First version came in 2014 and since then the mod has come a long way from there.
Two years have passed since the last release.
I wonder how different will be 2.4 compared to 2.35?
Will it be radically different or it will be just version 2.35+?
First version came in 2014 and since then the mod has come a long way from there.
Two years have passed since the last release.
I wonder how different will be 2.4 compared to 2.35?
Will it be radically different or it will be just version 2.35+?
Last edited by NapoleonMaster; December 08, 2020 at 09:53 AM.
Some factions have been rewritten. Lots more units. A host of remodelled/textured units. New scripts and such. Major elements completely changed, like the bandit spawns and the Troublesome Regions script.
Radically different.
This can not be allowed.
After all these years, I'm *still* trying to learn how to play this version.
Now you want to go and change things on me?
Learning it all over again is going to keep it fresh. I really REALLY really really want the Troublesome region, and Rebellion rework to be great. I am so tired of never having to worry about my home provinces. Rebellions, destroyed lots of empires, and caused major power shifts. Obviously this had an impact on rome to, but ever since medieval 1 total war there has never been civil wars. From what you said about it so far, it will spawn the correct type of army that is local to that region that would rebel. Will The rebels progress with time? More thorakitai, and thureophoroi rebels in 230-200 bc?
There's a changelog thread detailing what's changed since 2.3.
No, there's no progression in the units used, that would add a lot of complexity to them. For the most part they represent highlanders, pastoralists and so on who aren't necessarily contemporary in military terms.
From playtesting, the fact that they're quality compositions (even though small) is what makes them threatening. Especially if you've only got small garrisons comprised of levies in your "interior".
Last edited by QuintusSertorius; December 09, 2020 at 04:39 PM.
Will the greek be added as troublesome region?
Since currently even with -20% laws and happiness debuff and despite greek faction that is not koinon hellenon tends to be a poor governor are still capable to reliably control greek city state.
Or could it be like pontus sinope scipted invasion where if you capture certain region ptoleamic will intervene? I'm pretty sure greek are kinda infamous on asking outside power to come and liberate them.
Troublesome Regions are now integrated into the wider revolts script. What it means is that they trigger more frequently than non-Troublesome Regions. But everywhere (with the exception of a faction's "home" province when they own it) is subject to potential revolts.
It's not a reactive script triggered by events, it's a random chance of a small stack appearing (with a cooldown to stop them happening repeatedly in quick succession).
What makes the "small" stack a challenge? Is it that it spawns with a Good General, and Experience units? Cause beating a bunch of eastern skirmishers, and eastern spearman as Pontus, sounds really easy. If the army spawns with a General AI, that has good command experience to make the units tougher and less likely to rout that would help a lot. Im hoping its not a simple 6 stack army, that has mostly infantry with no experience and no cavalry.
They're 5 or 8 units in size, led by a cavalry unit with a named character, who has experience and morale boosting traits. The larger one has two cavalry units (obviously in steppe regions, they're mostly- or all-cavalry).
The way the AI behaves with them, they attack lightly-defended settlements. What they're designed to do is force you to properly garrison your interior regions (which costs you money and time) or else lose them. They're not supposed to be an entirely new challenge that are an alternative to fighting the AI factions.
Just a question, do we get any warning when the rebels spawn? It gets really tedious to visually inspect your whole empire every turn.
From my experience since it's a rebel spawn rather than scripted rebel there will be no notification if the rebel appear.
But then again i always use watchtower to lookout for rebel
Is there a noticeable impact on performance from the new scripts? I still have PTSD from the three-minute turn times on other Med 2 mods, unlike EB which always seemed to be noticeably faster.