Power2the1
11-04-2007, 02:40
***Disclaimer: If you can click & drag, and paste something directly in its place, you can do this :-) Thats all you need to do***
If you are one of the 10 players in EB history thats gotten the Augustan reforms and still had challenging places to conquer, I envy you. Seeing as how the vast majority of us usually do not even get there, heres something that might help motivate the rest of us to keep going.
The Roman Reforms are first. The Celtic Reforms are at the bottom of the thread.
-For the Roman faction: this skips Polybian Reforms, skips the Marian Reforms, and allows the Imperial reforms to trigger. If you do this and play another faction, then the AI Roman faction will get to the Imperial Era right off.
Just a friendly reminder for new players.: If you (not the A.I.) are playing the Roman faction, and use the process_cq cheat to get the Imperial buildings made, when you expand this soon you will fight nothing but levy troops and skirmishers 90% of the time. Quite boring, at least to me. I would wait before expanding until around 240 B.C.E. This gave me time to explore the map, increase skills of the spies, assassins, and diplomats, and get trading agreements, as well as improve my cities and do a bit of reconnaissance on who I was planning to conquer. For the A.I., obviously, it lets them build themselves up, so when you do expand, you will be fighting better armies, better units, and not armies full of levy troops with Romes mighty Imperial Legions!
-For the Celtic factions (Casse, Aedui, and Arverni): Enables all reforms for the Celts (duh). I *highly*suggest if you do the Roman Reforms, you do the Celtic Reforms too. Same as with the Romans, try and keep from expanding too early so you do not face hordes of Lugoae/levy armies in every battle unless, of course, thats your style. Its often times much better facing Gaesatae, Soldurii, Arverni Nobles, etc...
Roman Imperial Reforms
First off, please back up your EBBS_SCRIPT file. Its located inside your EB directory. EB/Data/scripts/show_me/EBBS_SCRIPT.
Anyway, go ahead and open the EBBS_SCRIPT (It might take a few seconds to open)
1) At the top, click on "edit."
2) Click "find" and a prompt will pop up
3) Where it says "Find What", put this: 2c: Roman Reforms
4) Check "Down."
5) Click "Find Next."
You'll be taken to the beginning of the Roman Reforms section. Looks like what you see below (in red):
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 2c: Roman Reforms
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
(((Now delete everything between Section 2c: Roman reforms. If you notice, you'll scroll past lines with the Marian Trigger and Imperial Triggers. After the triggers, you will see the Polybian line below (in red). Its where you stop deleting. Do not delete the Polybian line or anything below it)))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Polybian Placement
(((If you have deleted everything correctly, that area of the page will look like whats below. The Roman Reforms title will be right over the Polybian Placement line. You might have a couple lines of empty space between the two)))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 2c: Roman Reforms
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Polybian Placement
(((OK, replace all of what you just deleted with this:))))))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 2c: Roman Reforms
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Before all reforms
;Reform Counter 0 = Camilian , 1 = Polybian, 2 = Marius, 3 = Augustus Reforms
declare_counter Romanii_Reform
;Detect current reform
monitor_event SettlementTurnEnd SettlementBuildingExists = romani2
and not SettlementBuildingExists = romani3
and not SettlementBuildingExists = romani4
and FactionType seleucid
set_counter Romanii_Reform 1
terminate_monitor
end_monitor
monitor_event SettlementTurnEnd SettlementBuildingExists = romani3
and not SettlementBuildingExists = romani4
and FactionType seleucid
set_counter Romanii_Reform 2
terminate_monitor
end_monitor
