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Thread: [Official] Reform requirements - as at 2.3

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  1. #1

    Default Re: Reform requirements

    Okay, here is the actual error in the EDB:

    ;Basilike Arche (Royal Administration)
    baktria2 city requires factions { f_baktria, } and not building_present govallied and not hidden_resource satrapy and not hidden_resource hyparchia and event_counter ecBaktriaKingdom 1
    {
    capability ;;; enables Hellenistic or Native colonization, recruitment 8 * 0.04 comes from the first two levels of colony
    {
    happiness_bonus bonus -2 requires factions { f_baktria, }
    recruitment_slots 1 requires factions { f_baktria, } and not event_counter ecWinter 1
    recruitment_slots 2 requires factions { f_baktria, } and event_counter ecWinter 1
    }
    material stone
    construction 2
    cost 1200
    settlement_min town
    upgrades
    {
    baktria4
    }
    As you can see, baktria2 requires "not hidden_resource hyparchia" and upgrades to baktria4.

    ;Satrapal District (Hyparchia)
    baktria4 city requires factions { f_baktria, } and not building_present govallied and hidden_resource hyparchia and building_present colony_hellenistic or building_present colony_eastern and event_counter ecBaktriaKingdom 1 or hidden_resource baktria
    {
    capability ;;; enables native colonization, recruitment: up to 12 * 0.04 comes from Eastern colony building plus up to 12 * 0.04 may come from Hellenistic polis
    {
    trade_level_bonus bonus -1 requires factions { f_baktria, }
    recruitment_slots 1 requires factions { f_baktria, } and not event_counter ecWinter 1
    recruitment_slots 4 requires factions { f_baktria, } and event_counter ecWinter 1
    }
    material stone
    construction 6
    cost 4800
    settlement_min town
    upgrades
    {
    }
    And here we see that baktria4 requires the hidden resource hyparchia.

    So it is impossible to upgrade the government baktria2 Basilike Arche (Royal Administration).

    Am I seeing this correctly? I believe so.

    Anyway, that aside, here is the Baktrian govt scheme in a nutshell. I'm spelling it out like this because some government buildings don't show up on the building browser, eg, Roman Free Cities.

    There are three paths: Hyparchia, Satrapy and other. Only one path is available to each region, depending on the presence of the hidden resources satrapy and hyparchia. The final govts are, respectively: Satrapal District (Hyparchia), Basilike Patris (Royal Homeland), and Epistateia epi Hellenas (Supervised Hellenic Administration).

    Where there is Hyparchia, the path is this:

    Military Occupation upgrades to baktria1 Laarchia if there are no native colonies or hellenistic colonies or polis present, or to baktria2 Basilike Arche (Royal Administration) after the reforms regardless of the presence or absence of colonies or polis, or to baktria4 Satrapal District (Hyparchia) if there is a native or hellenistic colony, and either the reforms have taken place or the region has the hidden resource "Baktria".

    baktria1 Laarchia and baktria2 Basilike Arche (Royal Administration) can each upgrade to baktria4 Satrapal District (Hyparchia) if there is a native or hellenistic colony, and either the reforms have taken place or the region has the hidden resource "Baktria". However, note the bug I pointed out at the beginning of this post.

    Where there is Satrapy, the path is this:

    Military Occupation upgrades to baktria1 Laarchia if there are no native colonies or hellenistic colonies or polis present, or to baktria6 Satrapeia if there is either a native or hellenistic colony present, and if either the reforms have taken place or the hidden resource Baktria is present.

    baktria1 Laarchia can upgrade to baktria6 Satrapeia if there is either a native or hellenistic colony present, and if either the reforms have taken place or the hidden resource Baktria is present.

    baktria6 Satrapeia can upgrade to baktria7 Basilike Patris (Royal Homeland) if there is a metropolis and a level 3 hellenistic colony present, and the reforms have taken place.

    Where there is neither Hyparchia or Satrapy, the path is this:

    Military occupation upgrades to baktria3 Eleutheria kai Autonomia (Hellenic Administration) if there is a polis present but no colonies, and if the reforms have taken place.

    baktria3 Eleutheria kai Autonomia (Hellenic Administration) upgrades to baktria5 Epistateia epi Hellenas (Supervised Hellenic Administration) if there is a polis and a hellenistic colony and the reforms have taken place.

    So, three paths, only one of which is truly bugged, but the others require conquoring cities with existing polis or even a metropolis.

  2. #2

    Default Re: Reform requirements

    An interesting explanation but you ignored my question, ie : is it possible for a province to gain ressources and how? Because the upgrade is only impossible if the province cannot gain the ressource after baktria2 has been built. That being said, the error most likely isn't the ressource requirements, it's more likely to be the calling baktria4 an upgrade to baktria 2, at least feels that way to me.

