Log in

View Full Version : Disabling Vanilla Marian Reform requirements



goosejn
04-12-2009, 23:22
is it possible to disable the requirement for some units having to wait for the vanilla marian reforms to trigger before they can be used/recruited. i know you have to wait for rome to build a huge city in italy, but i find the AI never gets to that point. where do i need to go in order for this to be done?:help:

Lovejoy
04-12-2009, 23:29
you can always type:

"add_population cityname 4000"

in the console to give a city in italy 4000 men. this will help the AI to get 2 huge cities in Italy faster.

if you write:

"process_cq cityname"

every now and then things SHOULD get ever faster. I am not totaly sure on the last one tough. (it is supposed complete all buildings currently in production in the city.)

Cyrus
04-13-2009, 00:43
i've done that, but it does not help, i gave Ariminum 25000 population and for some reason the pop. growth bonus went to -50% loosing even more than what it started with.

goosejn
04-13-2009, 00:55
what about the units themselves. for example, for the later Saka bodyguards and Baktrian Bodyguards, their apprearance is contigent upon this happening. if i can't speed it up by adding population, can i turn off that requirement for specific units?

Zett
04-13-2009, 07:55
in the console to give a city in italy 4000 men. this will help the AI to get 2 huge cities in Italy faster.


I think they need only one huge city (which is not Roma) in Italy.

Just capture Capua and upgrade it to huge yourself. Then give it back to the Romans.


what about the units themselves. for example, for the later Saka bodyguards and Baktrian Bodyguards, their apprearance is contigent upon this happening. if i can't speed it up by adding population, can i turn off that requirement for specific units?

You can delete the "and marian_reform" in the EDB (export_descr_buildings) to make the Koinon Hellenon Phalangitai and the Hysteroi Pezhetairoi recruitable from the start.
https://img518.imageshack.us/img518/2140/neubitmap3qc5.png

Ceterum censeo Romam esse delendam

bobbin
04-13-2009, 17:16
what about the units themselves. for example, for the later Saka bodyguards and Baktrian Bodyguards, their apprearance is contigent upon this happening. if i can't speed it up by adding population, can i turn off that requirement for specific units?

For the bodyguard units you need to edit the EDU entry by replacing the general_unit_upgrade atribuite with general_unit, I'll use Baktria as an example.

;471
type hellenic cavalry hetairoi kataphraktoi
dictionary hellenic_cavalry_hetairoi_kataphraktoi ; Hetairoi Kataphraktoi
category cavalry
class heavy
voice_type General_1
soldier hellenistic_cavalry_hetairoi_kataphractoi, 10, 0, 1
mount grivpanvar horse
mount_effect elephant -1, chariot +2
attributes sea_faring, hide_forest, general_unit
formation 1.5, 4, 3, 6, 4, square
stat_health 1, 1
stat_pri 5, 47, no, 0, 0, melee, blade, piercing, spear, 200 ,0.4
stat_pri_attr ap
stat_sec 11, 28, no, 0, 0, melee, simple, slashing, sword, 0 ,0.11
stat_sec_attr ap
stat_pri_armour 29, 10, 0, metal
stat_sec_armour 0, 0, flesh
stat_heat 5
stat_ground 0, 0, -4, -1
stat_mental 18, disciplined, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 2924, 0, 80, 100, 2924
ownership romans_brutii

and then disable the early bodyguards by deleting the general_unit attribute


;389
type hellenistic cavalry baktrian bodyguard
dictionary hellenistic_cavalry_baktrian_bodyguard ; Somatophylakes Strategou (Baktrian Early Bodyguard)
category cavalry
class heavy
voice_type General_1
soldier hellenistic_cavalry_baktrianbodyguard_kambojas, 10, 0, 1
mount half armoured horse
mount_effect elephant -1, chariot +2
attributes sea_faring, hide_forest, hardy
formation 1.5, 4, 3, 6, 4, square
stat_health 1, 1
stat_pri 5, 39, no, 0, 0, melee, blade, piercing, spear, 180 ,0.38
stat_pri_attr ap
stat_sec 11, 22, no, 0, 0, melee, simple, slashing, sword, 0 ,0.11
stat_sec_attr ap
stat_pri_armour 14, 13, 3, metal
stat_sec_armour 0, 0, metal
stat_heat 4
stat_ground 0, 0, -4, -1
stat_mental 16, disciplined, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 2040, 0, 40, 60, 2040
ownership romans_brutii

