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View Full Version : Hypothetical question on using a BI Feature..



Lysander13
12-04-2007, 20:01
Perhaps an EB team member or two will see this hypothetical question and provide a few comments....

Suppose the EB team had decided long ago to make a complete port to the BI engine...I'm curious as to how "hypothetically" they would have perhaps used the "Religion" feature in BI?? Would the EB team have kept it as a religion feature or would they have used it more as a culture type feature? My guess is it would have been used more as a culture feature since apparantly it's limited to causing unrest with only the first 3 religions/cultures.
(Cultures if it's used in that fashion that is).

Off the top of my head, something like let's say...Roman, Hellenistic, & Barbarian..although that's pretty bland and perhaps doesn't really cover all of the factions in EB. I'm just curious as to how "hypothetically" it may have been used and if so, what would the cultures/religions "hypothetically" been called. BTW, I'm just curious because i'm "messing" around with this feature in my EB installation and it would be nice to get an idea or two.

Pharnakes
12-04-2007, 20:02
The roamns definetley don't deserve their own culture. They didn't even have it in 0.7X when it was 1.3 based, not untill 1.5 (0.8) and 7 slots were the romans added as a culture.

Zarax
12-04-2007, 20:16
That would happen if anyone would be willing to make an EB-XGM merger...

Pharnakes
12-04-2007, 20:20
Yourself, possibly?:laugh4:

blacksnail
12-04-2007, 20:44
Check our EB2 forum in the coming monhs to see how we would possibly have used such a feature. ~:)

Zarax
12-04-2007, 21:05
Yourself, possibly?:laugh4:

Yes, me and the army of clones needed for such an effort...

konny
12-05-2007, 00:09
I would make a Greek-Roman culture, not that they were the same, but they were much less alien to each other than, for example, Lusotannians and Saka. That would allow for a third (Eastern) culture:

Greek-Roman
(Western) Barbarian, including Getai
Eastern: Saba, Sauromatae, Saka, Parthia and Karthago

Not, that I would say that Karthago has anything in common with Parthia, but they should belong to a culture that is different from the others around. They will hardly come in contact with the steppe people in a normal campaign, and I think the destert people from Northern Africa and those from Arabia are not so different that they can not share a culture. Especially since the Karthagians were themselves from the Near East.

--------------------------------

Edit: Armenia should be "Eastern" too. That leaves a questionmark for Pontos.

Zarax
12-05-2007, 00:15
Pontus should start eastern but become greek after a while...

konny
12-05-2007, 00:29
Is that possible?

russia almighty
12-05-2007, 00:51
Very possible . Certain barbarians in BI could become Christian . I would tie it in with Gov't . Type I is a persian style gov't . Type II would be a Hellenic style gov't. You could also have a "Persian" school and a "Hellenic" school to raise the % too .

Lysander13
12-05-2007, 01:14
That would happen if anyone would be willing to make an EB-XGM merger...
Hmmm...Perhaps your onto something there. I just downloaded the latest version of XGM ( i previously had a really old version ) to take a peek and remind myself on how XGM uses this religion feature. Since one is rather limited to 3 religions/cultures ( limited that is if you want the unrest to work as well ) perhaps something similar to the way XGM uses it would be the way to go. XGM has it as Eastern Civilized, Western Civilized, and Barbarian. Rather generic perhaps, however since there is a broad map to cover and your limited to the 3 BI religions that work with the unrest. It would have to be something similar to this. Unless one didn't care about having the working unrest portion of the religion feature...but then why really go thru the trouble. Maybe something like this would make a good unofficial mini-mod in conjunction with some other BI features. It would certainly be a big job however.:sweatdrop:

Zarax
12-05-2007, 12:05
It's a huge job, traits are especially tricky on this...
If anyone is willing to start such a project then the first step would be asking the EB team how many building trees are being reserved for EB2 as it's vital for setting the basis of how detailed the feature can be...

