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Thread: [Official] Faction Governments and Colonies

  1. #221

    Default Re: [Official] Faction Governments and Colonies

    Quote Originally Posted by LusitanianWolf View Post
    In my current Baktrian campaign I built an Metropolis like more than 20 turns ago and I haven't earned any colonists from it. Isn't it supposed to produce colonists each 16 turns?
    Yes, though past turn 64 you won't get any notifications. You should get polis/colony buildings in your building browser, though.

  2. #222

    Default Re: [Official] Faction Governments and Colonies

    Quote Originally Posted by QuintusSertorius View Post
    Yes, though past turn 64 you won't get any notifications. You should get polis/colony buildings in your building browser, though.
    Thank you for your answer, didn't knew about the limit on the notifications. I started the game just to check if something was missing and now I do have colonies and polis buildings in many of my settlements that weren't there before. Maybe something stopped the script and prevented them from appearing during my last time playing?

    PS: Went to check out the eb.system.log.txt and there are some errors:


    Theres the last lines from it:
    Spoiler Alert, click show to read: 

    (...)
    Building DB error - faction f_sauromatae has gap in building prior to turan_enclave
    17:26:47.930 [script.err] [error] Script Error in mods/EBII/data/export_descr_buildings.txt, at line 31656, column 3
    Building DB error - faction f_sauromatae has gap in building prior to tocharian_enclave
    17:26:47.930 [script.err] [error] Script Error in mods/EBII/data/export_descr_buildings.txt, at line 31656, column 3
    Building DB error - faction f_sauromatae has gap in building prior to arabian_enclave
    17:26:47.930 [script.err] [error] Script Error in mods/EBII/data/export_descr_buildings.txt, at line 31656, column 3
    Building DB error - faction f_pergamon has gap in building prior to pergamon3
    17:26:47.930 [script.err] [error] Script Error in mods/EBII/data/export_descr_buildings.txt, at line 31656, column 3
    Building DB error - faction f_pergamon has gap in building prior to pergamon4
    17:26:47.930 [script.err] [error] Script Error in mods/EBII/data/export_descr_buildings.txt, at line 31656, column 3
    Building DB error - faction f_pergamon has gap in building prior to stock_one
    17:26:47.930 [script.err] [error] Script Error in mods/EBII/data/export_descr_buildings.txt, at line 31656, column 3
    Building DB error - faction f_pergamon has gap in building prior to stock_two
    17:26:47.930 [script.err] [error] Script Error in mods/EBII/data/export_descr_buildings.txt, at line 31656, column 3
    Building DB error - faction f_pergamon has gap in building prior to small_gymnasium
    17:26:47.930 [script.err] [error] Script Error in mods/EBII/data/export_descr_buildings.txt, at line 31656, column 3
    Building DB error - faction f_pergamon has gap in building prior to gymnasium
    17:26:47.931 [script.err] [error] Script Error in mods/EBII/data/export_descr_buildings.txt, at line 31656, column 3
    Building DB error - faction f_pergamon has gap in building prior to palaistra
    17:26:47.931 [script.err] [error] Script Error in mods/EBII/data/export_descr_buildings.txt, at line 31656, column 3
    Building DB error - faction f_pergamon has gap in building prior to gymnasiumacademic
    17:26:47.931 [script.err] [error] Script Error in mods/EBII/data/export_descr_buildings.txt, at line 31656, column 3
    Building DB error - faction f_gandhara has gap in building prior to stock_one
    17:26:47.931 [script.err] [error] Script Error in mods/EBII/data/export_descr_buildings.txt, at line 31656, column 3
    Building DB error - faction f_gandhara has gap in building prior to stock_two
    17:26:47.931 [script.err] [error] Script Error in mods/EBII/data/export_descr_buildings.txt, at line 31656, column 3
    Building DB error - faction f_gandhara has gap in building prior to zurkhaneh
    17:26:47.931 [script.err] [error] Script Error in mods/EBII/data/export_descr_buildings.txt, at line 31656, column 3
    Building DB error - faction f_bosporan has gap in building prior to stock_two
    17:26:47.931 [script.err] [error] Script Error in mods/EBII/data/export_descr_buildings.txt, at line 31656, column 3
    Building DB error - faction f_bosporan has gap in building prior to small_gymnasium
    17:26:47.931 [script.err] [error] Script Error in mods/EBII/data/export_descr_buildings.txt, at line 31656, column 3
    Building DB error - faction f_bosporan has gap in building prior to gymnasium
    17:26:47.931 [script.err] [error] Script Error in mods/EBII/data/export_descr_buildings.txt, at line 31656, column 3
    Building DB error - faction f_bosporan has gap in building prior to palaistra
    17:26:47.931 [script.err] [error] Script Error in mods/EBII/data/export_descr_buildings.txt, at line 31656, column 3
    Building DB error - faction f_bosporan has gap in building prior to gymnasiumacademic
    17:26:47.931 [script.err] [error] Script Error in mods/EBII/data/export_descr_buildings.txt, at line 31656, column 3
    Building DB error - faction f_arevaci has gap in building prior to stock_one
    17:26:47.931 [script.err] [error] Script Error in mods/EBII/data/export_descr_buildings.txt, at line 31656, column 3
    Building DB error - faction f_arevaci has gap in building prior to stock_two
    17:26:47.931 [script.err] [error] Script Error in mods/EBII/data/export_descr_buildings.txt, at line 31656, column 3
    Building DB error - faction f_boii has gap in building prior to stock_one
    17:26:47.931 [script.err] [error] Script Error in mods/EBII/data/export_descr_buildings.txt, at line 31656, column 3
    Building DB error - faction f_boii has gap in building prior to stock_two
    17:26:47.931 [script.err] [error] Script Error in mods/EBII/data/export_descr_buildings.txt, at line 31656, column 3
    Building DB error - faction f_belgai has gap in building prior to stock_one
    17:26:47.932 [script.err] [error] Script Error in mods/EBII/data/export_descr_buildings.txt, at line 31656, column 3
    Building DB error - faction f_belgai has gap in building prior to stock_two
    17:27:19.728 [game.script] [always] Game Reloaded
    17:27:19.728 [game.script] [always] Battle Scripts Reset
    17:32:06.188 [game.script] [always] Battle Loading




