Page 1 of 2 12 LastLast
Results 1 to 30 of 53

Thread: Reform requirements

  1. #1

    Default Reform requirements

    Hi guys!

    I did this thread over in twcenter, under a different name, and I just had the brilliant idea of sharing it here too!

    So what happened is I remembered there was a thread for EBI detailing how to get every reform, and I figured that might be useful. After asking around a little, I just went and did it myself. Now then, a lot of information in there is a little imprecise : for instance, I don't know half the name of most buildings involved in reforms.

    If you have any information or precisions to bring, or even really helpful tips (like you need a certain culture percentage to build the reformed government), they are very welcome! Please share!

    EDIT2: Really appreciate all the effort Elzeda put into starting this thread, but it's about time it was updated to reflect the current build. Thus I'm going to edit all of these to bring it up to date. ~QS


    Hellenistic Reforms

    Spoiler Alert, click show to read: 
    The Hellenistic world gets two reforms, which change the available units, full details of which can be found here. The Thureos Reform happens after turn 60 (257 BC), bringing in Thureophoroi, Euzonoi and Machairophoroi. The Thorakitai Reform happens after turn 200 (222 BC), bringing in Thorakitai and late cavalry.

    The Hellenistic factions who get their rosters updated get an event notification, though these reforms affect everywhere that Greek and Hellenistic units appear. Some other regional units, such as Kardakes and the Galatianised Infantry, are also impacted by this reform.

    It's worth noting that for the most part, Lakonike (ie Sparte) is not impacted by the main Hellenistic reforms. Instead, it has a reform event of it's own, triggered by the KH player building Large-Scale farming (farms_four) in Sparte. There's also a random trigger if KH is the AI between turns 116 and 200. This alters recruitment in Sparte, the Lakonikoi Hoplitai appear, supplanting Hoplitai and some of the Haploi, and Deuteroi Phalangitai appear too.


    Celtic Reforms (Aedui, Aruernoi and Boii)

    Spoiler Alert, click show to read: 
    The Celtic trio have two reforms which impact their rosters. At the start of the game, you will get a notification that you are in the first era, that of chariots. Anyone who's played older iterations of EBII may notice right away that you can no longer recruit archers, slingers or heavy cavalry at the start of the game.

    To trigger the "Riders" reform, you must fight at least 5 medium-sized battles (more than 8 units on the opposing side) against settled opponents, such as the Romans, Carthaginians and Hellenistic factions.

    If you fail to do so, it triggers randomly between turn 48 (260BC) and turn 88 (250BC).

    The impact of this is for chariots to disappear, and slingers and heavy cavalry become recruitable.

    The second reform is the "Twilight" era, representing late Celtic states.

    It must be at least turn 440 (162BC) for Aedui and Arverni, Boii have a slightly earlier start on turn 400 (172BC). They must hold at least one city (6000 households); five major markets (market_four or above); and have at least 3 Confederation governments.

    There is also a random trigger, from turn 448 (150BC) until turn 728 (90BC) it may fire on it's own, guaranteed to by the later date.

    This gives more heavy infantry, and archers appear.

    These changes affect all Celtic units, but only the core Celtic trio get notification that they've happened.


    Baktria

    Spoiler Alert, click show to read: 
    Arche Seleukia will demand a tribute of 3000 every winter. Refusing it will lead first to a demand for 9000 the next winter, then to war between Baktria and Arche Seleukia. The AS will spawn a punitive expedition and threaten you with it. If you stand strong you will enter rebellion.

    Winning at least 4 land battles and capturing at least 3 regions from Seleukia will make Baktria a kingdom, ending the war.

    Note that an event will fire after 4 battles won and 2 settlements taken, where Baktria can be forgiven and become a satrapy again, allied with Arche Seleukia (and paying tributes again, I would assume).
    A few things to note : it is possible that you need to defeat an AS family member for the battle to count towards your land battle victories. You also probably need to initiate that battle. It is also quite possible that you need to have a FM in your own army, at least when you capture a settlement, for it to count as well.

    Tips
    Earning independence unlocks the top-tier government building, the Basilike Patris. This in turn unlocks elite units, such as Hetairoi, Oxybeles, Hypaspistai and Baktroi Hippeis. It also allows Baktria to build factional governments outside of Baktria itself.