    Meanwhile, your breakdown doesn't make sense to me. From what you quote, baktria2 falls in the "neither Hyparchia nor satrapy" category, yet you place it with hyparchia. Why is that?

  3. #3

    Default Re: Reform requirements

    I believe that a hidden resource can't be gained or lost. It is permanent.

    I place baktria2 with hyparchia because it upgrades to baktria4 which requires hyparchia and doesn't upgrade further. There is definitely a typo in the file, given the contradiction I mentioned above -- either baktria2 doesn't really upgrade to baktria4 (but then what does it upgrade to?), or baktria4 doesn't really require hyparchia (but then what happens to regions that have neither the hyparchia or satrapy hidden resources?), or baktria2 actually requires hyparchia rather than not.

    So I'm assuming that the error is that it should actually require hyparchia like baktria4 to which it upgrades. Only the mod team knows for sure.

    eta: the system is actually more complex than I made it. I organized it by the three ultimate govt types (baktria4, baktria5 and baktria7), but for example, while baktria5 requires the absence of both satrapy and hyparchia, baktria3 which leads to it, doesn't.

    It's very convoluted, but I suppose that Baktria's situation was pretty convoluted when you get right down to it.
    Last edited by Ballpoint202; September 20, 2014 at 07:59 PM.

  4. #4

    Default Re: Reform requirements

    Quote Originally Posted by Simpelicity View Post

    Sauromatae

    The sauromatae will settle if they have at least 5 settlements with both walls above the "wooden palissade" rank and what looks like a particular government type - presumably the most central one, but I don't know how to check. It is designated as "sauro_prec".
    I made a quick search about "sauro_prec" in the eb directory, with the parameter "file content".

    In the file "export.buildings.txt" in \data\text there is this :

    Code:
    {sauro_prec}	Afsadta Aegdautae (Occupation and Tribute Extortion)
    {sauro_prec_desc}	The Sauromatai, like the Skythians before them occasionally allow defeated enemies to remain essentially autonomous as tribute paying vassals. This is far from the normal occurrence, as defeated nomads usually are absorbed into the stronger tribe or move on (usually west), and settled enemies are usually relocated, killed or enslaved. As long as the locals pay their tribute on time, they are allowed to live as they traditionally have. The Sauromatai tributaries were often settled peoples, despite the often hostile relationship they had with nomads, while lesser nomadic tribes were usually used as allies, but more often than not, they were absorbed into the larger tribal confederation. \n\nStrategy\n\nThis initial level of Sarmatian administration represents simple imposition of tribute upon vanquished enemy, who is otherwise left alone to his devices. Thus no recruitment is possible in the region, which however provides handy income in cash for a moderate happiness penalty. \n\nIn nomadic regions further options become available after the initial conquest, representing absorption of the indigenous tribes into Sarmatian tribal confederacy while at the same time Sarmatian tribesmen are migrating to these newly acquired lands in search of pasture and wealth. 
    {sauro_prec_desc_short}	Oh Mighty! Our armies were once again victorious and the humbled natives will from now on have to pay a hefty sum to our treasury to keep our arrows from raining down upon them.
    I conclude that "sauro_prec" is "Afsadta Aegdautae (Occupation and Tribute Extortion)".


  5. #5

    Default Re: Reform requirements

    Hm yes, it's basically their military occupation. Strange how the reform script requires that specifically, you'd think it would require the upgraded versions, not the basic one. Perhaps a typo where "=" was used instead of ">"?

    Updated the sauromatae in the OP.

  6. #6

    Default Re: Reform requirements

    Quote Originally Posted by Simpelicity View Post
    Hm yes, it's basically their military occupation. Strange how the reform script requires that specifically, you'd think it would require the upgraded versions, not the basic one. Perhaps a typo where "=" was used instead of ">"?

    Updated the sauromatae in the OP.
    Wait, it is that building and that building alone ? Not the upgrade ? I will try it's functionality when I'll achieve to have the required walls. If it doesn't do anything, I'll destroy my gov buildings and re-build the occupation to check it out. (can't say I'll do that today though)


  7. #7

    Default Re: Reform requirements

    Quote Originally Posted by Floren d'Asteneuz View Post
    Wait, it is that building and that building alone ? Not the upgrade ? I will try it's functionality when I'll achieve to have the required walls. If it doesn't do anything, I'll destroy my gov buildings and re-build the occupation to check it out. (can't say I'll do that today though)
    Yes. Here's the script :

    Spoiler Alert, click show to read: 
    monitor_event SettlementTurnStart FactionType f_sauromatae
    and I_EventCounter ecSauro_Settled = 0
    and SettlementBuildingExists > wooden_pallisade
    and SettlementBuildingExists = sauro_prec
    inc_counter sauro_settled_tributaries 1
    end_monitor


    When the tributaries counter reaches 5, the reform happens. As far as I can tell, when it uses ">" that means higher ranks of that building, or upgrades of it, while when it uses "=" it means that exact building. So, walls of higher rank than "wooden palissade", but exactly "sauro_prec".