monitor_event SettlementTurnEnd SettlementBuildingExists = romani4
and FactionType seleucid
set_counter Romanii_Reform 3
terminate_monitor
end_monitor
; Counters triggering the advisor
;
declare_counter PolybianReformsAdvisor
declare_counter MarianReformsAdvisor
declare_counter AugustanReformsAdvisor
;Counters that count number of cities conquared
declare_counter GalCondition
declare_counter CartCondition
; Check Conditions
monitor_event FactionTurnEnd FactionType seleucid
and I_CompareCounter Romanii_Reform = 0
and I_TurnNumber > 120
; Unconditional Reforms afther 210BC
if I_TurnNumber > 248
set_counter Romanii_Reform 1
set_counter PolybianReformsAdvisor 1
terminate_monitor
end_if
; Conditional Reforms
if I_SettlementOwner Segesta = seleucid
inc_counter GalCondition 1
end_if
if I_SettlementOwner Mediolanum = seleucid
inc_counter GalCondition 1
end_if
if I_SettlementOwner Patavium = seleucid
inc_counter GalCondition 1
end_if
if I_SettlementOwner Bononia = seleucid
inc_counter GalCondition 1
end_if
if I_SettlementOwner Lilibeo = seleucid
inc_counter CartCondition 1
end_if
if I_SettlementOwner Messana = seleucid
inc_counter CartCondition 1
end_if
if I_SettlementOwner Syracuse = seleucid
inc_counter CartCondition 1
end_if
;Check if Reforms Conditions are met
if I_CompareCounter CartCondition >= 2
and I_CompareCounter GalCondition >= 2
set_counter Romanii_Reform 1
set_counter PolybianReformsAdvisor 1
terminate_monitor
end_if
;Reset Counters
set_counter CartCondition 0
set_counter GalCondition 0
end_monitor
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; MARIAN TRIGGER
declare_counter Latifundia
declare_counter ReformatorCounter
; Count Latyfundium
monitor_event SettlementTurnStart SettlementName Segesta
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium
inc_counter Latifundia 1
end_monitor
monitor_event SettlementTurnStart SettlementName Bononia
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium
inc_counter Latifundia 1
end_monitor
monitor_event SettlementTurnStart SettlementName Patavium
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium
inc_counter Latifundia 1
end_monitor
monitor_event SettlementTurnStart SettlementName Arretium
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium
inc_counter Latifundia 1
end_monitor
monitor_event SettlementTurnStart SettlementName Ariminum
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium
inc_counter Latifundia 1
end_monitor
monitor_event SettlementTurnStart SettlementName Roma
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium
inc_counter Latifundia 1
end_monitor
monitor_event SettlementTurnStart SettlementName Capua
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium
inc_counter Latifundia 1
end_monitor
monitor_event SettlementTurnStart SettlementName Arpi
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium
inc_counter Latifundia 1
end_monitor
monitor_event SettlementTurnStart SettlementName Taras
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium
inc_counter Latifundia 1
end_monitor
monitor_event SettlementTurnStart SettlementName Rhegion
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium
inc_counter Latifundia 1
end_monitor
;Unconditional Reforms
monitor_event FactionTurnEnd FactionType seleucid
and I_CompareCounter Romanii_Reform = 1
and I_NumberOfSettlements seleucid > 89
set_counter Romanii_Reform 2
set_counter MarianReformsAdvisor 1
terminate_monitor
end_monitor
;Conditional Reforms
monitor_event FactionTurnEnd FactionType seleucid
and I_CompareCounter Romanii_Reform = 1
and I_CompareCounter Latifundia > 6
and I_TurnNumber > 399
and I_NumberOfSettlements seleucid > 44
;and BattlesFought > 249
and I_CompareCounter ReformatorCounter = 1
set_counter Romanii_Reform 2
set_counter MarianReformsAdvisor 1
terminate_monitor
end_monitor
;Check for Marius wanabe
monitor_event CharacterTurnStart Trait Reformator > 0
set_counter ReformatorCounter 1
end_monitor
;Reset Latyfundium Counter
monitor_event FactionTurnEnd FactionType seleucid
set_counter Latifundia 0
end_monitor
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Imperial trigger
