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Thread: Minor Proposal: Increase the size of Eleutheroi garrisons

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  1. #1

    Default Minor Proposal: Increase the size of Eleutheroi garrisons

    Something I've done almost routinely since starting with EBII now is using create_unit to boost the garrisons in historically significant/large settlements. Why? To slow the game down and prevent the usual snowballing into a handful of superfactions. Some of the settlements designated rebel are representative of powerful confederations or city states that didn't make the cut due to the faction limit. Yet they're pretty easily brushed aside by the initial forces available to some factions, which also makes things much easier for the human player.

    The AI factions really hate the Eleutheroi and will go out of their way to besiege them rather than attack each other. Problem is at the moment, that's the easy option since quite a few places have too-small garrisons making them soft targets. For example, Histria has a tiny garrison and a Getai army starts almost at the gates. I've never seen an unaugmented game where they haven't taken it within 5 turns of the start. There's also an unfortunate tendency for most AI factions to avoid fighting each other until all the rebels in their immediate locality have gone. I wonder if the rebels were tougher that might encourage them to assess their neighbours differently?

    I'm thinking both a general increase of 2-4 units depending on the size of settlement, and specific increases for important places. For example: Syrakousai. A powerful city-state that has more than once been suggested as a faction in its own right. That should have a near-full stack to help keep the Romani and Karthadastim at bay. Sinope is another powerful city-state that is taken too easily. Segesta is another one, the Ligurian/Kelto-Ligurian tribes there were so fierce they remained independent for over 150 years into our timeframe, in spite of repeated Roman attempts to subjugate them. The Insubres of Medilanon were another one - there's only about six units in there by default. I've had good results with boosting the garrisons in northern Italy more generally, to encourage AI Romani to go south first, rather than ignore southern Italy/Sicily and launch the Gallic Wars two centuries early, because that direction is so much easier. The Lusotannan have three weakly garrisoned settlements (Ebora, Tole, Brakara) a very short distance from their starting province, which is their springboard to steamrollering all of Iberia. Sweboz always seem to very quickly take the settlements near them.
    Last edited by QuintusSertorius; September 28, 2014 at 05:04 AM.

  2. #2

    Default Re: Minor Proposal: Increase the size of Eleutheroi garrisons

    +1

    Even though i mentioned this, if i remeber Kull had a really good reason for not having that implemented. But yeah Sinope, Massilia and Syracuse should imo have a full stack and even a strong army patrolling the area.

  3. #3

    Default Re: Minor Proposal: Increase the size of Eleutheroi garrisons

    Quote Originally Posted by QuintusSertorius View Post
    Something I've done almost routinely since starting with EBII now is using create_unit to boost the garrisons in historically significant/large settlements. Why? To slow the game down and prevent the usual snowballing into a handful of superfactions. Some of the settlements designated rebel are representative of powerful confederations or city states that didn't make the cut due to the faction limit. Yet they're pretty easily brushed aside by the initial forces available to some factions, which also makes things much easier for the human player.

    The AI factions really hate the Eleutheroi and will go out of their way to besiege them rather than attack each other. Problem is at the moment, that's the easy option since quite a few places have too-small garrisons making them soft targets. For example, Histria has a tiny garrison and a Getai army starts almost at the gates. I've never seen an unaugmented game where they haven't taken it within 5 turns of the start. There's also an unfortunate tendency for most AI factions to avoid fighting each other until all the rebels in their immediate locality have gone. I wonder if the rebels were tougher that might encourage them to assess their neighbours differently?

    I'm thinking both a general increase of 2-4 units depending on the size of settlement, and specific increases for important places. For example: Syrakousai. A powerful city-state that has more than once been suggested as a faction in its own right. That should have a near-full stack to help keep the Romani and Karthadastim at bay. Sinope is another powerful city-state that is taken too easily. Segesta is another one, the Ligurian/Kelto-Ligurian tribes there were so fierce they remained independent for over 150 years into our timeframe, in spite of repeated Roman attempts to subjugate them. The Insubres of Medilanon were another one - there's only about six units in there by default. I've had good results with boosting the garrisons in northern Italy more generally, to encourage AI Romani to go south first, rather than ignore southern Italy/Sicily and launch the Gallic Wars two centuries early, because that direction is so much easier. The Lusotannan have three weakly garrisoned settlements (Ebora, Tole, Brakara) a very short distance from their starting province, which is their springboard to steamrollering all of Iberia. Sweboz always seem to very quickly take the settlements near them.
    im in favour of some extra units...but just enough to balance things better, for me northern italy and spain is weak.

  4. #4

    Default Re: Minor Proposal: Increase the size of Eleutheroi garrisons

    Quote Originally Posted by mr mojo risin View Post
    im in favour of some extra units...but just enough to balance things better, for me northern italy and spain is weak.
    Eastern Gaul is as well, where it borders with modern Germany. So's Galatia.

  5. #5

    Default Re: Minor Proposal: Increase the size of Eleutheroi garrisons

    http://www.twcenter.net/forums/showt...ome-eleutheroi

    I think this thread of mine is quite simmilar

  6. #6

    Default Re: Minor Proposal: Increase the size of Eleutheroi garrisons

    Quote Originally Posted by Anubis88 View Post
    http://www.twcenter.net/forums/showt...ome-eleutheroi

    I think this thread of mine is quite simmilar
    So you did, I even posted there too.

  7. #7
    b0Gia de Bodemloze's Avatar Europa Barbarorum Dev
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    Default Re: Minor Proposal: Increase the size of Eleutheroi garrisons

    If that i am thinking works it will not be hard work to implement more stacks.
    So tell the cities that you want to have more rebel stacks.

  8. #8

    Default Re: Minor Proposal: Increase the size of Eleutheroi garrisons

    Quote Originally Posted by b0Gia View Post
    If that i am thinking works it will not be hard work to implement more stacks.
    So tell the cities that you want to have more rebel stacks.
    Not difficult at all; it's just an edit to the descr_strat.txt.

  9. #9
    b0Gia de Bodemloze's Avatar Europa Barbarorum Dev
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    Default Re: Minor Proposal: Increase the size of Eleutheroi garrisons

    A submod could be done for this issue adding more stacks to towns.

  10. #10
    Antonius's Avatar Decanus
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    Default Re: Minor Proposal: Increase the size of Eleutheroi garrisons

    Quote Originally Posted by QuintusSertorius View Post
    Something I've done almost routinely since starting with EBII now is using create_unit to boost the garrisons in historically significant/large settlements. Why? To slow the game down and prevent the usual snowballing into a handful of superfactions. Some of the settlements designated rebel are representative of powerful confederations or city states that didn't make the cut due to the faction limit. Yet they're pretty easily brushed aside by the initial forces available to some factions, which also makes things much easier for the human player.

    The AI factions really hate the Eleutheroi and will go out of their way to besiege them rather than attack each other. Problem is at the moment, that's the easy option since quite a few places have too-small garrisons making them soft targets. For example, Histria has a tiny garrison and a Getai army starts almost at the gates. I've never seen an unaugmented game where they haven't taken it within 5 turns of the start. There's also an unfortunate tendency for most AI factions to avoid fighting each other until all the rebels in their immediate locality have gone. I wonder if the rebels were tougher that might encourage them to assess their neighbours differently?

    I'm thinking both a general increase of 2-4 units depending on the size of settlement, and specific increases for important places. For example: Syrakousai. A powerful city-state that has more than once been suggested as a faction in its own right. That should have a near-full stack to help keep the Romani and Karthadastim at bay. Sinope is another powerful city-state that is taken too easily. Segesta is another one, the Ligurian/Kelto-Ligurian tribes there were so fierce they remained independent for over 150 years into our timeframe, in spite of repeated Roman attempts to subjugate them. The Insubres of Medilanon were another one - there's only about six units in there by default. I've had good results with boosting the garrisons in northern Italy more generally, to encourage AI Romani to go south first, rather than ignore southern Italy/Sicily and launch the Gallic Wars two centuries early, because that direction is so much easier. The Lusotannan have three weakly garrisoned settlements (Ebora, Tole, Brakara) a very short distance from their starting province, which is their springboard to steamrollering all of Iberia. Sweboz always seem to very quickly take the settlements near them.
    I also think the Eleuteroi need to be stronger
    It is always easier to fight for one’s principles than to live up to them.
    ~Alfred Adler

  11. #11

    Default Re: Minor Proposal: Increase the size of Eleutheroi garrisons

    agreed. what are your thoughts on the garrison script?

  12. #12

    Default Re: Minor Proposal: Increase the size of Eleutheroi garrisons

    Quote Originally Posted by Sarkiss View Post
    agreed. what are your thoughts on the garrison script?
    Only for the historic/current capital. Not generally across all provinces.

  13. #13

    Default Re: Minor Proposal: Increase the size of Eleutheroi garrisons

    Quote Originally Posted by QuintusSertorius View Post
    Only for the historic/current capital. Not generally across all provinces.
    is it possible to be selective in implementing the script? AI factions could benefit from that, especially small, 1-2 provicne ones.

  14. #14

    Default Re: Minor Proposal: Increase the size of Eleutheroi garrisons

    I completely agree with the need of beefing up some local eleutheroi garrison,
    but I don't like garrison scripts, for factions or for eleutheroi.
    I feel "cheated" when they appear: I'd prefer a better balance within the "visible" things.
    Give me an enemy that numbers in the thousands of elite troops, but give me an enemy without superpowers.
    It ruins my immersion, and it quite frustrates me when they appear.
    It COULD prevent me from sieging Rome with a battered if victorious army, like after Cannae.
    But most probably would impose to me just another (boring?) battle around a gate instead of a fast autoresolve, that would let me concentrate on the other, numerous interesting things in the campaign.
    Just my two cents.
    Cheers!

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