_present govallied and region_religion rel_c 30 and event_counter ecPontos_Imperial 1
    {
    capability ;;; Recruitment pool: up to 12 * 0.04 from colony buildings, 13 * 0.04 factional troops here
    {
    recruit_pool "hellenistic chariot scythed" 1 0.08 2 0 requires factions { f_pontos, }
    recruit_pool "eastern cavalry khuveshavagan" 1 0.08 2 0 requires factions { f_pontos, }
    recruit_pool "eastern cavalry cappadoccian" 1 0.08 2 0 requires factions { f_pontos, }
    recruit_pool "eastern cavalry asitaikoi hippakontistai" 1 0.04 1 0 requires factions { f_pontos, }
    recruit_pool "hellenistic infantry peltastai logades" 1 0.12 3 0 requires factions { f_pontos, }
    recruit_pool "eastern infantry cappadoccian tribesmen" 1 0.08 2 0 requires factions { f_pontos, }
    recruit_pool "eastern infantry doryphoroi pontikoi" 1 0.08 2 0 requires factions { f_pontos, }
    recruit_pool "eastern infantry slinger" 1 0.04 1 0 requires factions { f_pontos, }
    law_bonus bonus 2 requires factions { f_pontos, }
    farming_level bonus 2
    religion_level bonus 1 requires factions { f_pontos, } and not region_religion rel_c 60 and event_counter ecReligionUpdate 1
    agent diplomat 1 requires factions { f_pontos, }
    agent_limit diplomat 1
    recruitment_slots 4 requires factions { f_pontos, }
    }
    material stone
    construction 16
    cost 16000
    settlement_min city
    upgrades


    settlement_min city? Would that be your problem? That's level 4 (village -> town -> large town -> city)

  2. #2
    Dago Red's Avatar Primicerius
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    Default Re: Reform requirements

    Quote Originally Posted by Simpelicity View Post
    settlement_min city? Would that be your problem? That's level 4 (village -> town -> large town -> city)
    That's what I was thinking, even though that requirement isn't listed in-game. However now that you mention it, I do have a city, even one bigger, the "large city" it seems. Just not the biggest walls to go with, and they are not a building option (yet).



    Perhaps one must have the massive walls built?

  3. #3

    Default Re: Reform requirements

    Sorry, it is my fault. Pontic administration does nor upgrade to Dynastic administration directly. The Statrapy is a required intermediate step so best solution for you would be to be suspend your disbelief for a while, upgrade to satrapy and immediately afterwards to the top level. Sorry and thank you for pointing out this problem - it will be fixed next time.

    ...................................................

  4. #4
    Dago Red's Avatar Primicerius
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    Default Re: Reform requirements

    Quote Originally Posted by V.T. Marvin View Post
    Sorry, it is my fault. Pontic administration does nor upgrade to Dynastic administration directly. The Statrapy is a required intermediate step so best solution for you would be to be suspend your disbelief for a while, upgrade to satrapy and immediately afterwards to the top level. Sorry and thank you for pointing out this problem - it will be fixed next time.
    Aha! No worries, thanks for clearing it up (suspension of disbelief engaged!). I'm glad to see most of it working pretty well afterall. Once we know what's happening here and what steps to take to try and achieve an imperial reform, the gameplay deepens quite a bit. I'll let you know how it turns out.

  5. #5
    Dago Red's Avatar Primicerius
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    Default Re: Reform requirements

    Update: As you said, once the Satrapy was established the Dynastic Administration became available. I now have one in the capital (with another possible in Trapezia). However, the mechanic seems to be working (better/as intended?) in another province. Gazaka, once captured from Hayasdan, showed both options at once, without having the satrapy as a pre-requisite.

    Spoiler Alert, click show to read: 

    You can see several government options here, including both the satrapy and dynastic building (first two, unfinished images).

    I should note that there was an irregularity in which I was building a governor general in Gazaka, when the reforms were triggered. It took me a few turns (lots of things going on) to notice, but the Governor General gov building was halted at 2 turns left to build -- as soon as the reforms triggered it stopped construction. I can only assume this government type is no longer available. Once I removed it from the queue, I saw the options shown above.

    I've since established Sacred Estates there, and now only the dynastic administration shows as a possible next step, with satrapy removed.

  6. #6

    Default Re: Reform requirements

    seleucid new soldier of reform cataphracts is there.How can ı do?

  7. #7

    Default Re: Reform requirements

    who will answer this question

  8. #8
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    Default Re: Reform requirements

    Well they are not in the game yet.Probably in the next update.
    Last edited by Sint; February 28, 2015 at 10:42 AM.
    Elder Scrolls Online :Messing up the Lore since 2007...