Pharnakes
12-05-2007, 12:28
To my knowledge there are no free slots. Maybe 1, prehaps even 2, but basicaly nothing.

Foot
12-05-2007, 12:33
It's a huge job, traits are especially tricky on this...
If anyone is willing to start such a project then the first step would be asking the EB team how many building trees are being reserved for EB2 as it's vital for setting the basis of how detailed the feature can be...

eh? Quite apart from EB2 being on a completely different game, MTW2 doubles the number of building complexes available from 64 to 128.

Foot

Pharnakes
12-05-2007, 12:38
So will eb 2 have more than two mic types?

There are place were that would help to represent recruitment better, IMHO. Like the roman recruitment of premarian allies, which was very differnet frokm the way all other nations treated their allies.

Foot
12-05-2007, 12:53
Personally, I wouldn't expect anything of the government or MIC system in EBI to appear in EBII in any recongnisable way. That is something I'm working on now.

Foot

mrtwisties
12-05-2007, 13:26
Personally, I wouldn't expect anything of the government or MIC system in EBI to appear in EBII in any recongnisable way. That is something I'm working on now.

Woo!

(remembers Foot shutting down thread about mercenary-based recruitment system with talk of EBII's awesome capabilities)

Lysander13
12-05-2007, 14:34
To my knowledge there are no free slots. Maybe 1, prehaps even 2, but basicaly nothing.
Well if this is true (and I'm notdoubting that it i'snt) it would kind of kill my vision of turning something like this into an unofficial mini-mod, because as far as mini-mods go, I'm of the ilk that likes to perhaps add a feature or two to my EB game not alter or take away any current working systems in EB. So if the building tree is capped out, that pretty much kills it for me because you would need a few slots to take full advantage of this feature..ie..coversion type buildings, colony buildings perhaps?...Oh well, guess I'll just wait for EBII...

Zarax
12-05-2007, 23:44
eh? Quite apart from EB2 being on a completely different game, MTW2 doubles the number of building complexes available from 64 to 128.

Foot

My mistake, I wasn't aware that MTW2 doubled the building trees so I assumed that they received a similar treatment as the unit slots...
Anyway, in case there are no free building trees nothing forbids modders to add religion bonuses to the governments, with some extras given by colonies/cultural buildings/governor building.

Senatus Populusque Romanus
12-06-2007, 00:00
It is not hypothetical.

I don't know if you know the mod, Extented Greek Mod, or XGM.

XGM Mod uses the religion feature from BI1.6 as culture feature. There is Western European culture, Eastern European culture, Eastern Culture, Barbarian culture. And Whenever you capture a settlement of new culture, you can build buildings that convert the population into specific culture.

Also they applied the "Nomadic" feature from BI, too. They gave the ability to Barbarian factions such as Gauls to convert into nomadic tribe when they have only 1 settlement left.

See, If EB can use this features like XGM mod team, EB can be more fun mod i think:laugh4:

Zarax
12-06-2007, 00:04
You mean the mod in my sig?
I think the community is quite aware of it...

konny
12-06-2007, 00:04
So if the building tree is capped out, that pretty much kills it for me because you would need a few slots to take full advantage of this feature..ie..coversion type buildings, colony buildings perhaps?...Oh well, guess I'll just wait for EBII...

I can't really remember how that religion feature worked in BI,but it were buildings, neighbours and characters that influenced them. When it is just a question of buildings having the ability to change religion/culture, you might be able to add this to allready existing buildings, where it makes sense: Factional MICs, Level I and II governments, military colonies, temples(!) and the like.

Tellos Athenaios
12-06-2007, 00:23
So will eb 2 have more than two mic types?

I think it's very safe to say it will not. Apart from new mechanics being in the works the two-folded MIC system is and was a patch to cover from broken logical operators in RTW 1.5.

Pharnakes
12-06-2007, 14:48
Is if possible/fixed in M2, though?

I assume it is from the other posts?