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  1. #1

    Default Few questions!

    I am an heavy player of MTW2, RTW, TATW and EBII. The last one is a lot different from the the first 3 total war I mentioned, so I would be very glad if someone could light me some questions:
    1. In MTW2, RTW and TATW there is a maximum limit of money (50000), which means that if treasury go above this limit, character start to develop bad trait (corrupt, for example). There is a similar limit in EBII?
    2. In MTW2, RTW and TATW governor's influence gives public order. In EBII it seems that influence is useless...or am I missing something?
    3. In MTW2 unit with "is_peasent" attribute count as half for garrison. Is the same in EBII? If yes, what is your strategy for garrisoning? For example, Romans could garrison with leves (180 per unit, but is "is_peasent" so count as 90) that are cheap, or with principes (120 per unit) which are more expensive but provide a great public order...what is the best choice?
    4. Last question, the most important one: unrest (not civil unrest due to different culture). Unrest is caused by enemy spy and governor bad trait, but I notice that every city I conquered has some unrest between 30% and 50% which is not due to spy (I think it is impossible that 30 conquered cities with one spie per city for anti-espionage are crowned with enemy spy). I am pretty sure that there are no spies in these cities and even after 200 turns the level of unrest remaing the same. My question is: it is supposed from the game mechanics that a certain level on unrest remain in almost all cities? Or it will drop to 0 after a certain number of turns?

  2. #2

    Default Re: Few questions!

    1. I'm not sure on this 1 , but i dont think there is penalty's

    2. Yes Influence helps PO

    3. Do you mean free_upkeep? there is free_upkeep units in EB2 for some factions

    4. You have to convert them to your culture , that means building the right Gov buildings

  3. #3

    Default Re: Few questions!

    Quote Originally Posted by rovert View Post
    1. I'm not sure on this 1 , but i dont think there is penalty's
    Ok!

    Quote Originally Posted by rovert View Post
    2. Yes Influence helps PO
    Are you sure? I checked many cities with different governor; only there attributes that modify law or unrest has consequence on PO; influnce doesn't modify if! A governor with 10 influence and one with 0 influence have the same effect on PO, which is no effect at all. Could you check in one of your game and report some number? I'm using 2.05a patch...

    Quote Originally Posted by rovert View Post
    3. Do you mean free_upkeep? there is free_upkeep units in EB2 for some factions
    No, I mean "is_peasent", an attribute which, in mtw2, make the unit count as half for garrison purpose; so a unit of 180 element that has "is_peasent" attribute count as 90 element for garrison calculations...

    Quote Originally Posted by rovert View Post
    4. You have to convert them to your culture , that means building the right Gov buildings
    This refers to civil unrest, which drop with the increasing of your culture. I would like to know about unrest: maybe does it drop when my culture increase, as like as civil unrest?

  4. #4
    z3n's Avatar State of Mind
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    Default Re: Few questions!

    1. EB/EBII's traits were rebuilt from scratch, so I don't believe we have triggers like that although V.T. Marvin could answer more accurately.
    2. Yes but not to the same extent as vanilla.
    3. Yes this is the same, levied troops do not contribute towards public order to the same extent as a trained unit would but this is both offset and an offset for the fact that most of the levies have free upkeep. Although Quintus or Ibrahim can answer more accurately than myself.
    4. This is tied to squalor though, it's rather complicated as its tied to a multitude of other factors as well. Without that unrest however cities would always be happy.
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  5. #5

    Default Re: Few questions!

    Quote Originally Posted by z3n View Post
    2. Yes but not to the same extent as vanilla.
    Could you explain me better? in my games, I cannot find a single case where governor's influence matter for PO...

    Quote Originally Posted by z3n View Post
    4. This is tied to squalor though, it's rather complicated as its tied to a multitude of other factors as well. Without that unrest however cities would always be happy.
    Ok, now I get the point! Your answer makes me realize that squalor is not present, so unrest is something that replace it, altough a bit more complicated (squalor was simply computed with population...I recall there was a 10% of squalor roughly every 3000 population in RTW)

  6. #6

    Default Re: Few questions!

    Quote Originally Posted by AncalagonBlack View Post
    Could you explain me better? in my games, I cannot find a single case where governor's influence matter for PO...


