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  1. #1

    Default Some buildings useless?

    Hi, first i'd like to thank for the nice modification. Like it very much.

    So far i played the Sweboz campaign (v.2.01) until 230 BC and a little bit of the Roman campaign. Here's some feedback.

    One thing i noticed was, that some available building options offer no advantages compared to others. I.e. all temples give % happiness, but only few some extras like population growth ..
    Another example are the tribes available for migration, that provide no extra units or earlier access to some units.
    There seems to be no point in picking these kind of buildings over their benefitial alternatives. My question is, is this still work in progress or intended? Am i overlooking something here?

    Thanks and Regards

  2. #2

    Default Re: Some buildings useless?

    Firstly, if you're still playing 2.01, then all kinds of things beyond buildings are broken or borderline unplayable (like battles). Feedback from 2.01 is not really very helpful any more, we're all playing and testing 2.03 - see the stickied thread.

    Lower level temples are identical, you don't get variation til level 3 or higher. Though they do have impacts on the traits of FMs living there.

    Some buildings don't provide recruitment until particular things have happened in the game, or only do so in particular places. Can't really give a general rule, it's specific to particular factions and particular buildings. Which ones aren't giving anything?

  3. #3

    Default Re: Some buildings useless?

    Quote Originally Posted by QuintusSertorius View Post
    Firstly, if you're still playing 2.01, then all kinds of things beyond buildings are broken or borderline unplayable (like battles).
    Thanks, will check that out.

    Quote Originally Posted by QuintusSertorius View Post
    Lower level temples are identical, you don't get variation til level 3 or higher. Though they do have impacts on the traits of FMs living there.
    Yes i meant the highest level versions, didnt know about the FM traits being affected though.

    Quote Originally Posted by QuintusSertorius View Post
    Can't really give a general rule, it's specific to particular factions and particular buildings. Which ones aren't giving anything?
    For Sweboz the temples of Froujo, Enxwoz,Nerthuz and Wathonoz give 15% happiness only. Thunroz gives 15%happiness + 0.5 population growth and Deiwoz 15%happiness + -20% retraining cost. So the choice here was obvious for me unless there is something i'm missing.

    Certain tribes (migration) offer light cavalry, some earlier access to some troops i.e. at 40% 'home culture' instead of 50%, but some dont offer any of these. Can't recall the names, there were too many.

  4. #4

    Default Re: Some buildings useless?

    Quote Originally Posted by grognarx View Post
    Certain tribes (migration) offer light cavalry, some earlier access to some troops i.e. at 40% 'home culture' instead of 50%, but some dont offer any of these. Can't recall the names, there were too many.
    The Sweboz were supposed to have a script that placed a tight cap on the number of each type of tribal building you were allowed to have, with the cap slowly lifting as you gained more regions. The idea seems to have been to force the player to think carefully about which tribes to settle, how many to settle in each province, and occasionally to force the player to settle 'less optimal' tribes. At least, that's what I can get from reading the notes in the export_descr_buildings file.

    However, this script is nowhere to be found in the campaign_script file, despite the EDB clearly referencing it. So I guess that would be chalked up to the mod being a work in progress.

    Secondly, the Sweboz have some planned regional units belonging to certain sub-tribes, such as the Chatti and the Cherusci. I'm guessing their associated tribal buildings will eventually allow them to be recruited, but due to their not being available the spot is left blank instead. That accounts for some of the 'less optimal' tribes.

    Quote Originally Posted by Sint View Post
    Regarding buildings I noticed that the Industry buildings provide almost no actual bonus at best 20 or 30 mnai if any at all.
    Industry buildings are supposed to provide +200 income at the first level, +300 income at the second level, and +400 at the third (not available to all factions, I think). So either the building is bugged, or perhaps your installation might be bugged (I had this before). Could you take a screenshot and post it on here, just to check? Thanks.

  5. #5

    Default Re: Some buildings useless?

    Quote Originally Posted by Sylon View Post
    ..

    However, this script is nowhere to be found in the campaign_script file, despite the EDB clearly referencing it. So I guess that would be chalked up to the mod being a work in progress.

