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Thread: [Official] Reform requirements - as at 2.3

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  1. #1
    Antioco III's Avatar Libertus
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    Default Re: Reform requirements

    I had the caucasian kingdom event but i couldnt build any better govern. But i destroyed the gov in the capital and rebuit it and now i can. Thanks

  2. #2

    Default Re: Reform requirements

    No problem!

  3. #3

    Default Re: Reform requirements

    Talking about that, the royal authority message and the colonist message you get for other factions could be made to appear only once or twice....
    Then, as throngs of his enemies bore down upon him and one of his followers said, "They are making at thee, O King," "Who else, pray," said Antigonus, "should be their mark? But Demetrius will come to my aid." This was his hope to the last, and to the last he kept watching eagerly for his son; then a whole cloud of javelins were let fly at him and he fell.

    -Plutarch, life of Demetrius.

    Arche Aiakidae-Epeiros EB2 AAR

  4. #4
    Antioco III's Avatar Libertus
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    Default Re: Reform requirements

    @Wulfburk Really? Im actually getting the royal authority message every turn :/ I mean its not a problem, but are you saying its not suppose to happen?

  5. #5

    Default Re: Reform requirements

    This may not be the best place to address this though? I mean, I'm not part of the EB team. They might read this, but if you want to make sure to reach them, I imagine you could write down your script suggestion in the tech help forum.

  6. #6

    Default Re: Reform requirements

    Taksashila is working correctly, this is my experience

    I took about 160 turns to collect 7 settlements. During this time they never asked for military aid and i was never attacked by another faction so they never needed to send military aid, i kept to my self. Then i refused the Mauryan tribute.

    They would not tolerate this and sent their armies after me. Randomly, a full rebel stack or a half rebel stack would appear on the edge of the map. I had my intelligence ready for them and they assassinated their commanders, they would aimlessly wander around. i don't know if they would of attacked anything if i left their commanders but they seemed lost in the dessert. My armies hunted them down but it was still a tough fight.

    I had only defeated 2 stacks when turn 170 arrived. After this turn you still get a random chance of and army appearing however only the invasion message appears and no army. When this happened 2 more times It triggered the "4 Mauryan armies defeated" condition. I believe the invasion message automatically counts as a defeated army after turn 170 but i also hunted down small rebel aphistamenoi so i can't really tell.

    After the 4th invasion message it was quiet. There is no celebration message or notification i just noticed I was able to build Mauryan Urban Center. I still have Indian Tribal Culture as my main it does not change.

    Another thing is there is now 2 options for the Direct Mauryan Control government its a slight bug they are both same thing and both lead to Mauryan Urban Center.

    Spoiler Alert, click show to read: 
    [IMG][/IMG]


    Mauryan Urban Center

    This does not show in the building browser, so here i believe are the requirements for Mauryan Urban Center

    Military Occupation(sword in ground) >> Direct Mauryan Control(8 spoke wheel) >> Mauryan Urban Center(place holder pic)

    also needed
    35% Indian Tribal Culture
    Stone Wall settlement
    Mid scale farm
    Market

  7. #7

    Default Re: Reform requirements

    No actually, the way it is now it is supposed to appear every turn, i just said i'd prefer if it didnt. (same with the colonist message), but this is for another topic.
    Then, as throngs of his enemies bore down upon him and one of his followers said, "They are making at thee, O King," "Who else, pray," said Antigonus, "should be their mark? But Demetrius will come to my aid." This was his hope to the last, and to the last he kept watching eagerly for his son; then a whole cloud of javelins were let fly at him and he fell.

    -Plutarch, life of Demetrius.

    Arche Aiakidae-Epeiros EB2 AAR

  8. #8

    Default Re: Reform requirements

    @Mantaprey Thanks for testing it! The mauryans are not scripted to ask for help, just to give it to you. Sometimes. And you don't need 7 settlements to declare independance, just to make it official, but hey, you can choose to wait until you have 7 settlements before trying your luck

    The script specifically keeps track of the FM spawned with the armies. For example, when it spawns a fullstack, it flips the "fullstack spawned" switch on, and then keeps track of the FM. If the family member ceases to exist while the flip is on, it will consider that you have defeated that army, and flip the fullstack back to off, AKA it can now spawn again.
    On a side note, the AI for these mauryan armies is also scripted here, and again it passes through the FM. If you kill it, it becomes just another random Eleutheroi army, which you don't particularly need to hunt down, unless you want to get rid of the devastation of course.

    However, I don't understand how you got army-spawning messages past turn 170. The monitor that triggers these events (not to mention spawns the armies) gets turned off entirely at turn 171.

  9. #9

    Default Re: Reform requirements

    Dear simpelicity

    I had to wait till around turn 185 for the messages to stop. After that i could build Mauryan Urban Center.

  10. #10

    Default Re: Reform requirements

    Still don't know why the messages would continue. That being said, the script doesn't automatically count the army as defeated, weirdly enough. Once the FM is dead, it has a small chance every turn of counting as a defeated army. It's quite possible you had to wait until 185 because your fourth victory didn't count until then.

  11. #11
    Antioco III's Avatar Libertus
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    Default Re: Reform requirements

    The thing is getting weird now guys. Still playing Hayasdan, but im pretty disappointed. Im the #1 power in this campaign, but im still forced to fight with non-faction units. Its like 180 BC and my empire runs from sardis to persia, so isnt that at least strange that i cannot recruit any decent factional unit? Im stuck with the sparabara-type spearmen, archers, "lesser noble" cavalry and hillbillies with axes. I only use mercenaries or non-faction units i can recruit in allied democracies or olygarchies. And i cant figure out why

  12. #12

    Default Re: Reform requirements

    mods in a beta stage, thats why:-)

  13. #13
    Antioco III's Avatar Libertus
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    Default Re: Reform requirements

    Well, maybe ur right. They have my support anyway

  14. #14

    Default Re: Reform requirements

    Corrected the Pahlava reform requirements. You need farms rank 4, not 3.
    On a side note, Pahlava's reform has been tested and it seems to work properly.

  15. #15

  16. #16

    Default Re: Reform requirements

    That's me. I put it in both places because some people only go to one.

  17. #17

    Default Re: Reform requirements

    Hey Guys,

    I'm currently 100 turns into my Numidian Campaign and I have converted three camps into cities. I then demolished the herds in the three cities and began building the farms.... Can I assume that I will be getting my reform after that? If so, what types of troops will I get after the reform?

    Any help would be greatly appreciated.

    V2.01

    THE P-MAN
    Chuck Norris can make a paraplegic run for his life.


  18. #18

    Default Re: Reform requirements

    You get to convert the things by building max farms, so if you've converted 3 already, in theory you don't need to be building farms anymore. Also in theory, if you really did convert them, then your reform already happened, although it seems it hasn't for you.

    What do you call "converting into cities"? It seems you didn't do it the proper way, and I'm wondering if you did it at all.

  19. #19

    Default Re: Reform requirements

    I am past turn 208 and have apparently not gotten the second reform for Sweboz, the first worked well though!

  20. #20

    Default Re: Reform requirements

    Hmm, indeed, the counter is set to increase, but now that you mention it, I can't find an effect to it.

    Out of curiosity, can you still recruit "late germanic" versions of your units?

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