    Hayastan

    Spoiler Alert, click show to read: 

    - To become a kingdom, you need to have constructed a Caucasian Tribal Kingdom in four additional settlements, beyond Armavir and Shamsat which you start with. These are four of the five settlements which form a ring around Armavir; Ani-Kamah, Kutatisi, Mtskheta, Kabalaka and Gazaka. You must also have at least 7 settlements. This unlocks new government buildings, expanding recruitment and allowing the construction of higher tiers of Native Colonies.

    - To make the kingdom into an empire, You need at least 15 settlements, including Armavir, Babylon, Ekbatana and Antiocheia. This enables the top-tier government building and changes Hayastan's culture from Eastern Tribal to Eastern Imperial.

    - The Hay second capital event is a little more mysterious just from the scripting. As I understand it, once you are imperial, it will trigger in one of those cases :
    1) You have at least 15 settlements and a faction leader with at least 6 authority
    2) You have at least 21 settlements
    3) You have a faction leader with at least 8 authority
    It also looks like you cannot build the hay imperial building anywhere but your capital for it to work.

    Parallel to all this, Hayastan starts as a tribute-paying satrapy of the seleukids, like Baktria, and has an independance event much like Baktria. In fact it is so much like Baktria's that I can just copy paste it :
    Arche Seleukia will demand a tribute of 3000 every winter. Refusing it will lead to war between Hayastan and Arche Seleukia. Winning at least 6 land battles and capturing at least 3 regions from Seleukia will make Hayastan a kingdom, ending the war.
    Note that an event will fire after 6 battles won and 2 settlements taken, where Hayastan can be forgiven and become a satrapy again, allied with Arche Seleukia (and paying tributes again, I would assume).




    Koinon Hellenon

    Spoiler Alert, click show to read: 
    This script is hard to read, bear with me. The first step is building the Congress. You will be able to do so once you have at least 3 settlements with the "polis_three" building (Hellenistic Metropolis). 6 settlements start with it: Athens, Korinthos, Syracuse, Alexandreia, Antiocheia and Pergamon. You can also get it after a (long) while in Rhodos or Sparta. Once you have your 3 Metropolii, the Congress is available to be built anywhere. Build it to progress to the next step.

    The next step of the reform is once again tied to buildings. You need the building "kh4" in at least 4 settlements. This is the Koinon Admin government. Once you have those buildings, an event will trigger, and you can move on to the next step.

    Now, to understand the next step, I need to explain state leaders. Understand this : the Koinon Hellenon is, as I understand it, a loose alliance of otherwise "independent" city states. You play all of them as the one faction, but in reality each city is independant. EBII provides a script that will make of your FMs the state leaders of this or that city you own. The FM needs to be of the right culture, and you can't get state leaders for every settlement in the game, just the typically Greek (Hellenistic) ones. The settlements you can get a leader for are : Ambrakia, Thermon, Pella, Demetrias, Korinthos, Knossos, Salamis, Athenai, Sparte, Rhodos and Ephesos. Plenty of settlements to choose from. The leader title is called "Archon". For example, "Archon Athenai" for the leader of Athens. FMs usually get this trait by winning battles, and they only get it for their city of origin, so pay attention to that when new FMs come up, because you need to breed yourself a few archons for the next step.

    Now that we understand State Leaders, you need to have at least 4 state leaders. You don't need to gather them anywhere, just have at least 4 of them alive. Men can't become a State Leader until they are 40 years old.

    The next step seems to be the Sympoliteia revolt. This simply allows you to build the sympoliteia founding state government. You can only build it in 2 settlements, and you have to start building them in both simultaneously to move on. While they are building those settlements are going to get penalties to happiness (that'd be the revolt). It lasts for 16 turns, and then you can build the simpoliteia government everywhere, AKA you successfully reformed the Koinon Hellenon, congratulations!
    Thanks Thuycidides for clarifying all that!

    KH is also impacted by the Hellenistic Reforms on their rosters, same as the other Hellenistic factions.


    Lugiones

    Spoiler Alert, click show to read: 
    The Lugiones have a randomly-occuring reform event between turn 648 (110BC) and 728 (90BC), which enables the late units.