    And the full log eb.system.log.txt
    It only seems to have entries from today where I just started the game to check it out (din't properly played) dunno if the errors are related. Next time I play I will pay more attention to it.
    Last edited by LusitanianWolf; October 28, 2018 at 12:52 PM.

  3. #223

    Default Re: [Official] Faction Governments and Colonies

    There's absolutely nothing unusual in that log. You can ignore all those EDB errors, they're false positives creating by buildings having more than one upgrade path.

  4. #224

    Default Re: [Official] Faction Governments and Colonies

    Ok, today I just started the game to check if I was missing anything, since I was expecting to see the colonists pop-ups. But I will start paying attention to the logs while I play.

    Btw, I've reached turn 300 on my Baktrian campaign, any feedback you need in particular from the late game?

  5. #225

    Default Re: [Official] Faction Governments and Colonies

    Quote Originally Posted by LusitanianWolf View Post
    Ok, today I just started the game to check if I was missing anything, since I was expecting to see the colonists pop-ups. But I will start paying attention to the logs while I play.

    Btw, I've reached turn 300 on my Baktrian campaign, any feedback you need in particular from the late game?
    The minimap is always useful to see. Anything unusual you've seen so far, big shifts caused by re-emergence or hording, that sort of thing.

  6. #226
    Geleco's Avatar Domesticus
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    Default Re: [Official] Faction Governments and Colonies

    Can someone explain to me why my praetors are not getting province ancillaries? I have the province building built and when I put a praetor as governor nothing happens. Is something broken?


  7. #227

    Default Re: [Official] Faction Governments and Colonies

    Quixk question for anyone:

    Playing as Makedonia, I captured Kyrene from the Ptolemies. It has a Greek polis, but I am only able to build a foreign military garrison, not the Hellenistic colony. Is this a distance thing? I do have colony points as I am able to build in other places, just not in this one for some reason. Any ideas?

    Thanks.

