@ Noone like Thebes
Thx for posting the savegame, it was really useful for checking some late campaign issues.
I've also put some shots from the campaign into OP.
1. My provinces don't really want to grow, like, at all. Asia, where i had low taxes for ages and have built Pergamon city to stage IV, I still don't have more than two other buildings (out of possible 5?). The population growth (the one that unlocks more buildings) thus seems obnoxiously high in requirement. The AI has easily built up all of their territory though to the point where I have to raze some of them to keep them under control.
ok, I'll raise it a little more
2. PO options seem limited. I've maxed out the possibilities for focusing on PO control only and I've still had to fight sooooooo many garbage uprising battles. Feels really tedious, you could probably solve it by giving more and better role play generals next patch to handle it, right now they're mostly pretty weak. Mind you, the problem is more pronounced for foreign cultures, which is fine, but since the victory conditions require a good chunk of the map to be conquered, having every outlier region be an eternal ulcer can be tiresome.
Yeah, effectively you have some issues here and there, I'll lower the cultural penalty and the PO maluses given by buildings
Keep in mind that your taxes were high though (when I opened the last savegame), it is not much wise (for growth, PO and the economical VPS system).
I don't know how you managed them through all those turns but it is advicable to keep them low (normal at max) and then raise them for few turns when you're in need for cash.
Also, you can recruit 6 generals more and appoint them to admins (land or urb). In the new RPGu versions I'm adjusting their values.
3. late game economy becomes too baffling to control as far as trying to "plan" for anything, as I think there are so many scripts running and so many weird hidden modifiers that each turn is a totally unpredictable income level. Sometimes i will be struggling, other times i will suddenly be making 5-10k a year, and then go back with nothing having changed except the seasons, sure there is a pattern of making less in winter and more in summer generally, but that isnt always the case. It also feels kinda weird that, rather than having my taxes just be reduced to near zero, they now actually hemorrhage into the negative, far more costly than the meager two armies i maintain. This is hard to track down in the UI just why it is, I'm guessing its building maintenance flat costs per turn ontop of the myriad modifiers and empire maintenance depressing the taxes to zero?
I've hit a couple of turns but I didn't noticed money jumps. Were they from turn to turn or did they have a sort of curve?
Keep in mind that the economical VPS is made exactly for this reason: to erase all the useless money you can get in vanilla.
I have too few infos from your savegames (I should play the campaign, actually) to make important changes to the VPS.
Anyway, I will lower empire maintenance, it seems too high.
4. Agents are actively useless now, as even the noob generals on the AI side are all sporting 8 to 9 stats on authority/zeal/etc. Thus, I cannot act on them in anyway unless my agent is an ancient legend. Spies are food stealing bots, champions PO/upkeep bots, and dignitaries just feel pretty useless.
Yeah, that was more or less my intention. Speaking of "agent wars", which I don't like at all.
I wouldn't say that dignitaries are useless, they have a lot of skills about governorship (PO, culture, tax, banditry...).
I'll do an optional pack for this feature.
5. XP rates feel too low for both agents and generals. They keep dying from old age before doing anything interesting stat wise. When I do eventually get a few stats going, it all just has to go to PO/empire maintenance.
Ok, I'll slightly lower the thresholds for the 4 tpy versions
6. Given how expensive buildings are to build and how long they take, a few of them feel pretty weak now, though overall building feels much better and more important than just instantly upgrading everything right off. Sprinkling some empire maintenance suppressors in to the more cultural buildings would be nice to free up some generals to take other skills, the trade off would be the time and expense to build.
You're probably right but I don't wanna mess up much with buildings (I'm just changing their DeI values).
But I may add those maintenance values. By cultural, do you mean temples or the yellow ones?
7. Not sure about some of the maluses introduced later into the game "just because". I feel these would be better balanced by tweaking Imperium maluses, having them stack ontop of each other feels a little urgh.
Mmhhh, I pretty like that timeline feature and it also helps me to better balance things. Anyway I've already begun to rework it (longer and less impactant).
8. Some of my generals feel weirdly slow? I didn't notice it early on but in late game they seem to be crawling around... will have to test more on this one though.
Didn't notice this in the savegame. Besides the general reduction, I've added some movement effects depending on age and other various things but they are quite low so they shouldn't interfere much.
Also, some RPGu Bodyguards (like land and urban) has reductions by default.
Nothing has been back breaking thus far but I feel some of my options are actually more limited due to certain malus stacking. However, overall, decisions are more important and the game must be played slower, so that is on target.
Good, happy to hear.
I knew that this submod could not be "perfect" for advanced campaigns (mostly 'cause I haven't much experience about this).
I'll try to fix some of the things you've reported, hoping it will be more playable
Other thoughts:
I've never liked DeI's victory conditions, they seem to only make sense for a small handful of the largest factions while being obnoxiously large for the small ones (the ones I usually like to play) not your fault but the slower pace makes it even more painful.
To tell the truth I never even read the victory conditions... I don't care much about them but I'll see to check them when I'll start doing custom/smart events
Also, since the player is forced to play slow, I would really love some even larger reform delays. Fighting multiple stacks of armored imperial legionaries in ~220bc just feels gross. It doesnt bother me for most factions, the greeks and celts seem pretty well timed, but the Romans are still wayyyy too early.
You can change them with a turtle pack, check #3 post for turns (under "CHANGED DEI SCRIPTS" spoiler).
Anyway, I'll slightly raise the roman AI thresholds.
Politics and general economy pacing seems good, haven't had any troubles with either.
Ok
--------------------
@deeptrance
So, thanks a lot for pointing me that script bug, I forgot to put all the removals in the pack...
Here, you can use this patch (keep in mind that syracuse declared war on me as soon as I clicked end turn...), it will work from next turn.
Put it above the test pack
https://www.mediafire.com/file/kob12...atch.pack/file
I've also noticed that armies can get stuck in another forces sphere of influence (the red circle)
Yes, it has already been reported and it is true (mostly for low movement packs)So, I've already done new movement packs that are lowering the AoE of both cities and armies.
The reduction will be scaled, the less you can move the more they will be reducted.
I've had issues changing the stances of armies out of Fortify (no icon to click after going into it)
Yeah, that's a vanilla UI issue, try to deselect, reselect, select something else or just wait for the next turn and should be ok
It might be boring but it is necessary to limit the stances depending on BG type or unit numbers
-----
Thanks a lot to you both (and all the others who are reporting, ofc)
Hope to come with 1.6.1 soon.