    Makedonian Kingship

    Spoiler Alert, click show to read: 
    Makedonian kingship is achieved by:
    Taking Pella
    Upgrading the farms to Large-Scale Farming
    Building Waystations and Garrisons and Port Garrisons
    Killing Pyrrhos


    Nabatu

    Spoiler Alert, click show to read: 
    Settling
    To settle, Nabatu must build Large-Scale Farming in Rekem (nomfarm_three) and also in Dedan and Bostra (farms_four). The Faction Leader must be Settled (trait) and not prefer a nomadic lifestyle (again traits).

    This changes Nabatu's culture from Arid Nomadism to Eastern Tribal, and unlocks a new tier of government buildings, giving better recruitment options. It also allows the construction of Native Colonies.


    Empire
    To become a Hellenised eastern administration, the Hellenistic ThorakitaiReform must have happened (after 222BC), and Nabatu must hold: at least 3 settlements with a Hellenistic Poleis, three major markets (market_four or above), and the Faction Leader must have the Philhellene trait.

    This changes culture from Eastern Tribal to Eastern Imperial, and unlocks the two top-tier government buildings. One imitates recruitment from a Hellenistic Poleis, the top one gives Hellenistic professionals and Nabatu elites.


    Numidia

    Spoiler Alert, click show to read: 
    Convert Capsa and Sigan (or any other convertible camps you find, if you stray far from Africa) into cities.

    This gives you access to new governments, with better regional recruitment and also unlocks Native Colonies. The latter will add professional infantry from other cultures to stiffen Numidia's roster.


    Pahlava

    Spoiler Alert, click show to read: 
    Imperial Reform
    To become a settled empire, you must own Asaak, Hekatompylos, Ekbatana and Rhagae, and build the rank 4 farms in all of them.

    This changes Parthia's culture from Steppe Nomadism to Eastern Imperial, and unlocks the higher tiers of government (giving better options in settled territories). This also allows construction of the Native Colony.

    Indo-Parthian King
    Placing a Suren governor (not the Faction Leader) in India unlocks a specific Indo-Parthian government type for the region.


    Pergamon

    Spoiler Alert, click show to read: 
    To become an independent kingdom, you must defeat the Galatians in battle. Six or more battle against Rebel stacks of 8+ units in Galatia will trigger an invasion of Mysia by a large Galatian force.

    You must also own Pergamon, Ephesos, Sardis and Ipsos.

    The fallback requires you to own Pergamon, Ephesos, Sardis, Ipsos and Galatia, and the Seleukids to have completely evacuated Anatolia (ie they hold no settlements in it). It must also be after the Thureos Reform.

    This unlocks the all the later Pergamon governments, before which only the Military Administration is available (and only in Anatolia). This includes the Basilike Patris in places other than Pergamon. It also allows Hetairoi.


    Pontos

    Spoiler Alert, click show to read: 
    Pontos becomes an empire when it owns at least 10 provinces, including Sinope, Trapezous, Kutatisi, Mazaka, Pantikapaion and Chersonesos. It also needs to have won a total of more than 10 land battles against any of these factions : Arche Seleukia, Ptolemaioi, Pergamon and/or Bosporan Kingdom. That's not 11 battles each, that's 11 battles between all those factions. You probably need to be fighting an enemy family member for the battle to count. They also probably need to be initiated by you.

    The impact of this reform is to change Pontos' culture from Eastern Tribal to Eastern Imperial, and to unlock a whole host of new government buildings with varied recruitment.


    Pritanoi

    Spoiler Alert, click show to read: 
    The pritanoi will form a kingdom if they build enough infrastructure. In settlements where they have a direct pritanoi control government (the governments beyond military occupation), they need at least 2 of those settlements with a market rank 3 or more and 3 of those settlements with a temple rank 3 or more (no matter the temple type). They also need at least 4 settlements with a port building, though the government type does not matter here. Finally, they also need to have recruited at least 10 cavalry units.

    Note
    Reform is confirmed to work as intended. It gives access to a couple of units. Thx Mantaprey!


    Rome

    Spoiler Alert, click show to read: 
    Polybian Reform
    - Will happen past turn 100 if the player has had at least 4 large battles (enemy has over 12 units) in Cisalpine Gaul (Felsina, Segesta, Medilanon, Patavium, Massalia, Segestica, Dalminion) and at least 5 large land battles (over 12 enemy units) against Carthage. They have to be fought on the battlemap to be counted. Be warned, the battles possibly need to be initiated by you to count.t.
    -It can also trigger after turn 150 if they hold Felsina, Segesta, Patava, Messana, Syrakousai and Lilybaion.
    - Will happen automatically at turn 249 if the conditions above are not met.

