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View Full Version : Armourer and foundries available?



boxleitnerb
03-15-2011, 14:04
I looked in the export_descr_buildings file and there is a hidden resource associated with the 2 more advanced smith buildings:
"hidden_resource not_here"

Now I would assume that "not here" means, it cannot be built in provinces where this resource is active, but that makes no sense because it is a requirement to build the armourer and the foundry. What is the deal with these buildings in EB?

Ludens
03-15-2011, 14:28
The foundry-upgrades have been disabled, presumably because they interfered with EB's statting system. The "hidden_resource not_here" line means that it can only be built in provinces with the resource "not_here". Since "not_here" does not exist, they can be built nowhere.

fomalhaut
03-15-2011, 20:40
i was just about to ask this question; revolting slaves have stronger armor (silver and gold level) than any civilization can actually build

Ludens
03-16-2011, 09:43
i was just about to ask this question; revolting slaves have stronger armor (silver and gold level) than any civilization can actually build

The algorithm that generates revolting armies is rather strange. My guess is it works in the same way as the custom-battle army generator: it gets a "budget" which it can spend on units and upgrades. Unit choice is limited by the existing infrastructure (unless the town is designated as the eleutheroi capital after rebelling, in which case it can recruit everything), but experience and equipment upgrades are not.

CashMunny
03-16-2011, 13:00
To become Eleutheroi Capital, all other Eleutheroi settlements would need to be wiped out, yes? Can the rebel faction never be fully wiped out, and just re-emerges when a city rebels? I don't recall ever seeing all their towns fall to test it.

Ca Putt
03-16-2011, 13:08
doesn't the ai always set it's capital to the center of it's "empire" ?

Ps Terhazza cannot be taken, dunno if "the sea" counts

CashMunny
03-16-2011, 13:17
doesn't the ai always set it's capital to the center of it's "empire" ?

Ps Terhazza cannot be taken, dunno if "the sea" counts

Well technically, you could take Terhazza by either editing the map or use the move cheat... And I think the Sea is not a legitimate province, but I could be mistaken. Unless there's an Atlantis settlement somewhere I can't see how it would function like a province.

Ludens
03-16-2011, 14:06
To become Eleutheroi Capital, all other Eleutheroi settlements would need to be wiped out, yes?

Unfortunately no. I am not sure what determines the location of the rebel capital, but I guess it's simply the most central town. And a town can become rebel capital the moment it revolts, leading to strange unit combinations.

bobbin
03-16-2011, 17:32
AFAIK the AI's capital is the settlement closest to the center of the faction's territories, they do this to minimise the effects of the distance from the captial on unrest.

The rebel faction is unkillable, it will always respawn when a city rebels.

Atraphoenix
03-17-2011, 15:16
I roleplay bandits and brigands as free wanderers. After the establishment of my empire I never kill them, why should I?
It is much better to have reserve armies with an expensive price :laugh4:

fomalhaut
03-17-2011, 16:39
that's a good way to think of them, i think of them as perhaps armed sometimes hostile merchants or remnants of opposition in a conquered region. even Alexander fought armed merchant caravan before he left Greece!