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therother
01-30-2005, 21:08
This thread, opened at katank's request, is for investigating all facets of Senate missions, which are detailed in descr_senate.txt. CA seems to believe that this is, "simple enough", so hopefully this'll be a straightforward topic. I'll believe it when I see it!

katank
01-30-2005, 22:22
Thanks for opening the topic.

The types of Senate missions seem well spelled out.

I'm just wondering if we know definitive patterns about them etc?

I think the first missions are all hard coded and generate 5,000 denariii for Apollonia, Segesta, and Syracuse respectively.

Later on, it's harder to say it seems.

Also, what units are rewarded and with what probabilities?

Best unit you can build rewards often generates tons of triremes that are useless to me since I rarely try to outdo the insane naval AI anyhow. I might also get wardogs which I appreciate but just due to my playing style. What other units are generated by those?

Similarly, for minor and major exotic units, which are minor and which are major. Barbarian cav are minor but Sarmatians are major. Does this depend upon stats? Also, merc war elephants are probably my most sought after ones along with first cohorts but how often do they occur?

Do rewards tend to occur with mission types? Major exotic with blockade or sacking city, money for establishing diplomatic ties, etc.?

I think all missions are at least possible within the time allotment. Blockade missions not reachable by nearest ship can often be accomplished by an army blocking the port etc.

Have anyone ran across truly impossible missions? Does difficult relate to relative standing with people and senate? Does accomplishing them faster get you more favor? I think I managed 10 popularity with Senate and people at the same in my Scipii campaign by completing every mission ASAP but what are other people's experience?

Thank you all in advance and I look forward to your responses.

RollingWave
02-01-2005, 11:29
The units i have gotten from mission are most often barbarian mercenaries
:(, perhapes it's because of lower difficult setting, i can't recall ever gettting anything decent from senate missions.

Also the difficulty seem to raise more if you keep succeeding while it drops back if you fail one or two, for example the first one i failed big time was when the senate want me to take that city west of Alexendria ... which is basically in the middle of nowhere and requires a army to be transported from Greece, I did have Alexandria at that time but it was not possible to sent a expedition from ther without losing the city instantly.... then they ask me to take memphis... again same problem.. except now that alexandria is devastated by plague making it even more impossible. Afterward the difficulty dropped quiet a bit back to blockades missions again.

Oaty
02-03-2005, 11:05
Well my very first game playing as the Julii I quite often got simple missions. I held over half to all of the offices throughout most of the game. With my high popularity and completing missions succesfully quite often the mission was to take the city I have under siege. I do'nt know if the first game is triggered to be in your favour or not(normal normal).

The worst missions for Julii are of course blockading Numatia and Londinum. When first starting the war it seems the senate likes to start off with blockading then take some territory and them bleed them into submission by blockading them again and assigns you to make them a protectorate. That seems to be the basis.

Although the protectorate missions are bit ugly and should only be assigned if you are directly involved at war with them. Because it does not seem the A.I. associates the Roman faction as one big faction. So when Brutii beat up Dacia and you are Scipii or Julii because you were of no threat to them or can be of very little threat to them it is impossible to get them to accept terms.

Julii, Senates priotity (segesta and Caralis are givens). Own the coastal ring in the Northwest of the med starting with Narbo Martius, Massilla Osca then Carthago Nova. That seems to be the most common order after that it seems to be Random for the Julii.

So basically the Senate almost gives priority to a coastal town before a landlocked town.

katank
02-04-2005, 04:01
I've just had a pretty fun Brutii campaign. In 262, my popularity with the Senate hit 10 and I got a merc war elephant.

It appears that you also get 5000 denarii for "efforts in expanding the empire" and then no more Senate missions when your popularity is maxed out.

Anyone else can confirm this?

Oaty
02-04-2005, 04:22
It appears that you also get 5000 denarii for "efforts in expanding the empire" and then no more Senate missions when your popularity is maxed out.

I believe it has more to do with your treasury on cash rewards. If I can remember correctly I got a cash reward for Thermyska but I had an ugly treasury. And if you can take thermyska your pretty well off.

Also campaign difficulty plays a huge role on senate missions. Patavium is a hard city to take early on and apparently on very hard difficulty Patavium will be your first Gaul mission as Julii. Plus those stinkin gauls sucked up the mercanaries.

katank
02-07-2005, 18:50
Are you sure that you get a first mission for Caralis or Patavium? I've been playing on VH/VH for a while and got the same missions as the Roman factions all the time.