    Marian Reform

    After turn 500 (147BC) Rome needs to have constructed Latifundae (farms_seven) in at least six of the seven core Italian provinces. They then need an FM with the Reformator trait.

    Failing this, they will automatically occur on turn 661 (107BC).


    Saba

    Spoiler Alert, click show to read: 
    The reform to empire seems tied to culture. If one of your characters ends his turn in a settlement not too far from the capital (approximately 3 provinces away. For example, Timna works (Thanks Wulfburk)) that has less than 30% of your culture in it, the reform triggers. The settlement additionally needs an "'Adīm Malkān (Bondsmen of the king)" or "Mahrab Malkān (Royal Court)" government for the reform to trigger. Both of these require a certain level of EI to become available (40 and 60% respectively, the latter only buildable after the reform, but already present in Maryab), which can be attained through temples to Almuqah.

    Tips
    Once the reform happens, your main culture becomes Eastern imperial. The reform unlocks for you the government building you start with in Maryab. To build it in a province you need Eastern imperial to be 60% of the culture of that province. Temples of Almagah raise the Eastern imperial culture.
    Thanks Wulfburk!


    Saka Rauka

    Spoiler Alert, click show to read: 
    Settling
    The Saka will settle if they have built wooden_walls (ie upgraded to Towns) in at least 3 of these settlements : Oyrta, Sulek, Chach, Bukharakh, Khiva or Nisaya. The faction leader must also gain the Settled trait (done by using him as a governor in an already-converted settlement).

    This changes culture from Steppe Nomadism to Eastern Tribal, and opens up new government buildings giving better options in settled regions.

    Empire
    At least 40 turns must have passed since the Settling event. Saka must have at least 8 settlements, the Faction Leader must be Settled and have Authority of 4+. You must hold at least four settlements with Medium-Scale farming (farms_three) or better.

    This changes culture from Eastern Tribal to Eastern Imperial. It also allows construction of Native Colonies.

    Domain
    As the Saka Rauka's territory grows, or as the Faction Leader gets more authority, this event will trigger. This allows construction of the Royal Satrapy, the top tier of government buildings.


    Sauromatae

    Spoiler Alert, click show to read: 
    The Sauromatae will settle if they have at least 5 settlements with both wooden_walls (ie settled Towns) and the "Occupation and Tribute extortion" government type (ie precursor factional government). That government is the only Sauromatae government allowed in settled states, aside from Allied Government pre-reform. The logic is that once they have 5 settled states with their direct gov, they'll learn to govern settled states better and have access to the upgraded form of "Occupation and tribute extortion". Thanks V.T. Martin and Floren d'Asteneuz!

    This enables the construction of a new government type (better in settled provinces) and access to the Native Colony building.


    Sweboz

    Spoiler Alert, click show to read: 
    Sweboz has a randomly-occuring reform event between turn 648 (110BC) and 728 (90BC), which enables the late units.


    Taksashila

    Spoiler Alert, click show to read: 

    Independence
    Taksashila starts out being part of the Mauryan empire. Starting from turn 15, you will randomly be asked to recognize Mauryan rule (70% chance of it happening past turn 14). If you accept, you will be paying a 3000 tribute in winter, and will receive mauryan military help against invasions. There is a 40% chance per turn that help will arrive while you are at war. Looks like help will only come once per war, but I might be wrong on that.

    If you refused to recognize Mauryan rule, you enter rebellion. Each turn you have 60% chance of a moderate Mauryan army invading, and a 40% chance of a big mauryan army invading. Both armies are calculated seperately, so they could in theory both happen together, or neither could come. Only 1 moderate and 1 large army can be spawned at one time. The mauryans will stop sending armies past turn 170.

    If the rebelling Taksashila controls at least 7 settlements and has defeated at least 4 Mauryan armies, they will have earned their independence, and will be considered an empire.

    EDIT tried and true. Thanks Mantaprey!

    Tips

    Something I realized from Mantaprey's experience : the script is heavily tied to the family members that spawn with the mauryan armies. Killing them counts as defeating their army, even if you used an assassin instead of an army. Also, assassinating the FM basically turns the mauryan army into a normal eleutheroi army, as opposed to one that will aggressively siege certain settlements of yours.