    Well overhand or underhand: 3:50 Onwards...

  9. #9

    Default Re: Reform requirements

    thanks

  10. #10

    Default Re: Reform requirements

    The Pritanoi reforms work as described. An Iron Fist kingdom administration giving access to better units. Also i noticed that there is no mainland Pritanoi government only alliances

  11. #11

    Default Re: Reform requirements

    I can second that the Pritanoi reforms work. I'm disappointed in what it unlocks.

    Only two buildings unlocking two units and I can't take the chariots off the island. The noble cavalry unit is useful but the whole process doesn't feel like an accomplishment. I would have hoped to be able to upgrade to a large city and an armor upgrade.

  12. #12

    Default Re: Reform requirements

    It is still a work in progress and hopefully the Pritanoi will receive more love and attention in future updates
    "Every man is guilty of all the good he didn't do."
    ~Voltaire




  13. #13

    Default Re: Reform requirements

    i thought the government was fine but the other British tribes seemed content forever after i conquered them, probably because of the same culture. It felt strange compared to my Carthage campaign where it was a real puzzle to keep order in my empire and sneakily increase my culture.

  14. #14

    Default Re: Reform requirements

    Any idea how you make the units more armoured with for example the Arevaci? You can see the units in costum battles having chainmail

  15. #15

    Default Re: Reform requirements

    Reforms might do it, like it does for the germans, but I'm pretty sure the arevaci don't have any yet. Is there perhaps a shrine or other building doing it for them?

  16. #16

    Default Re: Reform requirements

    Is there a link as to what the Sweboz reform actually unlocks? I want to try them but thats alot of gameplay for only one or two extra units

  17. #17
    Dirty Chai's Avatar Dux Limitis
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    Default Re: Reform requirements

    Quote Originally Posted by IBSXYPNTS View Post
    Is there a link as to what the Sweboz reform actually unlocks? I want to try them but thats alot of gameplay for only one or two extra units
    I know this is a late response, but from what I saw in the past, it essentially seems to replace all your basic units with better ones, as a full-on upgrade.
    I think they're titled "Early Germanic" and then "Later Germanic" or something. The units, that is.

  18. #18
    alin's Avatar Campidoctor
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    Default Re: Reform requirements

    Quote Originally Posted by Bastard Feudalism View Post
    I know this is a late response, but from what I saw in the past, it essentially seems to replace all your basic units with better ones, as a full-on upgrade.
    I think they're titled "Early Germanic" and then "Later Germanic" or something. The units, that is.
    Exactly and also a late cavarly unit is unlocked.

    So these:


    Get upgraded to:


    Extra unit:


    Also in the summer release they'll include another late unit, Speudogordōz, late germanic pikemen.

  19. #19

    Default Re: Reform requirements

    I don't think there are any buildings; it would be weird to have the reformed units in and not the actual reform. Usually it's the other way around

  20. #20

    Default Re: Reform requirements

    Hi,

    I have a strange thing in my reform with Saka :

    I took Khiva, Bukhara and Nisa, and concerted them to city.
    Then I had to wait for city upgrade because the conversion keep nomadic "walls" building instead of converting them to the corresponding city/settlement wall building, and the reform is triggered by settlement walls.

    But I had my reform but what happened is strange :

    I had the reform building and the gov royal building.

    But first : the gov building doesn't show the +1 to cultural conversion every turn (don't ask why, I dont know...)
    And second (and more importantly...) While the Saka culture switched to "Eastern tribal", the culture that is increasing is... " eastern imperial", making my settlements less and less under my control !

    Is it a bug or is there anything I should know ?

    EDIT : I forgot to write that I have the "royal authority rises" splash screen that spams me every turns since the beginning of the campaign.
    EDIT 2 : it seems that I had two reforms together, so reform 1 and 2 has been triggered. The culture will not be "eastern imperial" untill reform 3 will be triggered.
    It seems quite difficult to achieve this goal with the fact that your own government convert your cities to imperial while you are stil tribal. To trigger reform 3, we have to conquer a lot of settlements.
    I think this is a mistake.
    EDIT 3 : and a clue on why the +1 culture point doesn't appear every turn on the gov building ; here is the building parameter in export_descr_buildings.txt :

    Code:
    religion_level bonus 1 requires factions { f_saka, }  and not region_religion rel_c 60 and event_counter ecReligionUpdate 1
    Last edited by Floren d'Asteneuz; April 03, 2015 at 07:35 AM.


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