Just do the same with the respective bodyguards for the other factions and your laughing.

goosejn
04-14-2009, 00:24
have you tried this for yourself?

goosejn
04-14-2009, 01:17
i forgot to also ask....using the example of bactria, if i follow your suggestion, which bodyguard will show up, the early, or the katphraktoi?

miotas
04-14-2009, 01:56
you can always type:

"add_population cityname 4000"

in the console to give a city in italy 4000 men. this will help the AI to get 2 huge cities in Italy faster.

if you write:

"process_cq cityname"

every now and then things SHOULD get ever faster. I am not totaly sure on the last one tough. (it is supposed complete all buildings currently in production in the city.)


i've done that, but it does not help, i gave Ariminum 25000 population and for some reason the pop. growth bonus went to -50% loosing even more than what it started with.

This method does work, add the population to capua so it goes to about 30000, then type "process_cq capua" into the console. Do this at the start of every turn and you will have your new unit in no time.

If you need to check on the cities status, just use the "toggle_perfect_spy" and "toggle_fow", if capua has an imperial palace then you will get your new unit next turn.

Depending on how big capua was to start with it will get huge negative growth but this doesn't matter as they will start the construction of the new building before they lose the population and then you can use process_cq to finish it imediatly.

I have done this twice successfully.

bobbin
04-14-2009, 03:11
i forgot to also ask....using the example of bactria, if i follow your suggestion, which bodyguard will show up, the early, or the katphraktoi?
The Hetairoi Kataphraktoi wil be the bodyguard. I have done it myself.

One thing to note is that if you do this in a current game only generals that come of age after the change is made will get the Kataphraktoi bodyguards.

Also it has occured to me that if you start a new campaign your starting generals will have the old bodyguards as well, to change that you need to edit the descr_strat file.

Zim
04-17-2009, 00:48
Is there a list of factions that get units from the vanilla Marian Reforms? I didn't see one in the reforms section of the FAQ thread.

I'm thinking of starting an Epirus campaign and creating an empire in Italy but don't want to miss out (or have potential opponents not get the units if they'd make a big difference).

A Very Super Market
04-17-2009, 00:58
Everyone that does not have their own reform requirements uses the March of Time as a reference.

Bobbin, I once had a mercenary Eastern General that suddenly gained Baktrian cataphract bodyguards when the reform came...

Zim
04-17-2009, 01:05
Do all factions without unique reforms have units they don't get until the march of time then?

I suppose I'll have to leave the Romans alone and go after Greece then. :charge:


Everyone that does not have their own reform requirements uses the March of Time as a reference.

bobbin
04-17-2009, 03:33
Bobbin, I once had a mercenary Eastern General that suddenly gained Baktrian cataphract bodyguards when the reform came...
Huh thats weird, maybe the game doesn't distinguish between recruited generals and family members, I think I've heard somewhere that mercenary generals count towards your family member count so it could be the case.

@Zim If your playing as Eprius you don't need to worry as they don't recieve any new stuff from the march of time event.

March of Time
Romans get 2 new ships
Koinon Hellenon get a Phalangite unit.
Makedon gets the Hysteroi Pezhetaroi
Hayasdan, Saka, Pontos, Parthia and Baktria get new bodyguards

Zett
04-17-2009, 09:33
Do all factions without unique reforms have units they don't get until the march of time then?

I suppose I'll have to leave the Romans alone and go after Greece then. :charge:

Only to say it again, Epeiros didn't get new units. So you can crush the Romani anytime.

Edit: Damn, didn't see this:

@Zim If your playing as Eprius you don't need to worry as they don't recieve any new stuff from the march of time event.
I should read more carefully.


Ceterum censeo Romam esse delendam