    Independence unlocks new government buildings, and the ability to build factional governments outside of India. Furthermore, it grants access to the Native Colony building.


    Military Reform

    This represents the move away from Vedic-style armies, after contact with heavy cavalry from other cultures. It signals the end of the chariot, and advent of Taksashila's own heavy cavalry (the Lancers) and other new units still to be made.

    Taksashila must be independent (ie no longer Mauryan vassal); it must have had at least 5 major battles with the Saka and observed real heavy cavalry (heavy horse with barding) in 5 battles.

    This also allows the higher tiers of the Yavana Guild building, which gives Indo-Greek units.



    Carthage

    Spoiler Alert, click show to read: 

    Barcid Reform

    This unlocks new forms of government, which don't require Carthaginian Settler's Colonies to install and upgrade.

    It must be at least turn 140 (237BC), and Carthage must hold Kard-Hadast, Gadir and Mastia. They must have had 5 or more major land battles with Rome, and have a General of the Army or War Leader who's part of the Barcid faction.

    Renewed Panoply Reform

    Randomly between turn 288 (200BC) and turn 328 (190BC), assuming the Barcid Reform has happened, heavier units will appear, either by armour upgrade or change in roster. This includes the late Libyans.




    Iberian Panoply Reform

    Spoiler Alert, click show to read: 
    Occurs randomly between turn 140 (237BC) and turn 168 (230BC). Unlocks Iberian Scutarii units.

    While these affect Iberian units everywhere, only the Iberians, Celts, Carthaginians and Romans get a notification.
    Last edited by QuintusSertorius; 05-23-2018 at 10:36. Reason: Koinon hellenon clarifications

    Members thankful for this post (20):

    + Show/Hide List



  2. #2

    Default Re: Reform requirements

    Updated the Hayasdan info with stuff from the other forum.

    Members thankful for this post (2):



  3. #3

    Default Re: Reform requirements

    Updated Pontos with info from twc.

    Member thankful for this post:

    Moros 


  4. #4

    Default Re: Reform requirements

    Updated Sweboz after a test done by Floren. These may not work, yet.

  5. #5
    Apprentice Geologist Member Blxz's Avatar
    Join Date
    Feb 2009
    Location
    Cairns
    Posts
    780

    Default Re: Reform requirements

    The Saka 'Empire' reform is after 10 years/40 turns based on the in-game description. This might mean most other number descriptions for the other factions are based on actual in-game turns rather than years.
    Completed Campaigns:
    Macedonia EB 0.81 / Saby'n EB 1.1
    Qart'Hadarst EB 1.2 / Hai EB 1.2
    Current Campiagns:
    Getai/Sauromatae/Baktria
    donated by Brennus for attention to detail.

  6. #6

    Default Re: Reform requirements

    Quote Originally Posted by Blxz View Post
    The Saka 'Empire' reform is after 10 years/40 turns based on the in-game description. This might mean most other number descriptions for the other factions are based on actual in-game turns rather than years.
    Duly noted, thanks. You're the second person to tell me that, so I just removed my doubts on the turns being turns in the OP.

    While I'm posting here, lots of small updates made it into the OP, which I didn't find particularly important (and so didn't post). Pergamon, Baktria and Sauromatae in particular had something added.
    Last edited by Elzeda; 09-21-2014 at 22:51.

  7. #7

    Default Re: Reform requirements

    Updated the sauromatae with much more accurate information.

  8. #8

    Default Re: Reform requirements

    Can anyone please check about Bosporos? Do they get a reform or I have to stick with classical hoplites for a really long time?
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.

  9. #9

    Default Re: Reform requirements

    Quote Originally Posted by Elzeda View Post
    Updated Sweboz after a test done by Floren. These may not work, yet.
    First Sweboz reform defintely fires off after mentioned turns.

    By the way thanks for your effort. In EB1 this was usually my guide as were to expand.. and thus a thread I looked up all the time. Glad to see it here again.

  10. #10

    Default Re: Reform requirements

    And thank you for testing the Sweboz reform Nightshift! OP updated.
    EDIT : btw did you get a message telling you, or was it a "silent" reform?

    Quote Originally Posted by Arzeal View Post
    Can anyone please check about Bosporos? Do they get a reform or I have to stick with classical hoplites for a really long time?
    AFAIK There are none yet, again AFAIK because they are missing units anyways.
    Last edited by Elzeda; 09-23-2014 at 16:49.

