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View Full Version : Is there a formula for Government vs buildings/MICs



Morte66
04-10-2007, 12:44
I know that the more "homelandish" your government, the more buildings you get and the more factional units you can recruit. But are there concrete calculable rules for this, or is it like a hidden table which cross-references every faction and region?

Or to put it another way, can I predict what I will be able to do in advance or do I have to conquer the place then use console codes to find out?

For example, is there a buildings rule something like...
- Govt 1 makes buildings to tier 5
- Govt 2 makes buildings to tier 4
- Govt 3 makes buildings to tier 3
- Govt 4 makes buildings to tier 2
... or is it not so hard and fast?

As for factional troops, are the factional troops in lockstep with the MICs? Does a tier 3 factional MIC make the same troops everywhere, with the government rules restricting where you can build a tier 3 MIC? Or is it more opaque?

And what's the story with local MICs? Are they capped by some rule relating to government? Or is it "suck and see?"

I'm finding it all rather vague, and it's frustrating that I won't know the ramifications of what I've done until a hundred turns later.

Foot
04-10-2007, 12:48
The strategy guides at the bottom of the government descriptions should give you an indication of what you should expect from your province if you build it there.

Foot

Morte66
04-10-2007, 12:59
The strategy guides at the bottom of the government descriptions should give you an indication of what you should expect from your province if you build it there.

But I don't want an indication, I want to know "will I be able to build heavy cavalry here?"

Actual specific information, not handwaving/generalities.

Basileus Seleukeia
04-10-2007, 13:07
The only way to find out which units you can build there is cheating your way until you have built all Barracks (Saving before this and then reload, of course)

Foot
04-10-2007, 13:18
But I don't want an indication, I want to know "will I be able to build heavy cavalry here?"

Actual specific information, not handwaving/generalities.

How the bleeding hell will we be able to do that! There are 199 provinces, 4 types of governments, two types of MICs and almost 400 units! If only we had some kind of program that visualises the edb recruitment data... one day!

Foot

Morte66
04-10-2007, 13:26
How the bleeding hell will we be able to do that! There are 199 provinces, 4 types of governments, two types of MICs and almost 400 units! If only we had some kind of program that visualises the edb recruitment data... one day!

So are you saying that there is no pattern/rule, that it's a (textual) database with thousands of combinations? [This is what I asked...]

{edit} Basileus Seleukeia got it, thanks. That's what I wanted to know. I'm already doing the console thing, I wanted to know if I was doing unnecessary work.

{edit2} Nope, maybe not. See post below...

Arkatreides
04-10-2007, 13:28
For the MICs the following rule of thumb works:

Gov1: Native 5, Local 2
Gov2: Native 4, Local 3
Gov3: Native 3, Local 4
Gov4: Native 2, Local 5

You can then cross reference this with the dots on the unit cards (follow link in my signature) and you can answer the "will I be able to build heavy cavalry here?" question.

Morte66
04-10-2007, 13:42
Arkatreides, that's magnificent. Thank you, thank you.

I'm going to suggest adding it to the FAQ, or something. People are wondering about this stuff all the time, it's like EB's best kept secret.

LorDBulA
04-10-2007, 13:45
You can then cross reference this with the dots on the unit cards (follow link in my signature) and you can answer the "will I be able to build heavy cavalry here?" question.

Not exactly. Since this Unit cavalry is only recruitable in certain area and not on the whole map (and this is true for most units in EB).

Morte66
04-10-2007, 13:59
*curls up in foetal position*