  8. #228

    Default Re: [Official] Faction Governments and Colonies

    Quote Originally Posted by ETXBlues View Post
    Quixk question for anyone:

    Playing as Makedonia, I captured Kyrene from the Ptolemies. It has a Greek polis, but I am only able to build a foreign military garrison, not the Hellenistic colony. Is this a distance thing? I do have colony points as I am able to build in other places, just not in this one for some reason. Any ideas?

    Thanks.
    The limitation will be the government you can put there. You need at least a Hellenic Admin to put a colony there.

  9. #229

    Default Re: [Official] Faction Governments and Colonies

    Quote Originally Posted by QuintusSertorius View Post
    The limitation will be the government you can put there. You need at least a Hellenic Admin to put a colony there.
    Great, thank. That would be it! Now the player guide makes more sense to me.

  10. #230

    Default Re: [Official] Faction Governments and Colonies

    Hm, I'm a bit confused with the Aedes Negotiatorum building line. Somehow it only very rarely and just sometimes shows that it converts culture. Why is this? Shouldn't it always convert culture (Yeah I know, up to some threshhold. But I even get this with settlements having only a few percent culture)?

  11. #231

    Default Re: [Official] Faction Governments and Colonies

    Maybe there is something else, converjng to a foreign culture? Like Nomadic Enclave or Hellenistic Colony?

  12. #232

    Default Re: [Official] Faction Governments and Colonies

    I have updated the guide to 2.35A R2.


    Hm, I'm a bit confused with the Aedes Negotiatorum building line. Somehow it only very rarely and just sometimes shows that it converts culture. Why is this? Shouldn't it always convert culture (Yeah I know, up to some threshhold. But I even get this with settlements having only a few percent culture)?
    Culture conversion only happens once a year (every 4 turns) in winter I think.

  13. #233

    Default Re: [Official] Faction Governments and Colonies

    Quote Originally Posted by Mantaprey View Post
    I have updated the guide to 2.35A R2.




    Culture conversion only happens once a year (every 4 turns) in winter I think.
    Correct, the conversion capability only shows up on the building card in winter, when it actually happens.

  14. #234

    Default Re: [Official] Faction Governments and Colonies

    I am playing Makedonia on 2.35A. I have achieved Imperial Antigonidai. Is there a hidden resource that allows you to build Basilike Patris only in certain regions? If so, does anyone have a list of the provinces which it can be built in?

  15. #235

    Default Re: [Official] Faction Governments and Colonies

    Quote Originally Posted by Dachanto View Post
    I am playing Makedonia on 2.35A. I have achieved Imperial Antigonidai. Is there a hidden resource that allows you to build Basilike Patris only in certain regions? If so, does anyone have a list of the provinces which it can be built in?
    hellen1, greek1 or royal_core.

  16. #236

    Default Re: [Official] Faction Governments and Colonies

    Well I guess that rules out building a Basilike Patris in Ipsos.

    Many thanks for the response QuintusSertorius!

  17. #237

    Default Re: [Official] Faction Governments and Colonies

    So a quick followup question on your clarifications regarding Carthaginian governments. I just started a campaign in 2.4a and haven't hit the first reform yet. In Iberia I can build the first tier of government and trade colony. But after that no further governments show up in the building tree. I presume that means I need to wait for the reform to build them? Also, in Iberia I can build trade colonies but not settler colonies. Are they also locked behind the reform(s)?

  18. #238

    Default Re: [Official] Faction Governments and Colonies

    I figured it out. They don't show up in the building tree but are still constructable.

    Since that campaign has bogged down (can't decide if invading Greece is worth it) I'm thinking about starting a Rome campaign. Can Rome increase the number of colonists it generates?

  19. #239

    Default Re: [Official] Faction Governments and Colonies

    Quote Originally Posted by LusitanianWolf View Post
    Ok, today I just started the game to check if I was missing anything, since I was expecting to see the colonists pop-ups. But I will start paying attention to the logs while I play.

    Btw, I've reached turn 300 on my Baktrian campaign, any feedback you need in particular from the late game?
    It's far more enjoyable with the new updates, also the AI doesn't have colony points so it can build how many polis and colonies it likes...Hence, it's begging to be exploited, so use Seleucia for your benefit when capturing their territories and when.Last but not least, based on your name you should join the team that writes scripts to focus on revamping the Lusitanian faction my Portuguese mate ;p!

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