  11. #11

    Default Re: Reform requirements

    To get Numidian reforms you have to convert 3 camps into cities by building maximum level of farms, then the conversion option will appear.The reform allows you to establish satrapies or royal administration in "urbanized settlements", i don't know what that is but it seems to be cities with urban administration above a certain level of population and maybe not having high nomadic culture. These governments allow you to build mid-high level buildings as well as offer better access to units.

  12. #12

    Default Re: Reform requirements

    Quote Originally Posted by Qvintvs View Post
    To get Numidian reforms you have to convert 3 camps into cities by building maximum level of farms, then the conversion option will appear.The reform allows you to establish satrapies or royal administration in "urbanized settlements", i don't know what that is but it seems to be cities with urban administration above a certain level of population and maybe not having high nomadic culture. These governments allow you to build mid-high level buildings as well as offer better access to units.
    Thank you for testing and sharing! OP updated accordingly :)

  13. #13

    Default Re: Reform requirements

    Quote Originally Posted by Elzeda View Post
    And thank you for testing the Sweboz reform Nightshift! OP updated.
    EDIT : btw did you get a message telling you, or was it a "silent" reform?
    Silent! 3 of your units get replaced by "Late germanic.." with slightly better stats.

  14. #14

    Default Re: Reform requirements

    Oh, by the way, your culture stays the same after the reform as Numidia :3

  15. #15

    Default Re: Reform requirements

    Quote Originally Posted by Qvintvs View Post
    Oh, by the way, your culture stays the same after the reform as Numidia :3
    Yes, that is implied in the OP, unless stated otherwise.

    ------

    Thanks Nightshift, OP duly updated. I also added some interesting info to Taksashila. The script is slightly abusable. You can win your independance with a higly trained assassin. Well, partially.

  16. #16
    EBII Council Senior Member Kull's Avatar
    Join Date
    Jan 2003
    Location
    El Paso, TX
    Posts
    13,502

    Default Re: Reform requirements

    Quote Originally Posted by Elzeda View Post
    Tips
    Something I realized from Mantaprey's experience : the script is heavily tied to the family members that spawn with the mauryan armies. Killing them counts as defeating their army, even if you used an assassin instead of an army. Also, assassinating the FM basically turns the mauryan army into a normal eleutheroi army, as opposed to one that will aggressively siege certain settlements of yours.
    They have a trait designed to prevent this, but it may not be working. Thanks for the tip!
    "Numidia Delenda Est!"

  17. #17

    Default Re: Reform requirements

    Quote Originally Posted by Kull View Post
    They have a trait designed to prevent this, but it may not be working. Thanks for the tip!
    Well, quoting him directly from TWC :
    I had my intelligence ready for them and they assassinated their commanders, they would aimlessly wander around. i don't know if they would of attacked anything if i left their commanders but they seemed lost in the dessert.
    Certainly looks like it's not working.

  18. #18
    EBII Council Senior Member Kull's Avatar
    Join Date
    Jan 2003
    Location
    El Paso, TX
    Posts
    13,502

    Default Re: Reform requirements

    Quote Originally Posted by Elzeda View Post
    Certainly looks like it's not working.
    Agreed. They are supposed to get an anti-assassin trait. But it looks like that's not happening. Researching.
    "Numidia Delenda Est!"

  19. #19

    Default Re: Reform requirements

    Quote Originally Posted by Kull View Post
    Agreed. They are supposed to get an anti-assassin trait. But it looks like that's not happening. Researching.
    I think I found the problem. The script gives them

    HighPersonalSecurity 4
    And this is the description of the trait in particular :

    Trait: HighPersonalSecurity
    ; o Watchful (1): <PersonalSecurity> 1
    ; o Security_Conscious (2): <PersonalSecurity> 2
    ; o Obsessed_by_Security (3): <PersonalSecurity> 4

    Trait HighPersonalSecurity
    Characters all
    NoGoingBackLevel 1
    AntiTraits LaxPersonalSecurity, Trusting

    Level Watchful
    Description Watchful_desc
    EffectsDescription Watchful_effects_desc
    Threshold 1

    Effect PersonalSecurity 1

    Level Security_Conscious
    Description Security_Conscious_desc
    EffectsDescription Security_Conscious_effects_desc
    Threshold 2

    Effect PersonalSecurity 2

    Level Obsessed_by_Security
    Description Obsessed_by_Security_desc
    EffectsDescription Obsessed_by_Security_effects_desc
    Threshold 3

    Effect PersonalSecurity 4
    I'm not entirely certain what needed to be used, but I'm fairly certain "HighPersonalSecurity 4" is not it. "4" is the effect. Maybe it needed to be "3". Or maybe the text needs to change also. As I said, I'm not entirely certain of the correct name to use.