declare_counter Romani
declare_counter AugustanReformatorCounter
monitor_event SettlementTurnStart BuildingExists = gov2
and FactionType seleucid
and I_CompareCounter Romanii_Reform = 2
inc_counter Romani 1
end_monitor
monitor_event FactionTurnEnd FactionType seleucid
and I_CompareCounter Romani > 54
and I_TurnNumber > 1
;and BattlesFought > 399
and I_CompareCounter Romanii_Reform = 0
and I_CompareCounter AugustanReformatorCounter = 1
set_counter Romanii_Reform 3
end_monitor
;Unconditional Reforms
monitor_event FactionTurnEnd FactionType seleucid
and I_CompareCounter Romanii_Reform = 0
and I_TurnNumber > 1
set_counter Romanii_Reform 3
terminate_monitor
end_monitor
monitor_event CharacterTurnStart Trait Augustus > 1
set_counter AugustanReformatorCounter 1
end_monitor
monitor_event FactionTurnEnd FactionType seleucid
set_counter Romani 0
end_monitor
When you fire up the game, you will have full access to the Camillian units for the first 4 turns or so. When the Imperial era begins, your barracks will become damaged, and you cannot recruit anymore Camillian units. You can either:
1) Use those first few turns and build all Camillian era troops to defend your empire until you build the needed military buildings for the Legions, or
2) Use the process_cq cheat to build the Legion buildings immediately and go on from there, or
3) Change the reform year time by switching the number in red above to a later year/turn. Like 3 or so.
Celtic Reforms
To enable the Celtic reforms, do as follows:
Open up the EBBS script again.
1) At the top, click on "edit."
2) Click "find" and a prompt will pop up
3) Where it says "Find What", put this: 2a: Celtic Reforms
4) Check "Down."
5) Click "Find Next."
You will come to the Celtic Reforms section. Looks like this:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 2a: Celtic Reforms
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
(((Delete everything below the Celtic Reforms title, all the way until you see the section below. Its the first of its kind, so if you see alot of these thick paragraph type entries, you have gone too far.)))
monitor_event SettlementTurnStart SettlementName Adrumeto
and I_CompareCounter Celt_Reform = 0
and not SettlementBuildingExists = celt1
if not I_SettlementOwner Adrumeto = seleucid
and not I_SettlementOwner Adrumeto = parthia
and not I_SettlementOwner Adrumeto = pontus
and not I_SettlementOwner Adrumeto = numidia
and not I_SettlementOwner Adrumeto = romans_julii
and not I_SettlementOwner Adrumeto = egypt
and not I_SettlementOwner Adrumeto = germans
and not I_SettlementOwner Adrumeto = greek_cities
and not I_SettlementOwner Adrumeto = macedon
and not I_SettlementOwner Adrumeto = carthage
and not I_SettlementOwner Adrumeto = romans_scipii
and not I_SettlementOwner Adrumeto = dacia
and not I_SettlementOwner Adrumeto = armenia
and not I_SettlementOwner Adrumeto = spain
and not I_SettlementOwner Adrumeto = thrace
and not I_SettlementOwner Adrumeto = romans_brutii
and not I_SettlementOwner Adrumeto = saba
and not I_SettlementOwner Adrumeto = slave
(((So once you find the section above, delete everything above it, all the way to, but not including, the title of the Celtic Reforms. Replace what you have just deleted with what below:)))
monitor_event FactionTurnEnd I_TurnNumber > 1
set_counter Celt_Reform 1
end_monitor
monitor_event FactionTurnEnd I_TurnNumber > 2
set_counter Celt_Reform 2
end_monitor
(((If you have done it correctly, you should see it looking like whats below:)))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 2a: Celtic Reforms
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
monitor_event FactionTurnEnd I_TurnNumber > 1
set_counter Celt_Reform 1
end_monitor
monitor_event FactionTurnEnd I_TurnNumber > 2
set_counter Celt_Reform 2
end_monitor
monitor_event SettlementTurnStart SettlementName Adrumeto
and I_CompareCounter Celt_Reform = 0
and not SettlementBuildingExists = celt1
The numbers in green are the time for the reforms. If you want the Celtic tribes to get the refroms later, just change them to a higer turn.
