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Hi
I have some perhaps rather newbie type questions
Do the diffrent Eletheroi tribes fight one and other?
What factors cause and affect 'Unrest'?
What causes corruption? How do i reduce 'negative' corruption? (me loosing cash)
Why cant i ambush armys like i could in RTW and BI? (armies just march right past!)
i barely played Vannilla RTW before downloading EB and so missed out on finding out some of the more simple stuff.
Thankyou
1) No, sadly eleutheroi tribes do not fight each other. The game engine treats them as one big faction. This cannot be modded.
2) Unrest is caused by enemies spies, governor traits and recent conquest. Sometimes a town has persistent lingering unrest, without a clear cause. Maybe it's a top-notch enemy spy that manages to evade detection, or maybe it's a big.
3) Corruption is caused by distance to capital. Counter this by making sure your capital is in the centre of your realm (or at least closer to cities where corruption is a bigger issue).
4) You can, but since armies will mostly stick to the roads, this is harder than you think.
Aemilius Paulus
05-10-2009, 22:21
Do the diffrent Eletheroi tribes fight one and other?
Nope. One faction. Same faction=cannot attack oneself.
What factors cause and affect 'Unrest'?
Base levels of unrest that you will never get rid of in all the cities you have conquered; character traits; just conquered the town; culture penalty causes unrest; spies.
What causes corruption? How do i reduce 'negative' corruption? (me loosing cash)
Distance to the capital causes it. Law reduces it. That is why building law temples always gives you giant income if the settlement is rather far away from the capital whereas the trade temples give you a negligible, usually 50 mnai bonus. So build law-giving buildings or get FMs with law-giving traits.
Why cant i ambush armys like i could in RTW and BI? (armies just march right past!)
You can. I can. Many other people can. Try again I suppose :shrug:. Ambushing still works.
i barely played Vannilla RTW before downloading EB and so missed out on finding out some of the more simple stuff.
Ahhh, then you are in real trouble. RTW is the most complex game I have ever played. There are so many game mechanics we do not know of even now. for instance, did you know that archers get an accuracy penalty when firing from a formation more than 3 rows deep? Fascinating, isn't it?
Thankyou
You welcome :bow:
EDIT: Hehe, I had to go do something else just as I was about to post. Now it is too late :no:
Nachtmeister
05-10-2009, 23:15
did you know that archers get an accuracy penalty when firing from a formation more than 3 rows deep? Fascinating, isn't it?
!? Wow... Where did you get this extremely helpful bit of information? Does this imply that it makes more sense to set up archer-based armies with all archer formations spread wide and placed behind each other rather than several blocks beside each other? How about firing from behind a phalanx? ... No wonder I always get the feeling that the AI is scoring more hits per volley.
And what about slingers? Same deal?
Tristuskhan
05-11-2009, 00:14
Ahhh, then you are in real trouble. RTW is the most complex game I have ever played. There are so many game mechanics we do not know of even now. for instance, did you know that archers get an accuracy penalty when firing from a formation more than 3 rows deep? Fascinating, isn't it?
???? I knew it was the case in MTW1, but not in RTW... Does it mean that spearmen also get defense bonus when fighting in deeper formation (more than five ranks deep) like it was in Medieval?
I'd also like to point out that a longer distance from a settlement to your capital will increase unrest, the reason why you should try to have your capital set in the middle of your empire (no consequences for doing so, unless you're role-playing).
Ariovistus Maximus
05-11-2009, 02:36
Weird about the archers!
On that note, what is with the temples that increase morale??? I've heard that they might not do anything for units unless they're in the city! :inquisitive:
And I've read that temples that increase trade only increase it by 1% and aren't really worth it! }:( That would stink b/c I almost always build the trade temples. :stupido:
Weird about the archers!
On that note, what is with the temples that increase morale??? I've heard that they might not do anything for units unless they're in the city! :inquisitive:
And I've read that temples that increase trade only increase it by 1% and aren't really worth it! }:( That would stink b/c I almost always build the trade temples. :stupido:
Morale-giving structures seem to be broken. I would point you to the proper post, but my bookmarks were recently deleted. :wall:
As for trade: yes, trade-improving buildings offer little benefit in actually raising the income from trade (in the short run, that is). However, if you manage to build the largest possible market/temple, and you have a decent sized city, the improvements should be more viable. I mostly build markets for the population bonus they give, which leads to more income from taxes; and I build temples that improve happiness (again, for more tax income).