Lord Hammerschmidt
02-12-2005, 16:11
I'm not sure if this is new for 1.2, or if I've just never had one before, but the Senate gave me two assassination missions last night while I was playing my Scipii campaign. Both were easy, as I had a skilled assassin nearby, and both earned me only the gratitude of the Senate.

Both people I killed were Pontic family members, and the Senate was not at war with Pontus at the time. Pontus was allied with Macedon, with whom the Senate was at war.

Oleander Ardens
02-16-2005, 11:22
I second that observation. The Senate gave me four times assassinations mission against Egyptian low-level familiy members, while being neutrale. The targets were alway near my ten-star scipii masterassassin, so the problem was solved quickly.

Egypt was the strongest non-Roman power, and was at war with Parthia and Pontus, both neutral in regards of the Senate, but close and trusty allies of mine, which I supported with both 15.000 denearii each turn to stop the Eggies of complete domination.

Protectorate mission seem to be more frequent, however this may be very gamedependant...

OA

Oaty
02-16-2005, 23:55
Are you sure that you get a first mission for Caralis or Patavium? I've been playing on VH/VH for a while and got the same missions as the Roman factions all the time.


I always played on normal until the last few weeks. It seems the beginning senate missions are tied to difficulty.

On very hard the senate missions are to strike the enemy where it hurts them the most.

On normal Julii the A.I. missions seem to take you to France as they are easy to take usually but does not hit the Gauls economic power. Whereas on very hard Patavium is an early target, wich means more Gauls to fight due to it being a populated town but you are taking a nice rich province from them.

Brutii seems to be different too. On normal it seems the mission are those 2 rebel towns. On very hard there first mission seems to be Thermon wich hits the Greeks hard and early. Big difference when I played Greeks on normal as it gave me time to prepare a defense in Thermon before there arrival, on very hard I had to evacuate and left some skirmishers but the impact does make it harder for the Greeks.

As far as Scipii I do'nt think theres any difference as theres not a whole lot of avenues for them to take early.

Oaty
03-13-2005, 06:51
I remember looking through the modding forums a dew days ago where a CA dev made a comment and then I remembered this thread.

According to one of the developers the senate missions are not hardcoded at all. The only thing that is hardcoded is the Roman factions in general. The first mission might be hardcoded but after that it takes in factors of strategical location, economics and other factors but it is my observation that difficulty rating factors into this too.

So on very hard difficulty it's my observation that Roman factions are a bit easier due to it seems the senate attemps to target economical strongholds. But if you are non Roman the Romans will be hitting you where it hurts.

Where as on normal difficulty the targets seem to be easy but won't hurt the enemy so bad economically.

Rich cities usually = recruiting power. Whereas poor cities are usually depopualted anyways.

Kraxis
03-13-2005, 14:32
The assasination missions can only happen when you have an assassin close to any non-Roman family member. So that is why you get them when you have those nasty assassins sitting around.

I checked it by getting three missions in a row killing Macedonian family members in Cyrene (they had been exiled), after the third I moved my assassin far away in a fleet. No more missions like that. THen I moved him back and then I got another mission. I got a little suspicious and I kept this up (killing, moving away, get another mission, moving back, getting assassination mission, repeat) for a while until my assassin got killed.

The Stranger
03-13-2005, 14:54
I've just had a pretty fun Brutii campaign. In 262, my popularity with the Senate hit 10 and I got a merc war elephant.

It appears that you also get 5000 denarii for "efforts in expanding the empire" and then no more Senate missions when your popularity is maxed out.

Anyone else can confirm this?

yeah had it too, looks like the 1000 fl you get from the pope. though i don't always get 5000, somethimes also just 100 denari

PseRamesses
05-17-2005, 14:39
yeah had it too, looks like the 1000 fl you get from the pope. though i don't always get 5000, somethimes also just 100 denari
Doesn´t the time needed to fullfill the mission play a big part? I tend to get more cash and/ or better units if I complete the missions fast and if I wait to the last turn I´ll get less. Although the first mission seems fixed, don´t you agree?

mfberg
05-17-2005, 17:19
On a saved game I completed the same mission 4 times (Major Exotic) on the second try it was Merc War Elephants, the others included Merc Scythian Horse archers and I believe a Merc Bastarnae unit.

mfberg

Kraxis
05-20-2005, 03:34
Doesn´t the time needed to fullfill the mission play a big part? I tend to get more cash and/ or better units if I complete the missions fast and if I wait to the last turn I´ll get less. Although the first mission seems fixed, don´t you agree?
No it has to do with the sentence in the mission itself.
Are you going to be 'Greatly Rewarded' or only 'Rewarded' for instance (10k and 1k respectively).

TonyJ
06-30-2005, 15:46
I certainly agree about the assassination missions - I have had two in my latest campaign as the Julii - one against Dacia, one against Thrace. Both were large players and neutral and I had assassins nearby in both cases.

Jason
06-30-2005, 18:15
I can confirm about the assination missions as well. Those only come up when I have a decent assain about.

As for other missions, I find they often times depend on how the other two factions are doing. For instance if the Scipii are having trouble with carthage (which they usually do) S.P.Q.R. will ask me to either blockade them or take the town that Scipii cant. The same applies with the guals and the Julii or the greeks/macedonians and the Brutii.

Also I have noticed that if a paticular settlement only has a very small garrison and you are close by S.P.Q.R. will ask you to take it. It will do this more often if the city is rebel then it will if it is controled but it will still do this.

And lastly I have noticed that S.P.Q.R. tends to try and keep you involved in its wars. If S.P.Q.R. is at war with someone and you are not they will keep giving you blockade missions (and less frequently take settlement missions) to keep you battling what ever factions they are.

As for units given in reward actually the most common unit that I recieve as a reward is Triarii (pre-marius of course). And second to that Brimere or Trimere.

And yes I every so often recieve money from the Senate, almost out of no where I might add, just for 'efforts to improve the empire' or something like that. I cant say for certin but it doesnt seem to matter how much money I have, but it never seems to happen when S.P.Q.R. opinion of me is low or when I havent taken anything in a while so I assume there is a threshold in there somewhere on both of those.

Jason the Newb

itsgottabeworthatry
07-02-2005, 18:07
I used to get only Triarii, Warhounds and Triremes as reward units. But in my latest Brutii campaign however, I am usually rewarded with mercs. The most common have been Sarmatians, Barbarian cavalry, Balearic slingers and, for some reason, those eyptian Javelin mercs. I have never before gotten any of these except Barabarian cavalry.

locked_thread
08-06-2005, 02:42
The faster you complete missions, the more the senate likes you. This translates into offices and attribute bonuses for family members.

Typically the Senate starts by asking you to blockade ports. Once those are done, you graduate to conquering cities. If you aren't ready for the tougher jobs, simply "unblockade" the port immediately after the Senate rewards you. Leave your fleet close by because soon they'll ask you to blockade it again. In this way you can ping pong between a few easy goals and rack up your popularity.

And don't forget you can blockade ports using ground units.

TimStarboy
11-10-2005, 07:42
I play like a very loyal son of Rome, and it seems that I am falling slighlty behind Brutii and Scipii. Is there a chance that Brutii or Scipii will rebel against the Senate ealier than me? Will I be able to fight together with Senate against them? What happens after Senate and I get rid of them?

Mooks
11-26-2005, 06:51
Good question, but never got that far :(

It seems when you fall from the senate's favor the missions get harder and there starts to be punishments...Like "your secret will be revealed" O NO!!

Although I dont know what that means, its funny to piss them off.

Lanemerkel1
01-05-2006, 21:32
This thread, opened at katank's request, is for investigating all facets of Senate missions, which are detailed in descr_senate.txt. CA seems to believe that this is, "simple enough", so hopefully this'll be a straightforward topic. I'll believe it when I see it!



I already no why the senate sends you out on missions....


to spread your forces to far apart so that when the time to turn against you comes they have the smallest resistance possible.

WarHawk1953
02-16-2006, 00:21
While Playing the Julii on med/med mode: Blockade missions. Once you have built the other port at Airminum and have ships bulit the Senate likes to send you on blockade missions to: Sparta, Corinth and Thermon.

Severous
02-19-2006, 14:41
I liked to follow Senate missions in my just finished Julii campaign. The game always seemed to adjust the missions to the situation at the time.

Most annoying mission. Blockade Corinth. But couldnt get there because a Brutii allied ship accidentally blocked the narrow sea space that is the only sea access to Corinth.

Severous
02-20-2006, 23:43
Test of RTW V1.5 Brutii Senate Mission (H/H difficuly)

I saw an unanswered question/observation above. So did some testing to support my first ever Brutii campaign.

The first Senate mission for Brutii is capture Apollonia. With ships, General, Equites, Hastati and Velites in range this is an easy mission. Reward 5000.