    Ok, now I get the point! Your answer makes me realize that squalor is not present, so unrest is something that replace it, altough a bit more complicated (squalor was simply computed with population...I recall there was a 10% of squalor roughly every 3000 population in RTW)
    I can give you an example of governors influence behaving as normal: I installed a migration government at Lixus as the Arevaci to convert it's culture to my own, it started with 0 urban tribal state culture so unrest was bound to be high and migrations give order penalties anyway. Without my faction leader who has 4-5 influence the city goes to public order 60% or so, but with him I'm able to safely pacify the city and prevent rebellion giving me 30+ more public order or more with him there. He was critical to my strategy of converting from one culture to another

  7. #7

    Default Re: Few questions!

    For 1), though, I searched export_desc_character_traits.txt for 'Treasury' and found these:

    1) When a character ends his turn in a settlement, and the treasury is over 50k, and their Selfnessless is < 3 ( so Selfish rather than Unselfish ) AND their loyalty is < 4, then they have a 2% chance per turn of gaining a point in: Corrupt, Aesthetic, ExpensiveTastes, and Epicurean
    2) Same conditions, but 100k, Selflessness cutoff is now < 4, Loyalty cutoff is now < 5 ( so more characters are affected). Same four traits, but 3% now. These triggers stack, if someone has low enough Selflessness and Loyalty to trigger both and you have more than 150, then you're looking at a 5% chance per turn
    3) Same, but 150k. Selfless and Loyalty same as 100k. Additional 3% chance for those four traits.

    Bonus problem for Rome:
    1) Over 50k, faction is Rome, Selflessness < 4, 3% chance for Corrupt (stacks with 1-3 above), ApicianRomanVice also 3%. ApicianRomanVice is three levels of gluttony that significantly harm trading income.

    BTW, there are also assistance scripts for when your Treasury is very low:
    1) Below 1k at turn end, also if they are in a settlement, If intelligence > 3 (so some 'Sharps' don't count, since 3+ shows as Sharp but you need a 4 or 5), and Loyalty > 5, 5% chance of Cheapskate and GoodTrader
    2) Below 1k at turn end, also in settlement, If Temperament < 3 and Loyalty < 6, 5% chance for Cheapskate. Temperament is hidden, so you can't tell what they are. Options go from Depressed to Balanced to Very Happy.

    All this is as of 2.05c.

    On EB 1.2, I used to store Large Port Upgrades (36k mnai!) in building queues, because the RTW engine charges you for queued buildings before it's their turn, just to keep my money below 50k when I pressed the end turn button. Because I'm a horrible person. (Actually just too much of an idealist to enjoy seeing all my leaders being vicious little sods).

  8. #8

    Default Re: Few questions!

    Quote Originally Posted by myarta View Post
    On EB 1.2, I used to store Large Port Upgrades (36k mnai!) in building queues, because the RTW engine charges you for queued buildings before it's their turn, just to keep my money below 50k when I pressed the end turn button. Because I'm a horrible person. (Actually just too much of an idealist to enjoy seeing all my leaders being vicious little sods).
    If you don't know what to do with your money, you can always do what certain rentier economies do: just buy some nice, prestigious, army units.

    ELEPHANTS!!!

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

  9. #9

    Default Re: Few questions!

    Quote Originally Posted by Genghis Skahn View Post
    I can give you an example of governors influence behaving as normal: I installed a migration government at Lixus as the Arevaci to convert it's culture to my own, it started with 0 urban tribal state culture so unrest was bound to be high and migrations give order penalties anyway. Without my faction leader who has 4-5 influence the city goes to public order 60% or so, but with him I'm able to safely pacify the city and prevent rebellion giving me 30+ more public order or more with him there. He was critical to my strategy of converting from one culture to another
    Are you sure that the increasing in PO was due to your governor's influence and not to some trait which increase law or decrease unrest?

  10. #10

    Default Re: Few questions!

    People are confusing "Civil Unrest" which comes from cultural mismatch, and is shown with the black and white faces, and "Unrest" which is shown as pitchforks and flames and is harder to quantify. Ancalagon is asking about the latter kind. Spies do cause it. It's my understanding that it fades over time after you capture a city, but as you say, you've had them for a while now. I don't really know what would be causing that.

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