Any questions or problems, please post here and I will help where I can. Oh, and most of all, armchair Augustus, enjoy, !!! :yes:
If you are one of the 10 players in EB history thats gotten the Augustan reforms and still had challenging places to conquer, I envy you. Seeing as how the vast majority of us usually do not even get there, heres something that might help motivate the rest of us to keep going.
The Roman Reforms are first. The Celtic Reforms are at the bottom of the thread.
-For the Roman faction: this skips Polybian Reforms, skips the Marian Reforms, and allows the Imperial reforms to trigger. If you do this and play another faction, then the AI Roman faction will get to the Imperial Era right off.
Just a friendly reminder for new players.: If you (not the A.I.) are playing the Roman faction, and use the process_cq cheat to get the Imperial buildings made, when you expand this soon you will fight nothing but levy troops and skirmishers 90% of the time. Quite boring, at least to me. I would wait before expanding until around 240 B.C.E. This gave me time to explore the map, increase skills of the spies, assassins, and diplomats, and get trading agreements, as well as improve my cities and do a bit of reconnaissance on who I was planning to conquer. For the A.I., obviously, it lets them build themselves up, so when you do expand, you will be fighting better armies, better units, and not armies full of levy troops with Romes mighty Imperial Legions!
-For the Celtic factions (Casse, Aedui, and Arverni): Enables all reforms for the Celts (duh). I *highly*suggest if you do the Roman Reforms, you do the Celtic Reforms too. Same as with the Romans, try and keep from expanding too early so you do not face hordes of Lugoae/levy armies in every battle unless, of course, thats your style. Its often times much better facing Gaesatae, Soldurii, Arverni Nobles, etc...
Roman Imperial Reforms
First off, please back up your EBBS_SCRIPT file. Its located inside your EB directory. EB/Data/scripts/show_me/EBBS_SCRIPT.
Anyway, go ahead and open the EBBS_SCRIPT (It might take a few seconds to open)
1) At the top, click on "edit."
2) Click "find" and a prompt will pop up
3) Where it says "Find What", put this: 2c: Roman Reforms
4) Check "Down."
5) Click "Find Next."
You'll be taken to the beginning of the Roman Reforms section. Looks like what you see below (in red):
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 2c: Roman Reforms
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
(((Now delete everything between Section 2c: Roman reforms. If you notice, you'll scroll past lines with the Marian Trigger and Imperial Triggers. After the triggers, you will see the Polybian line below (in red). Its where you stop deleting. Do not delete the Polybian line or anything below it)))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Polybian Placement
(((If you have deleted everything correctly, that area of the page will look like whats below. The Roman Reforms title will be right over the Polybian Placement line. You might have a couple lines of empty space between the two)))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 2c: Roman Reforms
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Polybian Placement
(((OK, replace all of what you just deleted with this:))))))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 2c: Roman Reforms
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Before all reforms
;Reform Counter 0 = Camilian , 1 = Polybian, 2 = Marius, 3 = Augustus Reforms
declare_counter Romanii_Reform
;Detect current reform
monitor_event SettlementTurnEnd SettlementBuildingExists = romani2
and not SettlementBuildingExists = romani3
and not SettlementBuildingExists = romani4
and FactionType seleucid
set_counter Romanii_Reform 1
terminate_monitor
end_monitor
monitor_event SettlementTurnEnd SettlementBuildingExists = romani3
and not SettlementBuildingExists = romani4
and FactionType seleucid
set_counter Romanii_Reform 2
terminate_monitor
end_monitor
monitor_event SettlementTurnEnd SettlementBuildingExists = romani4
and FactionType seleucid
set_counter Romanii_Reform 3
terminate_monitor
end_monitor
; Counters triggering the advisor
;
declare_counter PolybianReformsAdvisor
declare_counter MarianReformsAdvisor
declare_counter AugustanReformsAdvisor
;Counters that count number of cities conquared
declare_counter GalCondition
declare_counter CartCondition
; Check Conditions
monitor_event FactionTurnEnd FactionType seleucid
and I_CompareCounter Romanii_Reform = 0
and I_TurnNumber > 120
; Unconditional Reforms afther 210BC
if I_TurnNumber > 248
set_counter Romanii_Reform 1
set_counter PolybianReformsAdvisor 1
terminate_monitor
end_if
; Conditional Reforms
if I_SettlementOwner Segesta = seleucid
