Re: Suggestions for v0.81
All hardcoded faction slots for EB1 are full. For EB2, there will be more slots available, but a Nubian or Eithiopian faction probably won't make it into EB2, either. They weren't relatively powerful or expansionistic. Plus, they would have wanted to expand south too, and the map edge stops them from interacting with that area.
See the EB2 forums for new faction discussions, such as Nubia and Eithiopia.
Re: Suggestions for v0.81
Land bridge across English Channel to involve Casse in mainland expansion and cause human player to actually worry about invasion from mainland. Probably been brought up before and not included for good reasons. Worth a shot but.
Re: Suggestions for v0.81
Quote:
Originally Posted by Iberius Victor
Land bridge across English Channel to involve Casse in mainland expansion and cause human player to actually worry about invasion from mainland. Probably been brought up before and not included for good reasons. Worth a shot but.
Could be for a mini-mod. Shouldn't be too hard to accomplish, but there's a simple reason why not to implement into main EB: Casse weren't involved in mainland expansion.
Re: Suggestions for v0.81
And landbridges represent straits which were easy to cross without having to resort to largescale efforts, as represented by using fleets in EB; view it as using local boats to paddle across or something like that. The English Channel was not such an area.
Re: Suggestions for v0.81
while talking about the Casse, i thought that another british faction should be there, since the Casse have no real enemies on the entire british islands (eleutheroi, but they wont exactly wage war will they?) im sure there was a famous tribe in scotland/ireland or wales that could be included.
Re: Suggestions for v0.81
I bet a lot of people would like to see the Goidols(sp? Irish blokes anyway) fleshed out a bit :2thumbsup:
Anyway thats the fun with the Casse, you can fight your little vs eleuthoroi wars for Britannia, then when you've conquered your world, launch the blue scourge on everyone else's :laugh4:
Re: Suggestions for v0.81
Quote:
Originally Posted by Thaatu
Could be for a mini-mod. Shouldn't be too hard to accomplish, but there's a simple reason why not to implement into main EB: Casse weren't involved in mainland expansion.
So why exactly do the Casse exist in EB, anyway? Seems like faction slots are a major limitation, and this one appears to do almost nothing. They didn't do anything historically, they don't do anything under AI control (I don't count conquering the British Isles as "doing anything" since no other faction really cares that they do so). I'm sure they're a fine hands-off faction for testing, and apparently they're fun for players. But people talk about Numidia, or Syracuse, or I'd think a second Sweboz-like faction up in the Poland/Russia area to resist bizarre AI Greek/Roman expansion in that direction would all be more valuable than a bunch of blue guys just sitting around in the corner swimming in huge piles of gold (I think AI Casse has over a million mnai banked in my campaign).
Anyway, this is not meant as a criticism, I'm sure there's a good reason for the Casse being in the game. But I've been puzzled by that for quite some time, and this seems like a good chance to ask about it... ~:)
Re: Suggestions for v0.81
I'd suggest using the search feature to look for 'Casse'. There have been plenty of debates on the subject.
Re: Suggestions for v0.81
I think it will be worth to reduce some insignificant buldings' cost. Coz pay 3-5k for miserable 5 % happiness - is a insane. Also I'm wondering why markets are SO expensive and long ?
Re: Suggestions for v0.81
5% happiness is insignificant :inquisitive:? Before long, you'll need all the happiness you can get. Anyway, everything costs a lot in EB, which makes you have to take some bread or butter decisions. Unless you play one of the rich factions like Romans that is.
Re: Suggestions for v0.81
How about a trade bonus to factions who control trade route such as spice, amber, silk etc road , to control the route factions must occupied settlements which link the route. Sorry if it's already in the mods :sweatdrop:
Re: Suggestions for v0.81
Already in. We have unique buildings in those settlements along important trade routes. We also have buildings that allow you to set up your own trade routes.
Foot
Re: Suggestions for v0.81
Quote:
Originally Posted by Foot
We also have buildings that allow you to set up your own trade routes.
Really? Which are they?
Re: Suggestions for v0.81
Quote:
Originally Posted by caksz
How about a trade bonus to factions who control trade route such as spice, amber, silk etc road , to control the route factions must occupied settlements which link the route. Sorry if it's already in the mods :sweatdrop:
Okay Foot already mentioned that they are in; here they are:
By default there are two routes:
-Amber Route;
-Silk Road;
But you can add your own web of trade routes IF you are AS; Saba, Saka, Sauromatae, or Baktria using this:
-Trade Caravan "structure". Starting at scouting parties to contact traders to stop by in your local settlement; ending at a form or organized/sponsored trade routes.
Re: Suggestions for v0.81
Quote:
Originally Posted by Charge
I think it will be worth to reduce some insignificant buldings' cost. Coz pay 3-5k for miserable 5 % happiness - is a insane. Also I'm wondering why markets are SO expensive and long ?
Buildings aren't designed to have a direct cost to benefit ratio. As it was historically, some things cost a lot of money and took years to build with very little end benefit.
Re: Suggestions for v0.81
Make the Swardimannoz and Wodanawulfoz cost less or stronger.
Re: Suggestions for v0.81
Quote:
Originally Posted by jhhowell
So why exactly do the Casse exist in EB, anyway? Seems like faction slots are a major limitation, and this one appears to do almost nothing. They didn't do anything historically, they don't do anything under AI control (I don't count conquering the British Isles as "doing anything" since no other faction really cares that they do so). I'm sure they're a fine hands-off faction for testing, and apparently they're fun for players. But people talk about Numidia, or Syracuse, or I'd think a second Sweboz-like faction up in the Poland/Russia area to resist bizarre AI Greek/Roman expansion in that direction would all be more valuable than a bunch of blue guys just sitting around in the corner swimming in huge piles of gold (I think AI Casse has over a million mnai banked in my campaign).
Anyway, this is not meant as a criticism, I'm sure there's a good reason for the Casse being in the game. But I've been puzzled by that for quite some time, and this seems like a good chance to ask about it... ~:)
Chea, add the western edges of India or China ftw!!! XD lol
Re: Suggestions for v0.81
Just had a quick go as Selucid(sp?) empire. I noticed that the Jewish spear men cost more than the Hellenic spear men but are less effective. It seems to me that the pricing of units edges the player to the better units even if they don't have a stable economy The difference in cost between lesser troops and the average kind isn't that great, it means with a little extra money you can have something far better. Same difference between the average troops and elites. A little more money and you get so much more. Only units like native phalanx and the Hellenic variety feel right in cost to me. Anyone else finding this or am I being picky?
Re: Suggestions for v0.81
Well, costs are just based on the stats of the unit.
I would amagine it would cost more to get a native unit, like a Jewish unit, to work for you then it would take to get your own people to work for you.