View Full Version : The Sweboz ad Celtic Reforms
pezhetairoi
10-12-2007, 10:07
When do these occur now, and what preconditions obtain? What is the earliest that the time of bondsmen and soldiers can happen, and what comes after the time of the tribe?
Yes I'm very eager to know too.
For the celtic ones focus on temples and markets in your settlements, for the Sweboz ones I think you need to conquer the Gawjams.
We'll soon update the FAQ with the exact info.
Hey Redmeth, In your AI balancing mod you prevented the AI from recruiting more than 1 unit of mercs per general per turn (I think), I thought it was really useful for insuring that the AI had armies that comprised mostly of its factional troops rather than mercs anyone could of hired. Has anything like that been implemented in 1.0?
Hey Redmeth, In your AI balancing mod you prevented the AI from recruiting more than 1 unit of mercs per general per turn (I think), I thought it was really useful for insuring that the AI had armies that comprised mostly of its factional troops rather than mercs anyone could of hired. Has anything like that been implemented in 1.0?
Yeah, good question. I want an answer to this aswell :juggle2:
Hey Redmeth, In your AI balancing mod you prevented the AI from recruiting more than 1 unit of mercs per general per turn (I think), I thought it was really useful for insuring that the AI had armies that comprised mostly of its factional troops rather than mercs anyone could of hired. Has anything like that been implemented in 1.0?
No it did not work like that I think that's impossible to do with the engine, the replenishment times were lowered as was the max number of mercs.
Now EB 1.0 uses pools so more provinces have the same number of mercs if you recruit one in S Greece it's also gone in Northern Greece. The max numbers are not low but the replenishment time is longer.
russia almighty
10-12-2007, 13:22
Well I do hope you get to work on writing up a quick guide to the reforms . Cause right now I'm going WTF mate for everyone elses . Thank god that the Roman ones are the same and I can change those to be faster .
blitzkrieg80
10-12-2007, 16:22
If you want the fun of figuring out how to get the Sweboz Reforms yourself - DO NOT LOOK HERE
SWEBOZ REFORM building/place-holders:
* Druhtitīdiz - "Time of the Warband" (only Sweboz Reform)
* Theudōtīdiz - "Time of the Tribe" (pre-Reform period for Sweboz)
;Unconditional Reforms
and I_TurnNumber > 528 (around 140BC)
;Conditional Reform:
and I_TurnNumber > 328 (around 190BC)
-To signify the huge trade market and import of metal for armor/weapons that symbolizes the reform, 6 Forum (large markets) in migration/homeland provinces: Kimbriolandam, Swebolandam, Rugolandam, Herusklandam, Habukolandam, Mrog Actagone (previously Hattolandam)... This area roughly represents the initially spread of Eastern and West Germanics.
-Also, the player must possess one of these settlements which would have metallurgical resources to bring about the Reform AND have a REGIONAL MIC level 4 built at that settlement: Luvarottea, Sarmiszegethusa, Burdava, Eburonum, Vindobona, Iuvavoaeta, Veldideno, Aventicos, Vindelicoppidos, Vienna
Wowow! Thats some pretty hugemongous requirements! Anyone know if its possible to change the scprit in a already started camp? :juggle2:
Yes you can. Make sure to backup the original.
Ruen0101
10-12-2007, 18:47
I don't feel it's neccessary to start a new thread. So could someone give me some hints in what direction I should be going for the Carthage reforms.
You know, I wrote the damn script, but I cannot remember what you need to do.
I think you need to build type IVs in coastal territories in gaul, iberian and italy (on the mediterraen coast) and build up the regional MIC to level 5 in 2 of them.
Foot
Ruen0101
10-12-2007, 19:28
Thanks a lot. I'm really enjoying Carthage's recruitment focus on Regionals this time around.
russia almighty
10-14-2007, 01:54
What numbers do we manipulate for our germanic fiends ?
blitzkrieg80
10-14-2007, 06:03
do you mean, self-editing the code? why not just bump up the unconditional reform?
ps- the reason the German reform is seemingly difficult is because there shouldn't be heavily armored masses pouring over the borders in 250BC ~:) I was going to up the turns for when its even conditionally available nonetheless unconditional but wise EB members informed me that it wouldn't be much fun to wait out the whole game and I agree having never gotten the Marian reforms once before I became bored from tedium (so refer to this when you say it is anachronistic to have them early)
russia almighty
10-14-2007, 07:37
Blitzkreg do you not understand the beauty of fighting a horde of iron and bronze ? How when the enemy is charging you they shimmer in the light ?
The Celt
10-14-2007, 15:48
Blitzkreg do you not understand the beauty of fighting a horde of iron and bronze ? How when the enemy is charging you they shimmer in the light ?
Believe me, you'll have your fair share of that breed of horde when you face the Daidochi.:furious3:
russia almighty
10-14-2007, 16:15
And thats just a horde of usually natives in long shirts , a few dudes in leather armor and maybe the rare dude who had half a brain to reinforce there lino-thorax armor .
The Celt
10-14-2007, 16:27
And thats just a horde of usually natives in long shirts , a few dudes in leather armor and maybe the rare dude who had half a brain to reinforce there lino-thorax armor .
Yeah you have a point there. God I wish CA would fix that stupid AI routine already. We've had the fodder-stacks since Shogun I believe. Which is why I always edit my EDB file so some of the elites are available in lower MICs for most factions.:2thumbsup:
russia almighty
10-14-2007, 16:35
I've always made garrison units really really really expensive (cataphract prices for say Parthian Spearmen)
Tellos Athenaios
10-14-2007, 16:39
Well, currently the Ptolemies are training some really angry Galatians in Alexandreia... :skull:
The Celt
10-14-2007, 16:40
I've always made garrison units really really really expensive (cataphract prices for say Parthian Spearmen)
I tried that, what ended up happening was the AI would put itself into massive dept even with script's boost because they would still recruit the now 25,0000 mnai levies. :dizzy2: Plus, that would also be a problem if you wanted to play those factions.:help:
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