inc_counter GalCondition 1
end_if
if I_SettlementOwner Mediolanum = seleucid
inc_counter GalCondition 1
end_if
if I_SettlementOwner Patavium = seleucid
inc_counter GalCondition 1
end_if
if I_SettlementOwner Bononia = seleucid
inc_counter GalCondition 1
end_if
if I_SettlementOwner Lilibeo = seleucid
inc_counter CartCondition 1
end_if
if I_SettlementOwner Messana = seleucid
inc_counter CartCondition 1
end_if
if I_SettlementOwner Syracuse = seleucid
inc_counter CartCondition 1
end_if
;Check if Reforms Conditions are met
if I_CompareCounter CartCondition >= 2
and I_CompareCounter GalCondition >= 2
set_counter Romanii_Reform 1
set_counter PolybianReformsAdvisor 1
terminate_monitor
end_if
;Reset Counters
set_counter CartCondition 0
set_counter GalCondition 0
end_monitor
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; MARIAN TRIGGER
declare_counter Latifundia
declare_counter ReformatorCounter
; Count Latyfundium
monitor_event SettlementTurnStart SettlementName Segesta
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium
inc_counter Latifundia 1
end_monitor
monitor_event SettlementTurnStart SettlementName Bononia
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium
inc_counter Latifundia 1
end_monitor
monitor_event SettlementTurnStart SettlementName Patavium
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium
inc_counter Latifundia 1
end_monitor
monitor_event SettlementTurnStart SettlementName Arretium
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium
inc_counter Latifundia 1
end_monitor
monitor_event SettlementTurnStart SettlementName Ariminum
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium
inc_counter Latifundia 1
end_monitor
monitor_event SettlementTurnStart SettlementName Roma
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium
inc_counter Latifundia 1
end_monitor
monitor_event SettlementTurnStart SettlementName Capua
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium
inc_counter Latifundia 1
end_monitor
monitor_event SettlementTurnStart SettlementName Arpi
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium
inc_counter Latifundia 1
end_monitor
monitor_event SettlementTurnStart SettlementName Taras
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium
inc_counter Latifundia 1
end_monitor
monitor_event SettlementTurnStart SettlementName Rhegion
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium
inc_counter Latifundia 1
end_monitor
;Unconditional Reforms
monitor_event FactionTurnEnd FactionType seleucid
and I_CompareCounter Romanii_Reform = 1
and I_NumberOfSettlements seleucid > 89
set_counter Romanii_Reform 2
set_counter MarianReformsAdvisor 1
terminate_monitor
end_monitor
;Conditional Reforms
monitor_event FactionTurnEnd FactionType seleucid
and I_CompareCounter Romanii_Reform = 1
and I_CompareCounter Latifundia > 6
and I_TurnNumber > 399
and I_NumberOfSettlements seleucid > 44
;and BattlesFought > 249
and I_CompareCounter ReformatorCounter = 1
set_counter Romanii_Reform 2
set_counter MarianReformsAdvisor 1
terminate_monitor
end_monitor
;Check for Marius wanabe
monitor_event CharacterTurnStart Trait Reformator > 0
set_counter ReformatorCounter 1
end_monitor
;Reset Latyfundium Counter
monitor_event FactionTurnEnd FactionType seleucid
set_counter Latifundia 0
end_monitor
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Imperial trigger
declare_counter Romani
declare_counter AugustanReformatorCounter
monitor_event SettlementTurnStart BuildingExists = gov2
and FactionType seleucid
and I_CompareCounter Romanii_Reform = 2
inc_counter Romani 1
end_monitor
monitor_event FactionTurnEnd FactionType seleucid
and I_CompareCounter Romani > 54
and I_TurnNumber > 1
;and BattlesFought > 399
and I_CompareCounter Romanii_Reform = 0
and I_CompareCounter AugustanReformatorCounter = 1
set_counter Romanii_Reform 3
end_monitor
;Unconditional Reforms
monitor_event FactionTurnEnd FactionType seleucid
and I_CompareCounter Romanii_Reform = 0
and I_TurnNumber > 1
set_counter Romanii_Reform 3
terminate_monitor
end_monitor
monitor_event CharacterTurnStart Trait Augustus > 1
set_counter AugustanReformatorCounter 1
end_monitor
monitor_event FactionTurnEnd FactionType seleucid
set_counter Romani 0
end_monitor
When you fire up the game, you will have full access to the Camillian units for the first 4 turns or so. When the Imperial era begins, your barracks will become damaged, and you cannot recruit anymore Camillian units. You can either:
1) Use those first few turns and build all Camillian era troops to defend your empire until you build the needed military buildings for the Legions, or
2) Use the process_cq cheat to build the Legion buildings immediately and go on from there, or
3) Change the reform year time by switching the number in red above to a later year/turn. Like 3 or so.
Celtic Reforms
To enable the Celtic reforms, do as follows:
Open up the EBBS script again.
1) At the top, click on "edit."
2) Click "find" and a prompt will pop up
3) Where it says "Find What", put this: 2a: Celtic Reforms
4) Check "Down."
5) Click "Find Next."
You will come to the Celtic Reforms section. Looks like this:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 2a: Celtic Reforms
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
(((Delete everything below the Celtic Reforms title, all the way until you see the section below. Its the first of its kind, so if you see alot of these thick paragraph type entries, you have gone too far.)))
monitor_event SettlementTurnStart SettlementName Adrumeto
and I_CompareCounter Celt_Reform = 0
and not SettlementBuildingExists = celt1
if not I_SettlementOwner Adrumeto = seleucid
and not I_SettlementOwner Adrumeto = parthia
and not I_SettlementOwner Adrumeto = pontus
and not I_SettlementOwner Adrumeto = numidia
and not I_SettlementOwner Adrumeto = romans_julii
and not I_SettlementOwner Adrumeto = egypt
and not I_SettlementOwner Adrumeto = germans
and not I_SettlementOwner Adrumeto = greek_cities
and not I_SettlementOwner Adrumeto = macedon
and not I_SettlementOwner Adrumeto = carthage
and not I_SettlementOwner Adrumeto = romans_scipii
and not I_SettlementOwner Adrumeto = dacia
and not I_SettlementOwner Adrumeto = armenia
and not I_SettlementOwner Adrumeto = spain
and not I_SettlementOwner Adrumeto = thrace
and not I_SettlementOwner Adrumeto = romans_brutii
and not I_SettlementOwner Adrumeto = saba
and not I_SettlementOwner Adrumeto = slave
(((So once you find the section above, delete everything above it, all the way to, but not including, the title of the Celtic Reforms. Replace what you have just deleted with what below:)))
monitor_event FactionTurnEnd I_TurnNumber > 1
set_counter Celt_Reform 1
end_monitor
monitor_event FactionTurnEnd I_TurnNumber > 2
set_counter Celt_Reform 2
end_monitor
(((If you have done it correctly, you should see it looking like whats below:)))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 2a: Celtic Reforms
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
monitor_event FactionTurnEnd I_TurnNumber > 1
set_counter Celt_Reform 1
end_monitor
monitor_event FactionTurnEnd I_TurnNumber > 2
set_counter Celt_Reform 2
end_monitor
monitor_event SettlementTurnStart SettlementName Adrumeto
and I_CompareCounter Celt_Reform = 0
and not SettlementBuildingExists = celt1
The numbers in green are the time for the reforms. If you want the Celtic tribes to get the refroms later, just change them to a higer turn.
Any questions or problems, please post here and I will help where I can. Oh, and most of all, armchair Augustus, enjoy, !!! :yes: