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View Full Version : A little suggestion about Eleutheroi



Felis (Gatto)
06-17-2007, 14:18
Ave, you who have traced on your charts the lands at the extreme limit of Orbis Terrarum, who have descripted the traditions in war and peace of the farthest barbarians in the North, of the mighty eastern kingdoms founded by the heirs of Alexander and even of these filthy Poeni, builders of a metropolis where men live as ants in the highest buildings ever seen!

At this time however Res Publica's concerns are near in the Paeninsula Italica. With Tarentum defeated in the Phyrric war it is time to deal with these fierce Boii once and for all. Furius Camillus will finally rest in peace and the fertile lands of Aemilia will be opened to our colonists up to the Padus river frontier. We send a consular army across the Appennines and prepare to face their terrible Gaesatae somewhere in the misty plains...

Surprisingly we marched to Bononia without having encountered any resistance. Their entire army was massed behind the city's wooden walls.
We layed siege at the settlement and after three years (so long lasted their supplies in a so small city and with a so great army within it) they were forced to battle. Our Leves and expecially Accensi inflicted heavy casualties on the depleted bands of their best warriors, as they massed to exit from the gates and our hungry but eager legionaires deployed in battle line destroyed them completely. Their feared Leuce Epos cavalry was totally ineffective, since it had no mean to charge across the mass of infantry.

I wonder how the heirs of the war chiefs who once besieged Roma itself could behave in such a way. They should have deployed a larger field army, outside Bononia with the best warriors and all cavalry, and a garrison army made up mainly of militias and missile unit (and reinforced by routers of the other army, the few that could escape if Fortuna favored Roman arms once more). This way it would have been much harder to conquer Aemilia, not for speaking of Germanic or Steppe regions, for the obvious reasons. If we were defeated farmers of Arretium and Ariminum would have been exposed to warrior raids that should have had a tremendous "devastation" impact over the economy of the provinces.

Also the time needed to lay siege at a so scarcely fortified settlement was way too long, and caused famine whitin the troops, even if the grain deposits of our cities were relatively near. Could siege times be reduced to 2 turns for a palisade and 4 turns for a stockade defended settlement? And could the "Well supplied" trait be increased so that troops suffer for low supplies only when besieging a heavily fortified town or penetrating deep into enemy territory? An half year is a quite long time for an army to move across the Appennines too. Are you planning a "four turn per year" script like that of Invasio Barbarorum?

And if we wanted peace with the northern Galli, our messengers should have the "Bribe" option replaced with a more honourable "Ask ally" that at high (but not nearly impossible as it is now) cost could be accepted. (If possible it could be followed by a "Treaty of Peace" institution instead of a "Regional Pacification" institution, allowing only III and IV class government). This way powerful tribes in Iberia, Gallia and Britannia could have an effective pacifical mean to form a large alliance against their common enemies, Carthago and Roma.

Thank you for having read my overly long post :book:

Si Valete Bene Est Ego Valeo

Pharnakes
06-17-2007, 14:28
well the only bit I can realy answer is the 4tpy bit, how, how do people mange to ignore the advisor for so long?

Have you not noticed him popping up every time you click on a city? To enable the script all you need to do is click on city and press show me how, sometimes the scripts don't "catch" the first time, just repeat the procedure untill the advisor stays away. If you have played more than 20 turns, restart your campign, as it will be ireparibly broken.

mlp071
06-17-2007, 15:51
I am not sure did i understood this corectly.Are you comparing this with IBFD?

If you do , i have to tell you that is completely different way of playing then IBFD(i played it ).Same goes for other mods.Thats due to historical enviroment (ehhm word Invasio), different approach to the units battle and recruitment system.Game here is designed to take time , hence decreased movement points, slower economy, etc...

IBFD is by far faster gameplay(not saying thats better or worse) then EB. You have completely different economic output(way more money) and units recruitments (0 turn), stats there. I finished campaing there in one day , took me 20 years with 4TPY, with having 15+ stacks and tons of money, in the end.

In EB you shouldn't expect that:2thumbsup:

on the other hand , you can doubled the money that Eleutheroi receive(in EBBS file) , and they will be coming to you in no time

Sakkura
06-17-2007, 17:23
. Are you planning a "four turn per year" script like that of Invasio Barbarorum?
In case the above didn't answer that directly enough, EB already has 4 turns per year.

Every time you start the game or load a game you need to click a city. The advisor will then appear in the upper left corner of the screen; click him/her, and then click "show me how". Then the script is enabled, and you will get 4 turns per year (and loads of other stuff).

MarcusAureliusAntoninus
06-17-2007, 21:37
I believe that seige time is hardcoded and cannot be changed or have other buildings add or reduce time.

The 'supply' traits can read if you are in enemy territory, friendly territory, or a town. They can't measure how far you have gone into enemy territory.

4 turns a year = yes

March distances are a fine balance between gameplay and history. If you crossed into NItaly, the Romans would counter you, but since they can only move every three months, you have the time to walk all the way to Rome while they do nothing if movements were historical.