Ariovistus Maximus
05-11-2009, 02:54
Morale-giving structures seem to be broken. I would point you to the proper post, but my bookmarks were recently deleted. :wall:
As for trade: yes, trade-improving buildings offer little benefit in actually raising the income from trade (in the short run, that is). However, if you manage to build the largest possible market/temple, and you have a decent sized city, the improvements should be more viable. I mostly build markets for the population bonus they give, which leads to more income from taxes; and I build temples that improve happiness (again, for more tax income).
Yeah, I think it was a guide to temples... somewhere... looked through it a while ago. Anyways yeah I guess I'll stick w/ happiness and exp. I don't like pop. growth bonuses b/c then its even sooner when they start revolting due to size. :whip:
Ahhh, then you are in real trouble. RTW is the most complex game I have ever played. There are so many game mechanics we do not know of even now. for instance, did you know that archers get an accuracy penalty when firing from a formation more than 3 rows deep? Fascinating, isn't it?
Do they? I recall Puzz3D, our resident stat expert, rant about the fact that there was no accuracy penalty even if the archers were in column formation. Given his hatred for R:TW, I doubt he has played it since 1.2, so it may be changed in recent versions, but could you give us the link to the experiment showing this is the case?
Ariovistus Maximus
05-11-2009, 15:24
Hey, another question:
If you take a unit with 3 xp, and put him against a unit with 3 attack + 3 defence, will one always win over the other?
I have done a little testing of my own. First I played myself as the xp, and lost BAD. Then I think I played the weapons upgrade, and still lost, but not so bad. I tried to avoid using any strategy whatsoever. :D
Then I realised that the battles I played might have gone how they did b/c I was using units with javelins. Attack upgrades will INCREASE missle attack; XP will NOT. As the XP player, I suffered in the exchange of javelins big-time.
In my battle where I played as XP, I lost 75% and killed like 25%. In the battle playing with upgrades, I think I killed closer to 50%. Don't remember exactly.
So then I played a battle where it was AI vs. AI, both with 20 Gaelich! :pirate2::pirate2::pirate2::pirate2: I was Carthage, with one unit of Numidian Cav. :rolleyes: :charge:
The XP player was STOMPED in the beginning! Their lines crumbled in less than 30 seconds to be sure. Then the winning army went off with like 3/4 of its men and chased a few routing units to one side of the map, while some of the XP troops on the OTHER side of the map rallied and outnumbered the weapons_bonus group. Then it became a mess. After that I started to hammer>anvil with my Numidians to speed it up. :evilgrin: Anyways, the real test was in the beginning, and I was amazed!
I kind of expected the XP AI to do better? Does XP give any kind of morale bonus? Cuz I didn't see it. Anyways I'm just wondering if there is any really conclusive testing done on the subject. As far as I can see, attack/defence bonuses gives you more for less $$$! odd... :inquisitive: :dizzy2:
I still have the replay and I could post it if somebody will tell me how I can get a proper link. I haven't tried but it would seem logical that I have to have the file on the Internet first...
Actually I have an FTP set up for my weapons study (plz see guys if u have time ~:)) so maybe I could use that.
It'd probably just be easier for you to try one urself though. :laugh3:
PraetorFigus
05-11-2009, 16:25
With missile fire, I've been play testing with a hitpoint boost similar to another mod I've tried recently.
so every unit has +1 hitpoint, for example Gaestatae have 3 hitpoints classical hoplites have 2.
interesting results, in sieges, the AI tends to have more units survive assaulting stone walls, I'm sure everyone's had at least one battle where the AI lines up a unit in front of a tower getting torn to shreds:whip:
there are obvious balancing issues that I'm still trying to address also, such as doubling attack and defense values for all units so that experience has less impact, again like another mod implemented
it's still a WIP though :smash:
I'm also still trying to figure out what to replace recruits_morale_bonus with in the edu, but I'm working through some ideas
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