    Secondly, the Sweboz have some planned regional units belonging to certain sub-tribes, such as the Chatti and the Cherusci. I'm guessing their associated tribal buildings will eventually allow them to be recruited, but due to their not being available the spot is left blank instead. That accounts for some of the 'less optimal' tribes.
    Thanks for the info, something to look forward to. I think i remember some extra sword infantry in a west german region, when i played EB1 a long time ago.

    The idea with more descriptions for temples would be nice, too. Not so experienced players like me struggle with these details. Is there a good overview/tutorial for all the game mechanics in use in EB2 (temples affect traits, ..) ?

  6. #6

    Default Re: Some buildings useless?

    Quote Originally Posted by Sylon View Post
    However, this script is nowhere to be found in the campaign_script file, despite the EDB clearly referencing it. So I guess that would be chalked up to the mod being a work in progress.
    It's not in the campaign_script, but in the descr_events, as a historical event randomly occuring between two years. I had a fun time trying to work out where it was until I found it.

  7. #7
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    Default Re: Some buildings useless?

    Regarding buildings I noticed that the Industry buildings provide almost no actual bonus at best 20 or 30 mnai if any at all.
    Elder Scrolls Online :Messing up the Lore since 2007...

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  8. #8

    Default Re: Some buildings useless?

    FWIW I'd appreciate a little more gameplay description text for the temples (and some other buildings), especially when it comes to special benefits of future tiers and effects on FM traits and auxiliaries.

    If you'd like, I can try to write up some short additional description text for the temples? I know it would help me out, at least!

  9. #9
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    Default Re: Some buildings useless?

    Of course, that would help a lot. Help with to-do descriptions i.e. province/buildings is always appreciated along with any other help.
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  10. #10
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    Default Re: Some buildings useless?

    dustry buildings are supposed to provide +200 income at the first level, +300 income at the second level, and +400 at the third (not available to all factions, I think). So either the building is bugged, or perhaps your installation might be bugged (I had this before). Could you take a screenshot and post it on here, just to check? Thanks.
    It never worked for me in the various version and three new installs of EB2,it really doesn't give any bonus.I will make a screen when I play again but I watched it on the turn I build it :ca.2600 mani >next turn with it complete still ca. 2600 and maybe 20 mnai more and that was probably the population increase.
    Elder Scrolls Online :Messing up the Lore since 2007...

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  11. #11

    Default Re: Some buildings useless?

    Ah, this was the thread talking about industry buildings. I'm reviewing this now, both the base income needs to rise, but it will also be getting a generalised trade_base_bonus boost, and a resource-specific one.

    Does anyone know how these actually work? As in what the number is applied to, and how significant a bonus it actually is?

  12. #12

    Default Re: Some buildings useless?

    Quote Originally Posted by QuintusSertorius View Post
    Does anyone know how these actually work? As in what the number is applied to, and how significant a bonus it actually is?
    Reportedly the trade_base_bonus increases the trade value of trade resources in a given province by a certain factor (5?). Therefore the effect is dependent of how many such resources in a province are present and how are they traded with other provinces. Thus for a single province province faction surrounded by enemies and enjoying no trade at all the effect is next to none, while a resource-rich province with many trade connections to friendly provinces nearby the effect can be huge.

    Treat with care - it is powerful, but quite realistic mechanics and something the CA actually managed to get pretty well!

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

  13. #13

    Default Re: Some buildings useless?

    Quote Originally Posted by V.T. Marvin View Post
    Reportedly the trade_base_bonus increases the trade value of trade resources in a given province by a certain factor (5?). Therefore the effect is dependent of how many such resources in a province are present and how are they traded with other provinces. Thus for a single province province faction surrounded by enemies and enjoying no trade at all the effect is next to none, while a resource-rich province with many trade connections to friendly provinces nearby the effect can be huge.

    Treat with care - it is powerful, but quite realistic mechanics and something the CA actually managed to get pretty well!
    And when multiplied by that factor, it's applied as a percentage bonus to trade income, right?

  14. #14

    Default Re: Some buildings useless?

    Taxable_income_bonus doesn't work, however. That's one of the things CA managed to screw up.

  15. #15

    Default Re: Some buildings useless?

    Quote Originally Posted by k/t View Post
    Taxable_income_bonus doesn't work, however. That's one of the things CA managed to screw up.
    I don't think we use it anywhere in the EDB, for that reason.

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