  8. #8

    Default Re: Reform requirements

    All right, thanks ! I let you know what I find out !


  9. #9

    Default Re: Reform requirements

    The idea behind this scipt is that first Sarmatians need to subject several settled peoples - thence "> wooden_pallisade" which means at least large town and "= sauro_prec" which is the only "factional" governement available to Sarmatians in settled areas (Allied States means alliance, which is different from direct control, Clan Lands means continuation of nomadic tribal societal structure, again something from which one does not "learn" settled ways too much). Only after these conditions are satisfied, will the faction learn how to incorporte their settled subjects more effectively into their realm and gain the settled administation gov level.

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

  10. #10

    Default Re: Reform requirements

    Quote Originally Posted by V.T. Marvin View Post
    The idea behind this scipt is that first Sarmatians need to subject several settled peoples - thence "> wooden_pallisade" which means at least large town and "= sauro_prec" which is the only "factional" governement available to Sarmatians in settled areas (Allied States means alliance, which is different from direct control, Clan Lands means continuation of nomadic tribal societal structure, again something from which one does not "learn" settled ways too much). Only after these conditions are satisfied, will the faction learn how to incorporte their settled subjects more effectively into their realm and gain the settled administation gov level.
    All right, I tested it : it works exactly like that.

    It gives access to a settled governement ("Sarmatian Settled administration", upgrading the occupation and extortion gov) and this governement gives access to settled type buildings. It seems quite standard buildings for "barbarian". No more, no less.


  11. #11

    Default Re: Reform requirements

    I updated the sauromatae with all that, thanks you 2

  12. #12

    Default Re: Reform requirements

    Sweboz reforms were tested and confirmed to work properly by Nightshift. OP updated accordingly.

  13. #13

    Default Re: Reform requirements

    Quote Originally Posted by Simpelicity View Post
    Sweboz reforms were tested and confirmed to work properly by Nightshift. OP updated accordingly.
    So why weren't the reforms working for me or Floren?
    What, exactly, triggers them?

  14. #14

    Default Re: Reform requirements

    Quote Originally Posted by saxnot View Post
    So why weren't the reforms working for me or Floren?
    What, exactly, triggers them?
    Time and time only. You should get it on the given turns in the OP. Note that only the first reform was tested by Nightshift.

    The reform is silent (no event notifies you it has happened) and has little effect, it is possible you have simply missed it. Check your units, as I understand it, 3 of them should have changed to "Late germanic..." as opposed to "Early", with slightly better stats. At least that's for the first reform.

  15. #15
    Biarchus
    Join Date
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    Default Re: Reform requirements

    No reforms for Kart-Hadast?

  16. #16

    Default Re: Reform requirements

    Quote Originally Posted by Hummer View Post
    No reforms for Kart-Hadast?
    Not yet. I've added a disclaimer now, y'all can stop asking about the missing reforms. Hopefully.

    Meanwhile, Qvintvs from the .org forum has tested the Numidia reforms, I've updated the OP with much more accurate information on it.

  17. #17
    Antioco III's Avatar Libertus
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    Default Re: Reform requirements

    Playing Hayasdan it keeps popping up the message "royal authority rises"... i think its the first step of teh reforms. But i cant actually do anything. I also built the royal thing in my capital and 6 satrapies. Ive read that i need a "eastern military colony" to unlock new units. Im actually conquering the world relying only on mercenaries O.o
    Last edited by Antioco III; September 24, 2014 at 08:13 AM.

  18. #18

    Default Re: Reform requirements

    Royal authority rises has nothing to do with it afaik.

    What version of EBII are you playing?

  19. #19
    Antioco III's Avatar Libertus
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    Default Re: Reform requirements

    Im playing 2.01

  20. #20

    Default Re: Reform requirements

    Good, that means your reform works. That was not the case in 2.0.

    If you really have built the caucasus tribal kingdom gov as much as you say you have, then you should've had a historic event about the caucasian kingdom (NOT the rising authority thing). Once you got that you should be able to build a new, non-tribal gov type everywhere. if you can't, try destroying and rebuilding. But I can't really help you further than that. I just read the script and say how it should work. If it's not working as it should, then either I'm reading it wrong, or you need tech support. In either case I can't help you haha

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