thanks for the suggestions![]()
I think eliminating a pirate faction counts towards the main objective of chapter 4, which prevents me from fulfilling the secondary objectives of the chapter. It is right?
Probably. The chapter objectives are suggestions. They don’t really mean anything.
Discord handle Q_Sertorius #0164
Hello!
I've been playing as Rome for the past few days and I have noticed that every faction I have allied with, have military passage through my territory or client states, tends to stuck up in sicily.
There are over 7+ full "legions" there, because I'm at war with Carthage and their client states.
Why does the AI do this?
Why don't they pass through by sea?
I don't know how to fix that issue and food is killing my cities...
My modding skills are limited, but with the right guidance\help I might be able to continue my campaign!
FYI, I have no mods that alters\tweaks the AI in any way...
Thanks!
That’s one of the AI’s limitations. They just don’t know how to play the game. If it is truly crippling your campaign, my advice is to open your saved game with Saveparser, go to the tab where you can view the map, open it, and move those armies away. Ideally either back home or forward to your front lines near one of your armies (if you place the armies outside where the AI can see, they will get stuck).
Discord handle Q_Sertorius #0164
Greetings. Would it be possible to simulate the nomadic pressure on the baktrian north somehow? Right now, it feels like nothing can hurt you from there. Maybe a scripted event, when Baktria is not AI, spawning a rebel steppe army? The same could be done with Illiryan pirates in the Adriatic Sea, for example, while playing Rome.
Hi!There is an error in the "__Factions_DeI" table (line 460):
"Iapodes" "You are attacking the Iapodes!""True"
and there should be
"factions_attack_desc_rom_breuci""You are attacking the Iapodes!" "True".
I hope this will be fixed in the next update DeI 1.3.2 Beta.
Last edited by gurvinek2005; February 07, 2023 at 04:36 AM.
Hi! In the table "__Effects_DeI" (DeI 1.3.1 and 1.3.2 Beta) in the lines (337, 338 and 340):
Spoiler Alert, click show to read:
there is "\+". Is this how it should be or "\+n"?
Greetings to best TW team,
Such a situation, I wanted to start the campaign with the Scythians, but I see that in order to prevent civil war it is not possible to pay bribes to other factions, as for example you do with the Greeks, which is a problem, considering that the loss of generals or of a whole fraction, is the loss of the reduction to empire maintenance, which is practically the only attribute that holds the economy of the empire (together with the slaves), maybe to introduce "bribe" to barbarians here as well, it is universal, or are there identical possibilities to maintain the loyalty of factions that I have not identified?
Your options in that regard are limited by your starting government type. Once you upgrade to a better government, you will get that option. Until then you still have a ton of other tools you can use to maintain loyalty.
https://docs.google.com/presentation...it?usp=sharing
Discord handle Q_Sertorius #0164
Thanks, I will just need to keep free 10000 coins after 20 turns, nice, I will give a try to Scythians.
Also Scythians are getting full overhaul in Beta, if you follow our FB or discord, already quite a bit of their units were shown.
Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
Official DeI Facebook Page! https://www.facebook.com/divideetimperamod
Hello KAM,
I have seen previews of Scythians, they seem very nice, will be glad if they get in garrisons some shield wall heavy infantry...50% of battles are garrison defenses and for this I love Greek factions, they have strong garrisons, like it should be...until update of Scythians, will finish a great Macedonian campaign.
![]()
Last edited by son of romans; February 20, 2023 at 11:36 AM.
They wont get such unit but I am surprised you have that many defenses, I don't think I have to defend my cities more than 10-20 times per each campaign.
Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
Official DeI Facebook Page! https://www.facebook.com/divideetimperamod
yeah, that's right in Rome2 setting. in practice the player is always on the offence, otherwise it's not fun (except of a few mavericks enjoing the other style). It was so different in Attila - the defensive battles were numerous while playing the WRE, only a bit smaller as the ERE. And after the economy stabilized - you'd be on the offence again.
Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
..............................................................................................................................................................................
If you want to play a historical mod in the medieval setting the best are:
Stainless Steel Historical Improvement Project and Broken Crescent.
Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
..............................................................................................................................................................................
Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
Follow home rules for playing a game without exploiting the M2TW engine deficiencies.
Hints for Medieval 2 moders: forts, merchants, AT-NGB bug, trade fleets.
Thrones of Britannia: review, opinion on the battles, ideas for modding. Shieldwall is promising!
Dominant strategy in Rome2, Attila, ToB and Troy: “Sniping groups of armies”. Still there, alas!
From my statistics, from 359 battles, 77 where sieges, and in most cases there where only garrisons defending from rebels...at a fust pace campaign there is no time to keep public order in check...with Epirus with their specific trait I think I can have better results with public order.
![]()
Ahh yes, in that case I see why it would be like thatI actually never had a city rebel for me in DeI but I take sweet time in my campaigns, like 250 turns on average
![]()
Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
Official DeI Facebook Page! https://www.facebook.com/divideetimperamod
Speaking of long campaigns, playing as Rome i have a lot of problems with foreigners.
I don't generate enough of them![]()
When 300+ turns into the campaign i feel like i lack a yellowish building that adds +3-4-5-6% foreigner population.
Province Capital - Auxiliary Garrison Barracks (1.5%)- lvl 4 Wine (3%), lvl 4 Emporium(1%), culture City Quarter (1%) - rest of the slots goto buildings like a Siege Workshop that doesn't add any population type.
Peacefully occupy or looting in the end does not matter as eventually (when all tech has long since been researched, u can delay all u like but your culture will become dominant) the settlement will hold about 1300-1400 foreigners in the red, losing more at a snails pace - sharing a province with another culture helps but just delay's the inevitable.
When my army's are 50% Auxiliary this is really really scary prospect.
If i go for Thrace and the slave buff early and loot and pillage the whole map i kinda expect and deserve this - but even if u take care to only loot the occasional Carthaginian settlement and occupy the province Capitals eventually the pool will diminish.
Last edited by Drowsy; February 25, 2023 at 03:52 PM. Reason: typos