Purpose of the test was confirm
- if first mission was always the same
- if reward varied in amount offered
- if reward varied due to time taken to complete the mission

6 tests. Restart campaign from the start for each test.
- Apollonia is always the mission
- 5000 always the offerred reward
- 5000 paid irrespective of how many turns I took. (Immediate and through to 2.5 years)

There is benefit in performing missions faster. You are likely to get another one. Why do 1 mission in a year when you could do 2.

gardibolt
02-21-2006, 01:52
The first mission for Julii is always capture Segesta, but in my testing I occasionally get 10,000d instead of 5,000d. I don't see any apparent reason for the distinction.

Severous
02-21-2006, 19:57
I wonder if the reward might be influenced by the amount in your treasury ?

Edit:
2nd Mission in my Brutii campaign was negotiate a trade route with Macendonia. Easy again. My diplomat was standing near a Macedonian diplomat.

Replayed this event 6 times.
- 5 times the reward was Equites in my capital. Once it was War Dogs.

Avicenna
02-26-2006, 18:22
Have anyone ran across truly impossible missions? Does difficult relate to relative standing with people and senate? Does accomplishing them faster get you more favor?


My first impossible mission I think was blockading Londonium: my nearest fleet was at the south of Spain, and I had four turns only: 3 for moving and I have to blockade it for one turn.

I think a higher standing should have no difference in mission difficulty. The only difficult thing is that once your Empire gets larger, the senate can order you to take a settlement which is near any of your fronts, making them more difficult to accomplish.

Accomplishing them faster can gain or lose favour: you get more missions in the same length of time, so potentially you could lose more or gain more favour, depending on whether you bother to do all the missions.

Severous
04-10-2006, 21:45
Ive just had two missions at the same time.

RTW V1.5 H/H Brutii campaign. No mods.

1) Capture Mallissa - from Gaul
2) Recapture Mediolanum - Rebeled from Brutii back to Gaul

The first mission reward was a couple of minor exotic units (Nubidian Cavalry) and the second was 10,000. When I completed the second mission first I did not get another mission. The turn I completed the first mission also became the turn I lost Mediolanum again. The next mission was recapture Mediolanum...again.

Only other time Ive had two concurrent missions was when the senate demaded I remove my troops from trespass on an allies territory. Didnt get any reward for achieving that mission..wouldnt that be a nice little earner if it did.

Vacuity
04-16-2006, 21:32
I read the entire thread and no-one seems to have noticed this info previously, so my apologies if I am teaching to the enlightened. Also it's a very long time since I played a Roman faction in the Imperial Campaign, so my memories of senate mission descriptions in-game are very fuzzy.

It seems to me that a lot of the info needed is contained in the file [game install]\Data\descr_senate.txt, the problem is making sense of it and filling in the gaps.


From the comments it appears there is a difference between the senate generating a "random mission" and "other missions".
This would indicate to me that the Senate generates some missions according to specific events in-game (my suspicions on this would be events like being ordered to re-capture cities, remove forces from allies' territory, et cetera, but quite possibly there are other, more subtle things here). While any mission remains active you will not get random missions generated. When there are no current missions then there is a percentage chance of a random mission being assigned, un-modded this appears to be a 15% chance per turn. It might be interesting to mod this figure to 100% and 0% just to make sure it really works this way.


Next point of interest are the comments about Pleasure/Displeasure duration. By default these variables are both set to 10 turns (5 years). I am not too sure what effect these variables have directly on the game as they don't seem to logically be likely to impact on the "senate popularity" value you see in the Senate tab of your faction overview. If the senate liked you more for only a few turns because you completed a mission then it seems likely that instead of going up and up you would reach a threshold maximum as soon as you had completed 10 missions in 10 turns and be unlikely to go up further (and very likely go down). If it worked that way then it's be (theoretically) possible to reach maximum popularity with the senate within 10 turns of starting a new campaign. Far more likely (to me) is that these affect the odds of getting assigned senate offices after you get the specific reward (I forget the exact wording) which talks about making you more popular with the senate, or more likely to get senate offices (sorry, I really cannot remember the wording: blame prolonged play in BI, and with Eastern factions). As senate offices are held for 8 turns (see below) each this means that such mission rewards could have an effect over 2 sets of title-elections and could be modded to last longer (or shorter), though it'd be tough to test these values.


