View Full Version : Qarthadast issues
cyberVIP
11-18-2007, 18:25
Playng faction found some:
1. Grand Bazaar (4L market) lost +0.5% bonus to ppl grow rate. Other market structures (L1-L3 and L5) have it.
2. Some misunderstanding with forest elephants in regional MIC (for ex. Kirtan) -
2.1. Have 2 versions with same costs and upkeep (but dif level needed I know)
2.2. Regional 'Light' version w/o missile AND Faction 'Light' version w/o missil have the same parameters, but different recruit costs. (think have to be the same)
2.3. Regional 'missile' version can be ugraded. In this case it recieve +3 bonuses BUT number of 'soldiers' cut to 24 (from 36)
Hope it helps to improve the EB
I think number one is intended:
great_forum
trade_base_income_bonus bonus 4 requires factions { barbarian, armenia, pontus, romans_brutii, romans_scipii, carthage, parthia, numidia, thrace, greek_cities, macedon, romans_julii, seleucid, saba, }
trade_base_income_bonus bonus 5 requires factions { egypt, }
population_growth_bonus bonus 1 requires factions { barbarian, armenia, pontus, romans_brutii, romans_scipii, carthage, parthia, numidia, thrace, greek_cities, macedon, romans_julii, seleucid, saba, }
curia
trade_base_income_bonus bonus 5 requires factions { barbarian, armenia, pontus, romans_brutii, romans_scipii, carthage, parthia, numidia, thrace, greek_cities, macedon, romans_julii, seleucid, saba, }
trade_base_income_bonus bonus 6 requires factions { egypt, }
population_growth_bonus bonus 2 requires factions { barbarian, armenia, pontus, romans_brutii, romans_scipii, carthage, parthia, numidia, thrace, greek_cities, macedon, romans_julii, seleucid, saba, }
population_growth_bonus bonus 1 requires factions { egypt, }
As you can see, Carthies (internally called egypt) have different bonuses from markets than others. It is the same for the lower levels, Qarthadast gets an extra trade level in exchange for less population growth (I think you may be mistaken about the effect on the lower levels). I do not know the rationale behind it.
I don't know about number two.
Playng faction found some:
1. Grand Bazaar (4L market) lost +0.5% bonus to ppl grow rate. Other market structures (L1-L3 and L5) have it.
2. Some misunderstanding with forest elephants in regional MIC (for ex. Kirtan) -
2.1. Have 2 versions with same costs and upkeep (but dif level needed I know)
2.2. Regional 'Light' version w/o missile AND Faction 'Light' version w/o missil have the same parameters, but different recruit costs. (think have to be the same)
2.3. Regional 'missile' version can be ugraded. In this case it recieve +3 bonuses BUT number of 'soldiers' cut to 24 (from 36)
Hope it helps to improve the EB
Regarding number 2, I didn't quite understand your classification of Regional versions, but these units' stats are correct. The units which you refer are:
- African Forest Elephants, which is a melee only unit with 24 men in Huge Setting.
- Towered African Forest Elephants, which is a melee&missile unit with 36 men in Huge setting.
The costs are the same, given that the Towered unit has half the number of elephants than the non-Towered one, although it has more men and can shoot missiles. The Towered unit missile stats can increase with the upgrade from the blacksmith, but the melee stats remain the same as the non-Towered unit.
cyberVIP
11-20-2007, 09:06
By 'Regional' I mean AFE can be recruited in Local MICs. Those (AFE, Towered AFE) have same cost/upkeep values.
In The Factional MIC in Kart-Hadast (for ex.) AFE can be recruited also. It has same pic, numbers etc but recruitment cost is 7500.
Regional(from local MICs) Towered AFE CAN be upgraded(retrained). In this case parameters break (36->24 men and +3 bonuses to melee, missile attack values)
Sorry for English, hope its understandable now
By 'Regional' I mean AFE can be recruited in Local MICs. Those (AFE, Towered AFE) have same cost/upkeep values.
In The Factional MIC in Kart-Hadast (for ex.) AFE can be recruited also. It has same pic, numbers etc but recruitment cost is 7500.