  20. #20

    Default Re: Reform requirements

    I'm currently playing Pahlavâ, and trying to get the reform because I'm deep into A-S territory, in need of a culture swap. I've upgraded all my farms to T3 (middle farming) except in Raggae where I can't seem to be able to build it, though I'm at stone walls already. I can't build any stone wall level buildings either in this city.
    Anyone knows if it is a bug or a feature ? I'm in quite an impossible position if I can't ever reform.

  21. #21
    Cavalry Fanatic Member Tolg's Avatar
    Join Date
    Feb 2009
    Posts
    195

    Default Re: Reform requirements

    Keep in mind you need to destroy the herd building to upgrade farms to the max level.


    The first round of the tournament has started. Who's going to prevail?

    Gladius or Sarissa, Scutum or Aspis?

  22. #22

    Default Re: Reform requirements

    Quote Originally Posted by Tolg View Post
    Keep in mind you need to destroy the herd building to upgrade farms to the max level.
    The level of farm required for the reform is 3, max level is 5 and raggae is not a camp ?
    Last edited by Gnafron; 09-29-2014 at 19:41.

  23. #23

    Default Re: Reform requirements

    What governement do you have in Raggae? Aside from settlement size, it seems the only other prerequisite for farms3 is for the gov to be one of your own - not an allied gov, nor military occupation.


    On a side note, who are the Lugia? I just realised that they're not the lougiones, because lougiones had a seperate gov requirement from lugia.

    EDIT nevermind, lugia is probably lougiones, and I think I thought the lusotannans were the lougiones. Confusion...
    Last edited by Elzeda; 09-29-2014 at 22:07.

  24. #24

    Default Re: Reform requirements

    That must be it, I put an allied gov in this city. Thanks.

    After cheating a fair bit I discovered that the required level of farm is 4.
    Last edited by Gnafron; 09-30-2014 at 11:59. Reason: Nothing

  25. #25

    Default Re: Reform requirements

    Oh! You are correct. It is above rank 3, not rank three. OP corrected.

  26. #26
    Member Member Eliasmanos's Avatar
    Join Date
    Jun 2010
    Location
    Lillehammer, Norway
    Posts
    2

    Default Re: Reform requirements

    Hi everybody :)
    I think I need some more help with the Koinon Hellenon if it is known/possible.
    I'm round 102, have already gor the senate, and own all greek cities in mainland, turkey and coasts of near east, egypt in huge level. Had the ALL generals in Korinth up to turn 120, yet nothing :(
    Any help?

  27. #27

    Default Re: Reform requirements

    What exactly do the Hayasdan reforms do?

    Member thankful for this post:



  28. #28

    Default Re: Reform requirements

    Does anyone know what the Celtic reforms do? If no, anyone have an idea how to trigger them manually if I feel that the time is right?

  29. #29

    Default Re: Reform requirements

    Oh my, I'm sorry guys, my 2 threads had been inactive for so long I had stopped checking in to see if people needed help. Last time I came by my thread wasn't even here, much less stickied :P

    @TheWildHost
    They are supposed to give access to (much) better troops (not to mention much needed variety of troops...), however, most of those units are not in the game yet. I think you get a couple? I'm not sure.

    @de_meomeo
    Afaik there are no functional celtic reforms, aside from the pritanoi one. And so, again afaik, they do nothing :P

    @Eliasmanos
    Give me a little more details please. "you have the senate", you mean the congress?
    Last edited by Elzeda; 12-03-2014 at 22:55.

    Members thankful for this post (2):



  30. #30
    EBII Hod Carrier Member QuintusSertorius's Avatar
    Join Date
    Apr 2008
    Location
    UK
    Posts
    23,140

    Default Re: Reform requirements

    I've updated the original post as at 2.2r.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


Page 1 of 2 12 LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO