Well the title says it all. I started a Pritanois campaign yesterday and am now at about turn 111. So far I have a lot of fun, much more than with my last Pergamon camapign actually (which was actually great either). Just the feeling is much different out there on this isolated island, the units are unique (much difference from mainland Celts) and of course historical descriptons are all quite cool and informative...
Now I really liked the celtic chariots you have from start, but after many campaigns and battles they are all but gone. Pritanoi have a somewhat diferent governement system tham mainland Celts with higher level only available in cities (+6000 households). Once you establish the more centralised governement better units are available (retainer swordsmen, retainer spearmen and cavalry) but no chariots. So my question: what am I missing? Will there be reforms occuring? Do I need a special resource? Can they not be recruited at all?
Hello, i have them on my campaign. All your british isles cities must have highest goverment building wich is named "kingdom" after that you must build in all those cities max level market place. Keep note, that there is a bug with chariots, so you will unable to transport them to gaul or every other map place alike. So their are stuck in isles until the patch comes out ;)
ok so I just have to wait a bit more, thank you for your answer! I think the sea-going ability can be edited somewhere. I have to look if i am capable to do it...
If I'm not terribly mistaken it should suffice to just add the ability to the export_descr_unit file in the data folder.
Backup the file.
Open the file.
Search for "chariot" (the celtic ones are the first in the list), go to "attributes" and just add "sea_faring," as first entry (before "frighten_foot")
Save.
Delete the map.rwm (not sure if it is needed, it can't hurt either).
Done.
Finished EB Campaigns: Kart-Hadast 1.0/1.2 | Pontos 1.1 | Arche Seleukeia 1.2 | Hayasdan 1.2 | Sab'yn 1.2 | Makedonia 1.2 (Alex) Lost Campaigns (1.2, Alex. exe): Getai | Sab'Yn Ongoing campaigns (1.2): SPQR (110 BC) | Sab'yn (217 BC) | Pontos (215 BC)
from Populus Romanus
"The state of human ethics can be summarized in two sentences: We ought to. But we don't." (Tucholsky)
monitor_event SettlementTurnStart FactionType f_casse ;;; increase the counter per city with developed market under direct Casse rule
and SettlementBuildingExists > casseprec
and SettlementBuildingExists > market_two
inc_counter CasseMarketRequirement 1
if I_EventCounter ecCasseKing = 1
terminate_monitor
end_if
end_monitor
monitor_event SettlementTurnStart FactionType f_casse ;;; increase the counter per city with developed battle temple under direct Casse rule
and SettlementBuildingExists > casseprec
and SettlementBuildingExists > temple_of_battle_L2
inc_counter CasseTempleRequirement 1
if I_EventCounter ecCasseKing = 1
terminate_monitor
end_if
end_monitor
monitor_event SettlementTurnStart FactionType f_casse ;;; increase the counter per city with developed farming temple under direct Casse rule
and SettlementBuildingExists > casseprec
and SettlementBuildingExists > temple_of_farming_L2
inc_counter CasseTempleRequirement 1
if I_EventCounter ecCasseKing = 1
terminate_monitor
end_if
end_monitor
monitor_event SettlementTurnStart FactionType f_casse ;;; increase the counter per city with developed fertility temple under direct Casse rule
and SettlementBuildingExists > casseprec
and SettlementBuildingExists > temple_of_fertility_L2
inc_counter CasseTempleRequirement 1
if I_EventCounter ecCasseKing = 1
terminate_monitor
end_if
end_monitor
monitor_event SettlementTurnStart FactionType f_casse ;;; increase the counter per city with developed forge temple under direct Casse rule
and SettlementBuildingExists > casseprec
and SettlementBuildingExists > temple_of_forge_L2
inc_counter CasseTempleRequirement 1
if I_EventCounter ecCasseKing = 1
terminate_monitor
end_if
end_monitor
monitor_event SettlementTurnStart FactionType f_casse ;;; increase the counter per city with developed fun temple under direct Casse rule
and SettlementBuildingExists > casseprec
and SettlementBuildingExists > temple_of_fun_L2
inc_counter CasseTempleRequirement 1
if I_EventCounter ecCasseKing = 1
terminate_monitor
end_if
end_monitor
monitor_event SettlementTurnStart FactionType f_casse ;;; increase the counter per city with developed governor temple under direct Casse rule
and SettlementBuildingExists > casseprec
and SettlementBuildingExists > temple_of_governors_L2
inc_counter CasseTempleRequirement 1
if I_EventCounter ecCasseKing = 1
terminate_monitor
end_if
end_monitor
monitor_event SettlementTurnStart FactionType f_casse ;;; increase the counter per city with port under Casse rule
and SettlementBuildingExists >= port
inc_counter CassePortRequirement 1
if I_EventCounter ecCasseKing = 1
terminate_monitor
end_if
end_monitor
monitor_event UnitTrained FactionType f_casse ;;; increase the counter per city with port under Casse rule
and TrainedUnitCategory cavalry
inc_counter CasseCavalryRequirement 1
if I_EventCounter ecCasseKing = 1
terminate_monitor
end_if
end_monitor
monitor_event SettlementTurnStart FactionType f_casse ;;; increase the counter per every region under King's rule
and SettlementBuildingExists = casse_king
inc_counter NumCasseKingdoms 1
end_monitor
monitor_event FactionTurnEnd FactionType f_casse
if I_EventCounter ecCasseKing = 0
and I_CompareCounter CasseMarketRequirement > 1
and I_CompareCounter CasseTempleRequirement > 2
and I_CompareCounter CassePortRequirement > 3
and I_CompareCounter CasseCavalryRequirement > 9
set_event_counter ecCasseKing 1
historic_event HE_CASSE_KING factions { f_casse, }
end_if
if I_EventCounter ecCasseKing = 1 ;;; the one starting region does not count
if I_CompareCounter NumCasseKingdoms < 3 ;;; 2 regions = no penalty
set_event_counter ecCasseKingdomSmall 0
set_event_counter ecCasseKingdomLarge 0
set_event_counter ecCasseKingdomHuge 0
end_if
if I_CompareCounter NumCasseKingdoms > 2
and I_CompareCounter NumCasseKingdoms < 5 ;;; 3-4 regions = small penalty
set_event_counter ecCasseKingdomSmall 1
set_event_counter ecCasseKingdomLarge 0
set_event_counter ecCasseKingdomHuge 0
end_if
if I_CompareCounter NumCasseKingdoms > 4
and I_CompareCounter NumCasseKingdoms < 7 ;;; 5-6 regions = minor penalty
set_event_counter ecCasseKingdomSmall 0
set_event_counter ecCasseKingdomLarge 1
set_event_counter ecCasseKingdomHuge 0
end_if
if I_CompareCounter NumCasseKingdoms > 6 ;;; more than 6 regions = large penalty
set_event_counter ecCasseKingdomSmall 0
set_event_counter ecCasseKingdomLarge 0
set_event_counter ecCasseKingdomHuge 1
end_if
end_if
set_counter NumCasseKingdoms 0 ;;; reset the counters every turn
set_counter CasseMarketRequirement 0 ;;; reset the counters every turn
set_counter CasseTempleRequirement 0 ;;; reset the counters every turn
set_counter CassePortRequirement 0 ;;; reset the counters every turn
end_monitor
Originally Posted by Ballpoint202
It's in two stages: first the Pritanoi become a kingdom, which allows the building of the highest factional govt in the British Isles, allowing the recruiting of companion units. For this, they need to build 1 market_two, 2 L_2 temples of different gods, 3 ports, and to train 9 cavalry units.
Then the size of the kingdom is judged -- if small, low level factional govts lose their law bonus; if it's large, low and medium level lose their law bonuses; and if huge they all lose their law bonuses. (this is from the EDB file, not the script)
So it seems no all settlements need to be upgraded to city level, two should be enough.
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