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Thread: Some troubles I could use help with!

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  1. #1

    Default Some troubles I could use help with!

    Well firstly i downloaded the 2.01 package zip and when I go into options it states it is version 1.51. However this could just be an oversight, moving on...

    I am playing as the Sweboz and managed to occupy all Germania east of the Rhine and for some reason am having great trouble converting the settlements to Forest Tribalism as opposed to European Tribalism! It seems strange to me that the province north of the Rhine with the port is at 49% Forest Tribalism and not ever increasing regardless of the 2% culture bonus (which im aware is 2% per year or whatever) I have held the province long enough to be built up to the point of being a city (which in turn is about 100 turns) and am frustrated that the best units I can recruit are levy spearmen because the culture wont pass 49% it currently sits as a Sweboz Lesser State and I have had the first reform, 135% public order, 1% Population Growth and yet the culture wont increase past 49% I do not understand why I cannot get it to increase. Any help would be appreciated!

    Additionally I am having great difficulty gaining any command stars, however I managed to gain one command star with a general after a 50 turn war with the Boii so it may simply be a matter of quantity of victories
    Last edited by IBSXYPNTS; October 05, 2014 at 05:11 PM.

  2. #2

    Default Re: Some troubles I could use help with!

    I don't known what the 2%, or the equivalent religion bonus is the building scripts actually mean, but I don't thing it's 2% per year.
    One thing I found when looking into the Sweboz buildings is that the tribal migrations "buildings" only give a bonus to forest tribalism when it is under 20%. However the tribal "buildings" give a (much smaller) bonus until it reaches 70%.
    The Influence of a settlement's governor (which works like M2TW's piety) and the culture of the surrounding provinces have a very significant impact on cultural conversion.
    I've also heard that the culture of the garrisoning units, or the presence of enemy spies makes a difference, but I'm not sure if that's true.

    I, and many others, are in the process of learning the ins and outs of cultural conversion. I'd build a tribe or tribes, replacing the migration building, and get my highest influence general on the job. Let us know if it works.

  3. #3

    Default Re: Some troubles I could use help with!

    It helped slightly! I finally got to the 50% point but the highest influence general I posses has 3 points only lol hopefully this can be rectified with patches. I also think that Forest Tribalism may have something to do with it as in my Roman campaign things seem to be going smoother than as the Sweboz. Personally I wish the Culture conversion buildings would give a 1% a year bonus. That would be fine to me as it means that after 50-60 years (longer than the average lifespan back then) the people would consider themselves part of the controlling culture. Do you by chance know how I would implement this myself? Since as it stands with my limited EB skill the ultra slow conversion is almost gamebreaking! which is a shame for such an excellent mod!

  4. #4

    Default Re: Some troubles I could use help with!

    To change the rate of cultural conversion you need to open ebII\data\world\maps\campaign\imperial_campaign\campaign_script.txt (preferably in Notepad++) and search for
    this line:

    Code:
    if I_CompareCounter ReligionUpdateCounter == 2
    Then change the number highlighted to whatever you prefer. 1 means the bonus is applied every turn, 2 every other turn (default), etc. The higher the number the slower the conversion.

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

  5. #5

    Default Re: Some troubles I could use help with!

    Quote Originally Posted by V.T. Marvin View Post
    To change the rate of cultural conversion you need to open ebII\data\world\maps\campaign\imperial_campaign\campaign_script.txt (preferably in Notepad++) and search for
    this line:

    Code:
    if I_CompareCounter ReligionUpdateCounter == 2
    Then change the number highlighted to whatever you prefer. 1 means the bonus is applied every turn, 2 every other turn (default), etc. The higher the number the slower the conversion.
    Is that savegame compatible? The conversion is taking forever in my game as well, even with the Faction leader inside the settlement and all migration buildings.

    Btw the migration buildings say they have a 0% conversion bonus and 0% population growth.
    Last edited by LusitanianWolf; June 25, 2015 at 10:42 AM.

  6. #6

    Default Re: Some troubles I could use help with!

    Quote Originally Posted by LusitanianWolf View Post
    Btw the migration buildings say they have a 0% conversion bonus and 0% population growth.
    The conversion bonus is 0.5 - I don't know if the game recognises decimals or only whole numbers. It only applies up to rel_f 70%.

    The population growth bonus only applies when the rel_f culture is below 30%.

  7. #7
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    Default Re: Some troubles I could use help with!

    Quote Originally Posted by QuintusSertorius View Post
    The conversion bonus is 0.5 - I don't know if the game recognises decimals or only whole numbers. It only applies up to rel_f 70%.

    The population growth bonus only applies when the rel_f culture is below 30%.
    And would 1% be too much? Since it's too confusing right now.

  8. #8

    Default Re: Some troubles I could use help with!

    Quote Originally Posted by alin View Post
    And would 1% be too much? Since it's too confusing right now.
    If they don't stack on top of each other, then 1% would be exactly the same as the conversion bonus offered by Hellenistic Colonies, Native Colonies and KH governments.

  9. #9

    Default Re: Some troubles I could use help with!

    Quote Originally Posted by QuintusSertorius View Post
    The conversion bonus is 0.5 - I don't know if the game recognises decimals or only whole numbers. It only applies up to rel_f 70%.

    The population growth bonus only applies when the rel_f culture is below 30%.
    0.5 bonus should work according to testing done years ago by JMRC while he was searching for the lowest possible conversion rate. It has been preserved for Germanic tribes because up to three of them can be present simultaneously in a given province, driving the total conversion rate to 1,5 which is actually higher, but still not OP than regular rate.

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

  10. #10

    Default Re: Some troubles I could use help with!

    Quote Originally Posted by V.T. Marvin View Post
    0.5 bonus should work according to testing done years ago by JMRC while he was searching for the lowest possible conversion rate. It has been preserved for Germanic tribes because up to three of them can be present simultaneously in a given province, driving the total conversion rate to 1,5 which is actually higher, but still not OP than regular rate.
    I didn't know you could build multiples of them; we'll see what the feedback is. If it's excessive because people always build two or three, I'll turn it back down to 0.5.

  11. #11

    Default Re: Some troubles I could use help with!

    Quote Originally Posted by V.T. Marvin View Post
    To change the rate of cultural conversion you need to open ebII\data\world\maps\campaign\imperial_campaign\campaign_script.txt (preferably in Notepad++) and search for
    this line:

    Code:
    if I_CompareCounter ReligionUpdateCounter == 2
    Then change the number highlighted to whatever you prefer. 1 means the bonus is applied every turn, 2 every other turn (default), etc. The higher the number the slower the conversion.
    Curious about this. Changing this affects all cultures' rate of conversion, right?

  12. #12

    Default Re: Some troubles I could use help with!

    Quote Originally Posted by Sar1n View Post
    Curious about this. Changing this affects all cultures' rate of conversion, right?
    Yes, it's the multiplier every building offering cultural conversion factors.

  13. #13

    Default Re: Some troubles I could use help with!

    hi QuintusSertorius . any submod to add legionars in EB2? give me a link PLZ !

  14. #14

    Default Re: Some troubles I could use help with!

    Quote Originally Posted by koroshariaee2535 View Post
    hi QuintusSertorius . any submod to add legionars in EB2? give me a link PLZ !
    I know nothing more than the one in the submod forum. I'd suggest you go have a browse there.

  15. #15

    Default Re: Some troubles I could use help with!

    And why do you think we have three building complexes for those tribes?

    With 6% conversion per year Rome will be speaking German by mid 2-nd century BC at the latest. Do you know the famous book by Karl Julius Kaiser "Erinnerungen an den Gallischen Krieg"?!?

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

  16. #16

    Default Re: Some troubles I could use help with!

    Quote Originally Posted by V.T. Marvin View Post
    And why do you think we have three building complexes for those tribes?

    With 6% conversion per year Rome will be speaking German by mid 2-nd century BC at the latest. Do you know the famous book by Karl Julius Kaiser "Erinnerungen an den Gallischen Krieg"?!?
    I've revised it back to 0.5 in the next version and dev build.

  17. #17

    Default Re: Some troubles I could use help with!

    Ever since 2.01 and currently in 2.03c the migration II building has given eastern imperial and migration III the steppe culture, only migration I appears to raise forest tribalism and only as noted up to 25% or so (as far as I can tell). I was sick of those trees so I horded my way down to Getai land about a hundred years ago where I achieved 37% cultural conversion in one town thanks to a 10 influence governor sitting there for the better part of his life. All other towns are lagging far behind, the lowest resting at 29% despite starting at 20%, a 9% gain over the course of a century (without governor, since I am only allowed three fewer faction members than I have provinces - I had to go take Greece from the Macedonians and hold it long enough to be awarded an extra few FMs before giving Greece back to the Greeks, who proceeded to install a bunch of democracies there and never bothered moving any of their faction members and innumerable stacks out of Rhodes, which is almost full - soon enough they will pop out a unit into the sea and probably make the game crash - I will let you know).

    Anyway, I hope to hit 50% in this lifetime! (Please don't reduce conversion rate - I can't go through this again! )

  18. #18

    Default Re: Some troubles I could use help with!

    Quote Originally Posted by cih View Post
    Ever since 2.01 and currently in 2.03c the migration II building has given eastern imperial and migration III the steppe culture, only migration I appears to raise forest tribalism and only as noted up to 25% or so (as far as I can tell). I was sick of those trees so I horded my way down to Getai land about a hundred years ago where I achieved 37% cultural conversion in one town thanks to a 10 influence governor sitting there for the better part of his life. All other towns are lagging far behind, the lowest resting at 29% despite starting at 20%, a 9% gain over the course of a century (without governor, since I am only allowed three fewer faction members than I have provinces - I had to go take Greece from the Macedonians and hold it long enough to be awarded an extra few FMs before giving Greece back to the Greeks, who proceeded to install a bunch of democracies there and never bothered moving any of their faction members and innumerable stacks out of Rhodes, which is [I]almost full - soon enough they will pop out a unit into the sea and probably make the game crash - I will let you know).
    You are exactly right about migration2 - it's got rel_c instead of rel_f (now fixed). Though migration3 is rel_f the same as migration1, so not sure what's happening there.

    On Rhodos, there's smack for at least one army outside the settlement, they have an FM who starts there. If it comes to it threatening your game's onward survival, use move_character to move the stack outside the city somewhere else.

    Quote Originally Posted by cih View Post
    Anyway, I hope to hit 50% in this lifetime! (Please don't reduce conversion rate - I can't go through this again! )
    I've put it back at 0.5 per building - because the intent is that you can build more than one. That's how you speed it up.

  19. #19

    Default Re: Some troubles I could use help with!

    Sorry for the double post but I can't find the edit button.

    I wanted to add that while unlocking a new unit at 20, 30, 40% is gratifying I can't help but feel it's too gamey. My suggestion would be to have all units bar elites available from the beginning under a lesser Sweboz state (with tribe buildings constructed) but have their replenishment rates tied to culture, so that as one's culture spreads so does factional troop availability rise.

    What do you think?

  20. #20

    Default Re: Some troubles I could use help with!

    Thanks for the answers. I was probably mistaken about the other culture, though I was sure I'd seen it raise the wrong one. Good to know it's fixed!

    Built all three long, long ago - I don't mind the slow conversion at all, it seems realistic to me, but I'd still rather a more natural availability of troops rather than "one more percent and I can recruit levy spearmen! This was well worth the 50 year wait" - presumably migrants of all classes are settling in my cities, wouldn't it make sense that all be available for duty - relative to their numbers (culture %)?

    For instance at 10% forest tribalism levy spearmen might be available every 25 or so turns, then increasingly rapidly as the culture grows. Every 20 turns at 20%, 15 turns at 30%, 10 turns at 40%, 5 turns at 50% until the rate maxes out at whatever seems appropriate - same would go for the other units, but all remaining available from the very start. Perhaps stronger units could follow a longer availability curve: where it would only require hitting 50% or so to field levies as quickly as possible while veterans and elites would reach their availability peak at 90%, for instance.

    Thoughts? Is such a system even possible? (I realise this wouldn't be a priority right now - just throwing it out there for the future)

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