Regional(from local MICs) Towered AFE CAN be upgraded(retrained). In this case parameters break (36->24 men and +3 bonuses to melee, missile attack values)
Sorry for English, hope its understandable now
What I didn't understand was the usage of "Regional 'light' version". I will check on your info as soon as I can (if helps if you can post a savegame), but I looked into the unit cards and they are ok. There are also a few things which you have to take into account:
- Zeugitana has a blacksmith, which increases some unit's bonuses and allows the upgrade that you mention.
- Some generals' traits can reduce the recruitment cost of units (this may explain the difference in the costs)
You say that when you upgrade the Towered AFE they reduce the number of men, although increasing the stats, right? I really have to check, because I never saw it happen before.
Please, post your savegame.
cyberVIP
11-21-2007, 11:24
Here is my savegame file: http://uploaded.to/?id=trqked
Broken (upgraded in Kart-Hadast`s armory) unit of Towered AFE is in my main army(with sacred band hoplites) in Kyrena.
Question about different recruitment cost Kirtan/Kart-Hadast is no more :) I found out that I have 25% discount governor`s trait. But I think rec cost for different versions of AFE (towered and not) in Kirtan`s Local MIC (for ex) must be different.
Here is my savegame file: http://uploaded.to/?id=trqked
Broken (upgraded in Kart-Hadast`s armory) unit of Towered AFE is in my main army(with sacred band hoplites) in Kyrena.
Ok, I cannot experiment before the weekend though, due to personal constraints. I'll look at it as soon as possible.
Question about different recruitment cost Kirtan/Kart-Hadast is no more :) I found out that I have 25% discount governor`s trait.
I guessed as much. Nice trait, heh? ;)
But I think rec cost for different versions of AFE (towered and not) in Kirtan`s Local MIC (for ex) must be different.
I don't know if I understood you correctly here. But if you mean that the costs should be different, then let me tell you that the stats team has put a lot of effort in costs balancing, so I'm sure those values are the most adequate given all the variables in stake.
(...)Regional(from local MICs) Towered AFE CAN be upgraded(retrained). In this case parameters break (36->24 men and +3 bonuses to melee, missile attack values)
Sorry for English, hope its understandable now
I think the reason for this is simple: you started the game with the Huge setting for the size of armies. But now you have a smaller setting. This means that when you upgraded the unit, it applied the new setting, thus reducing its number of men and animals.
Recruit another unit in your current setting, then change to a larger setting and upgrade the unit in Kart-Hadast (it will benefit from the city's large temple and blacksmith). I bet it will have the opposite effect that you had with the AFE unit you mentioned.
JMRC, I don't think you can change unit size during a campaign.
cyberVIP
11-25-2007, 13:00
Sorry JMRC, but
1. bovi is absolutely right here
2. i didn`t change anything
About Markets:
Just checked again (in game):
L1-L2 no pop grow bonus
L3 - +0.5
L4 lost it (may be BUG?)
L5 - +0.5, +10% happines
You're right, level 3 is bugged. I didn't check it well enough apparently. I'll remove the growth bonus from level 3 and give an increased trade bonus instead, to be in harmony with the rest of them.
cyberVIP
11-30-2007, 08:13
Hello, guys.
I think I have another `strange thing` for U.
Please check real (system) bonus for L1 granary for Qarthadast.
Ingame info says that it has +0.5% bonus to pop grow rate, but it seems that it hasn`t when U had built it.
MarcusAureliusAntoninus
12-01-2007, 03:56
Hello, guys.
I think I have another `strange thing` for U.
Please check real (system) bonus for L1 granary for Qarthadast.
Ingame info says that it has +0.5% bonus to pop grow rate, but it seems that it hasn`t when U had built it.
That is probably because you already had a building that gave negative population growth stats. The game engine cannot give negative bonuses, only take away possitive bonuses. Therefore, if you build a building with negative bonuses and have no other buildings that give possitive bonuses, it will do nothing until you build a building with possitive bonuses.
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