Next up are the coefficients on Senate attitude, and frankly this is where I start getting lost. The first comment on this helpfully states "The attitude coefficients are as in the algorithm documentation" which means sweet f-a to me. The 4 coefficients and their original values are
turn_coefficient 200
strength_coefficient 25
relative_strength_coefficient 25
combined_strength_coefficient 25

I'd guess that combined_strength_coefficient is likely to be affecting some measured value of (i) the overall strength of either *all* the Roman factions together, or (ii) the overall strength of all roman factions except yours, or (iii) the combined strength of your faction + the Senate.

relative_strength_coefficient seems likely to be affecting some measured value of (i) your strength relative to the other roman factions, or (ii) your strength relative to the "rest of the world", or (iii) total roman strength compared to the rest of the world.

strength_coefficient seems likely to be affecting some measured value of your own strength.

I wouldn't care to seriously postulate at this point what turn_coefficient is for.

In this way you could construct an equation to measure each Roman faction's current senate standing by measuring values for the strength of the faction, how strong it is compared to the roman empire as a whole and how strong Rome is as a whole compared to the whole world. Again, modding these numbers may provide better indications as to what's going on.
Suggestions for the turn_coefficient are also welcome, as the only obvious idea I have is that each Roman faction gets progressively more (or less) popular as the campaign progresses just by still existing.


Next up we have values for Senate attitude boundaries:

attitude_boundary_1 30000
attitude_boundary_2 60000
attitude_boundary_3 90000
attitude_boundary_4 120000
attitude_boundary_5 150000
attitude_boundary_6 180000

I'd guess that this is used for comparing the figures you get out of the equation using the attitude coefficients to tell the game how the Senate should treat each Roman faction. I'd also assume that higher is better, and this could be tested easily enough by adjusting the values and seeing the in-game effect. Note that there are *6* boundaries and so presumably *7* states of senate attitude (take a piece of string and make 6 cuts through it to see what I mean). This value is important later.


Next up are the Senatorial offices, I know that this section is not directly relevant to the subject here, but I couldn't find a topic on this subject in this forum, I'll enclose this section in ***** lines to make it easy to skip.

**************************************************
(I have slightly tidied the formatting to make it easier to read):

;Title
;Quantity ; How many hold this office at any one time
;Duration ; Duration of tenure (turns)
;Settings ; Number of times office can be held - 0 implies unlimited
;Restrictions ; What restricts office being taken
; not_consecutively ; Can not be re-elected while in office
; quaestor_tenure ; Must have held office as quaestor
; aedile_tenure ; aedile
; praetor_tenure ; praetor
; consul_tenure ; tenure
;End_restrictions
;Senate_benefits ; The crony-perks of the office
; no_censor_suicide ; Censor investigation will not result in your suicide
; censor_immunity ; You will avoid investigation by the censor
;End_senate_benefits
;End

If we look at the example of the Consul office:

Consul
Rank 40
Quantity 1
Duration 8
Sittings 0
Restrictions
not_consecutively
praetor_tenure
End_restrictions
Senate_benefits
no_censor_suicide
End_senate_benefits
End

The tenure restrictions we already know about: you need to be a Quaestor before you can be an Aedile, an Aedile before a Praetor, et cetera. The Senate_benefits also tells us what we already pretty much know from playing the game.

Interestingly it seems that it would be possible to mod:
(a) the length of time senate offices are held for
(b) the number of people who can hold each office concurrently
(c) how often an office can be held by any character
(d) what senate benefits a character receives from the position
and (e) adjust whether characters can get re-elected for their current position or not.
Remembering, of course, that we seem to be able to modify how long your faction gets bonuses for qualifying for offices from certain missions it would be possible to significantly alter the way offices get dealt with.

What I don't get here is why there is a *value* for the Rank. It goes up by 10 for each increasing rank (10 for Quaestor, 60 for Pontifex Maximus), but why is there an integer value here? Why multiples of 10, rather than just 1 through 6? Suggestions, please.

**************************************************

Then we get to the missions section, and it gets tougher to interpret the data. First we appear to have some data relating to rewards and penalties

; Fines are expressed as percentages of current annual income
major_fine 10
moderate_fine 5
minor_fine 1

; Rewards are expressed as direct denari payments
major_reward 10000
moderate_reward 5000
minor_reward 1000

Easy enough to understand what it means, but the formatting of this section confuses me. Also seems easy enough to mod these values. Notably missing here is any data regarding non-financial rewards, like gifted units which are not mentioned anywhere in this file.

Next in this section appear to be the actual missions. Rather than reproduce the file verbatim I copy across the mission titles only and my guess as to the meaning in [] (where necessary).

Help_Player [where the senate gives you a present because they like you]
Demand_Suicide
Attack_Outlaw_Faction [you have to attack a Roman faction the senate dislikes]
Assassinate
Break_Alliance
Cease_Hostilities
Declare_War
Give_Back_City
Exact_Tribute
Subjugate [probably getting a protectorate]
Broker_Peace
Make_Trade_Agreement
Get_Map_Info
Appease [Not certain what this one would be]
Make_Alliance
Give_Cash
Annex_City [not sure of the difference between this and the Take_City options below]
Blockade_Port
Capture_Rebel_City
Destroy_Rebel_City
Take_City

With a format example using the last mission:

Take_City
max_region_traversal 3
Duration 10
-3 E p3
-3 M p2
-3 D p2
-2 E p3
-2 M p2
-2 D p1
-1 E p2
-1 M p1
-1 D r1
0 E r1
0 M r1
0 D r1
1 E r1
1 M r1
1 D r2
2 E r1
2 M r2
2 D r3
3 E r2
3 M r3
3 D r3
End

take_city_lower_boundary 0.6
take_city_higher_boundary 0.8


The format appears to be:
___________________________________________________
Mission_name
Additional_info
Duration How many turns allowed for completion
A penalty/reward matrix
End

Further_info

___________________________________________________


There is all sorts of interesting stuff in here.
Each mission seems to have a preset number of turns within which the mission must be completed. For Help_Player it is 0, you get given the money and the mission ends. For most other missions it is 10 (5 years) (look through the file for the exceptions).

Certain other missions have additional values describing them which I'll describe here:

For the Assassinate mission you have the Additional_info lines
difficulty_boundaries_0 75
difficulty_boundaries_1 60
difficulty_boundaries_2 40
I have no idea what these mean, but I'd guess they help ensure you only get assassinate missions when you have a good enough assassin near a suitable target...

For the Break_Alliance, Cease_Hostilities and Declare_War missions you have an Additional_info line saying
reissue_delay_in_turns 20
which I assume means that after this mission has been issued (or after it has been completed: would need to be tested to see which is true) this specific mission cannot be issued again for 20 turns.

The Destroy_Rebel_City and Take_City missions are unique as they appear to have two additional lines associated with each *after* the End line of each mission. Again, I don't actually know what effect these lines have in-game.

Take_City has the Additional_info line saying
max_region_traversal 3
which I suspect means that you're only going to get told to take cities within 3 regions of one of your armies? I am not really too sure how this works in practice though, as I am sure I remember being told to take cities separated from my armies by sea (Carthage, for example). It is a long time since I played as a Roman faction though.

The final point of discussion in this post is the penalty/reward matrix:

E, M and D probably refer to Easy, Medium and Difficult, (the hint is in the comment at the beginning of the file saying "Penalties and rewards are marked next to the difficulty") and presumably these are pegged to certain campaign difficulty levels. This would indicate that the reward on offer might vary according to what difficulty level you're playing at. Now remember that ages ago I mentioned that there were *7* states of senate attitude? Right, well, my guess is that this translates into the matrix as the -3,-2,-1,0,1,2,3 values in the matrix. The final part of the matrix is the p3,p2,p1,r1,r2,r3,Outlaw column which seems to clearly correlate to 3 levels of Penalty and 3 levels of Reward, + a special value of Outlaw for certain missions.

For some missions there are only values for E and M, or even E only. Presumably the rewards on offer and and penalties threatened are going to be the same no matter which difficulty level you're playing at (M and H = M for the former, E, M and H = E for the latter).

There is a clear correlation in the matrixes that as the senate likes you less you are going to get more penalties offered and fewer rewards, and in some missions you might be threatened with being outlawed, rather than just an ordinary punishment.
There is also (surprisingly to me) a clear correlation that on the easier difficulty levels the Senate is harsher; offering lower rewards and harsher punishments at equivalent levels of senate attitude. I would guess that this is because as other factors in the game are made easier, the missions are easier to achieve, but it's a very interesting note.


This is about all I was able to make sense of from this file without fiddling with the values. Hope it helps someone.

Vac

Severous
04-16-2006, 22:33
Thats some post Vacuity. :book:

Im playing my first Brutii campaign. On RTW V1.5 H/H. Previously I played Julii on M/M

In my Brutii campaign Ive kept detailed notes for 20 years.
I do not look at the game files, nor have I modded it. My observations as follows.

How many missions at a time
I have one mission at a time. As soon as it is complete the senate gives me a new one (at end of turn).

There have been two exceptions:
- When I trespassed on an ally region. 2 turns to get off.
- When a previously captured city rebelled. 10 turns to recapture it.

That second exception is occuring regulary. I capture Gaul cities in accordance with Senate missions then withdraw leaving no garrison and high taxes in place. It rebels and I get a recapture mission.

If I complete a regular senate mission and still have a 'recapture' mission outstanding I will not get another regular mission. As soon as the recapture is complete I will get another mission if I dont already have one.

Recapture rewards have been 'richly rewarded' 10,000 (always) or two minor exotic units (Scorpions last time)

Mission duration.
- Capture towns = 10 turns.
- Recapture towns = 10 turns.
- Blockade town = 5 turns.
- Get off Ally land = 2 turns

Senate Rating
I previously worked on the basis that you gain favour with the Senate for completing missions. But I cannot say this is for sure and now I doubt it. My Senate rating reached 10 in 259BC..10 years in. Its been dropping back to 7 despite completing missions. I suspect because my strength relative to other Romans is now getting very high.

Ive not failed any mission in the Brutii campaign and dont recall anything bad in the Julii campaign when I failed.

Senatorial Offices
I recall holding lots of offices as Julii when on M/M. But as Brutii on H/H ive not had one single office. Ive been good..doing missions. My Govenors have clocked up some good traits and plenty of things like '+10% with senate'. So im really in the dark about whats going on in the senate. Maybe I have to send leaders near Rome ?

Severous
04-17-2006, 18:52
Heres a picture of my two senate missions:

https://img455.imageshack.us/img455/9306/3missions7wz.th.jpg (https://img455.imageshack.us/my.php?image=3missions7wz.jpg)

Both are to capture rebel towns. These were Towns the senate asked me to capture from Gaul. Which I did. I then allowed them to revolt on purpose. As they revolted I got these new missions.

Ive seen my senate popularity plummet since Ive been doing this. Might it be allowing a town to revolt is bad for senate ranking ?

Ive actually got a third senate mission. Ive just been ordered to have my faction leader commit suicide. Ive not accepted or rejected this demand..at the moment.....just closed down the message. This has allowed me to move my faction leader to another town and unload all his good retinue. This suicide mission is the first I have ever had. It follows my new strategy of allowing Massila and Mediolanium to revolt. A link maybe.?

Edit:
- Reward for senate mission to recapture Malissa turned out to be 2 barbarian mercenaries
- Reward for recapture of Mediolanium was one lousy Triarii

The senate mission to have my faction leader suicide was ignored all that turn. Every time I had a battle a new senate mission came up asking for my faction leader suicide. I had 6 of them at one stage.
https://img109.imageshack.us/img109/9349/brutii251s26oz.th.jpg (https://img109.imageshack.us/my.php?image=brutii251s26oz.jpg)

Made me wonder if game would want 6 consequtive leaders to suicide. I didnt try it out. Instead I ignored the messages and saved the game. Next day when reloaded I only had the one senate mission to suicide the faction leader.
- If I said no I was outlawed and war broke out
- If I said yet I lost my faction leader.
- If I ingored the mission and tried to end the turn the game wouldnt let me. It started flashing the senate message icon inviting me to choose y/n.

Neither action changed my senate rating which was 2 (People=9)

Being unprepared for war with Rome I suicided. Most my forces were heading East for a showdown with Egypt which I know is coming. That suicide buys me some time. Now all across Europe soldiers are swearing...as they turn around and retrace their steps towards Italy. The war with Egypt will wait and the Gaul will gain some respite as I attack Julii next year.

Mooks
06-24-2006, 06:40
Im going to try to add too this thread by experimenting with the suicide (how many times they ask).

And if you are outlawed and re-gain senate favor. In a few days ill compile everything and fiqure this out.

Mooks
06-24-2006, 23:35
Heres a update. Iv been playing all day. I beat the brutii and julii so I have NO distractions beyond minor factions like sythia, germany, and so and and so on.

The first time I made peace (ceasefire one turn, then they let me become ally and military access next) they made me commit suicide, and blockade a port (the penalty was censor would investigate my family). The second time was 2 turns later they demanded (I put the most worthless govenors as my faction leaders, I felt good killing off my lewd, catamite, lazy, stupid, extravagent, corrupt, governors). They also gave a mission too take a scythian settlement (they were enemies with them, the blockaded port was theirs also), I couldnt take it instantly since those danm steppes take so long to travel (I owned the one city by the river). Took me 4 turns, no senate favor yet. The next suicide mission was 5 turns after the last one (PROGESS!!), this time I killed a 86 year old.....

More results to come!!

Roy1991
06-25-2006, 03:54
Playing as the Brutii, I got an impossible senate mission.
I haden't expanded a lot to the north yet, I owned only 2 or 3 provinces north of Cisalpine Gaul.
The Senate then asked me to take Thermyska :inquisitive:
They didn't offer a reward, but if I failed, 'my secret would be exposed':dizzy2:

Anyway, I started civil war and destroyed the senate before the 10-turn limit ran out.

GeneralHankerchief
06-25-2006, 05:14
Currently playing a Scipii campaign where I'm taking it pretty slow (190s BC and I'm about 20 provinces).

Brutii have outpaced me and their popularity has rocketed to 10 with the Senate, then dropped to 5 in one turn. Since they'll probably be the first to rebel against the Senate I'll post some information here since I know we don't really know too much about being on the Senate's good side during the Civil War.

Mooks
06-25-2006, 18:10
Ok, after extensive research, I have concluded that NO you cannot gain favor back into the senate after you have been outlawed. Iv tried everything, for at least 15 turns, that they have asked me too. Nothing works. Iv went through 5 family members.

Ludens
06-25-2006, 19:50
Ok, after extensive research, I have concluded that NO you cannot gain favor back into the senate after you have been outlawed. Iv tried everything, for at least 15 turns, that they have asked me too. Nothing works. Iv went through 5 family members.
Have you tried losing half your empire or damaging your popularity with the people? (Or Both?) These are the triggers for the Senate's hostility, so I suppose that if you remove them, the Senate might actually start to like you.

Mooks
06-25-2006, 19:59
Too late now, I attempted to download RTR. Anyway, that was extremely boring testing, almost every city I had had 30k+ people in it, riots everywhere.

Vacuity
06-26-2006, 04:05
I'd agree with Ludens, to regain popularity with the senate you'd going to have to reduce your own power, by losing territory for example.
Simply commiting suicide won't make you more popular with the senate unless by doing so you're seriously weakening your faction (which doesn't seem likely if you've a large empire) and I've not seen any good evidence that completing or failing missions has any direct effect on your popularity with the senate.

I never got around to playing with the thresholds and coefficients I described above, as I got distracted playing the Zhanguo mod (highly recommended) but if someone was to do this then I'd guess the results might be quite enlightening?

Vac

Ozzfest20
11-02-2006, 05:32
The senate missions are for Rome to expand in historical fashion.

Caius
12-15-2006, 20:49
I've just had a pretty fun Brutii campaign. In 262, my popularity with the Senate hit 10 and I got a merc war elephant.

How you can do it?

Can anyone explain me why i never have a leader suicide?

lottrbacchus
02-03-2007, 12:48
i'm playing julii m/m, my first long campaign. here are some experiences/observations:

impossible mission- blockade london. it was almost possible, but a larger spanish fleet was in the way and i had to sail around the zone of control, and that lost time cost me the mission. then i sailed back into the med and a few turns later i got the same mission, but my ships were even further away so i ignored it.

i haven't received any assassination missions even though i have a few junior assassins and 3 6+ eye assassins wandering around. i found an area in the pripet marshes with a bunch of diplomats standing around doing nothing, so i've sent my assassins that direction to kill them off. this is possibly relevant in that i've had my boys traversing quite a bit of the map, notably past then-neutral thrace.

my popularity with the people is sky high and my senate standing is like 3-4.

455trt43trg
02-04-2007, 23:20
Sometimes I seem to have very long times with out mission (years).
Is this normal?

César Victor
02-04-2007, 23:26
Try waiting for something big to happen. They won't ask you to take a town for the hell of it, you don't need to Senators ordering you to do that. If you lose a town to rebels or the Senate falls out of favour with another nation, they may ask you to attack them/blockade port.

Zarax
07-10-2008, 20:00
Sorry for thread necromancy, I was wondering if anybody wanted to join me in looking for more accurate info about senate behaviour and implementation in mods.

MajorFreak
05-22-2011, 02:56
hmmmm...i have a couple save games each time i was offered a major exotic unit reward in this current game. I'm curious as to the senate floor standings...i'd like to replicate this but i suspect there won't be a correlation between them liking me and the first legionary cohort i so badly wanted. That's my theory anyways...i'll test it =)


EDIT: oh my, i didn't realize it was possible for me to please the senate, but in each case i had full favor points for the senate floor when i got the major exotic unit mission.