Barbarians can learn too!
Just downloaded EB and first off, fantasic job. Blows vanilla out of the water and then beats it to death.
Don't know if if would be possible, but here goes. Whenever I was playing RTW vanilla as the barbarians and establishing empires that stretched from britainnia to greece to north africa, it annoyed me that, even though the barbarians were conquering and subjegating their more technologically advanced neighbors, they didn't learn a darn thing from them. It made them seem stupid, and they were far from it.
I think it would be really cool - and hopefully, maybe realistic - if there was a chance for certain barbarian factions to learn from conquering more advanced factions. Not too much, of course, but little things would be cool -like AS coming into contact with cataphracts and learning to train them.
FOR EXAMPLE, if the Casse happened to take and hold Roman provinces with highways, there could be a chance, over time or whatever, that they learn the basics of these things, and be able to build paved roads in their provinces. Or learn to build stone walls, or a slightly more efficiant government building - just little things, though. No barbarians rampaging across the map with gold armor and heavy artillery and super-advanced economies.
These things could take loads of time, that's fine - paved roads could be a lot more expensive/time consuming for barbarians or whatever. It might be too complicated for you guys to tackle, but it sure would be neat to play.
I mean, once the Casse Empire wipes out the Romans and goes to war with Carthage for twenty years, it is pretty much extremely accurate historical fiction, is it not?
Re: Barbarians can learn too!
It is complicated to do those things. If they got access to them in our game's time period, then we try to work out something (like the AS cataphract development), but if they didn't, and we just have to presume a casse empire stretching across Europe would have done X or learned Y, then it's much harder for us to rationalize doing it. Why? Because why not give the Parthians access to the best Iberian stuff or the best Carthaginian stuff too by some mechanism, if they conquer them? Why not give the Ptolemies nomadic steppe buildings if they conquer those places too? There's just way too many variables. But like I said, if there's evidence that a culture *did* have (not "well maybe they could have had") something in our time period, then we will work to get it in. Just too much work and too many variables to make more paths and possible options and such.
(celtic factions will get paved roads by the way after their highest level of markets has been built I believe in our next build, but this is because of the arguments of our celtic historians on the presence of paved roads in celtic territories in our time frame - and we aren't talking about roman ones :grin:)
Re: Barbarians can learn too!
Were the persian royal roads just a basic paved road like any other except well known? Or were they actually improved roads that were somewhat similar to the Romans highway system? I'd like to see the civilized factions eventually learn how to create highways. Possibly through coming in contact with roman culture similar to how the cataphract is learned, or occupation of a italian province for a turn similar to what must be done for Alexanders body? A ludus magna in several cities?
Re: Barbarians can learn too!
Again... We know the Seleukids did have the cataphracts in our time frame after coming in contact with the Parthians' versions. It is speculation that other cultures would come up with other things. Why not have Casse cataphracts if they meet the parthians? Or Roman Hetairoi? Or Sweboz elephants? We can't spare the unit space for additional unit theorizing and are building complexes are already way more complex (way way way) than any other mod would think about. We can't keep adding possible things that we just have "in case" some of these adaptations would have occurred.
As for the Persian Royal Road, it was not created by any of the factions in the game - it predates them all - and is just a unique building that gives trade bonuses from our point of view. Read the description in the game for more information.
Re: Barbarians can learn too!
The cataphract thing was just an example of how to acquire it, I don't really care about acquiring new units. I'd like to read the description, but can't get access to the game. I think EB did a fine job with the unit roster, what I was asking about was making highways available for civilized factions. I don't think, as far as my understanding goes, that it would take any more trouble than to add a few lines of code to what the factions can build since your just adding another branch to the existing tech tree, unless it takes up a space reserved for something?
Re: Barbarians can learn too!
you can't branch the road building or any building that interacts with what you see on the strat map - like the roads or the walls - we can do it with the ports, but there are side effects we don't like too.
Here is an example of the roads requirement line:
roads requires factions { occultus, barbarian, romans_brutii, egypt, romans_scipii, carthage, parthia, numidia, thrace, greek_cities, macedon, romans_julii, seleucid, } and not hidden_resource noroads or factions { pontus, armenia, } and building_present_min_level minimumbuilding pastoralism and not building_present_min_level nomadcamp warlordm and not hidden_resource noroads
And paved roads
paved_roads requires factions { romans_brutii, egypt, numidia, thrace, greek_cities, macedon, romans_julii, seleucid, parthia, romans_scipii, } and not hidden_resource nopavedroads or factions { gauls, scythia, } and building_present_min_level market forum and not hidden_resource nopavedroads
I don't think there is any way at all to give another faction paved roads with some other set of requirements, especially one that deals with traits and a scripted set of invisible reform buildings (which they require, and which take up a whole other complex slot).
Re: Barbarians can learn too!
Quote:
Originally Posted by Discoskull
JFOR EXAMPLE, if the Casse happened to take and hold Roman provinces with highways, there could be a chance, over time or whatever, that they learn the basics of these things, and be able to build paved roads in their provinces. Or learn to build stone walls, or a slightly more efficiant government building - just little things, though. No barbarians rampaging across the map with gold armor and heavy artillery and super-advanced economies.
I thought that the Casse could ALREADY get gold-rated armour (from their three smith-god temples), whereas I have not been able to with the Romani. :o
Re: Barbarians can learn too!
Quote:
Originally Posted by Teleklos Archelaou
And paved roads
paved_roads requires factions { romans_brutii, egypt, numidia, thrace, greek_cities, macedon, romans_julii, seleucid, parthia, romans_scipii, } and not hidden_resource nopavedroads or factions { gauls, scythia, } and building_present_min_level market forum and not hidden_resource nopavedroads
What about pontus, they aren't in there. They should be able to build paved roads *as a mix of both perisa and greece, who could both make them* and they already have the building describition and pics for it.
Re: Barbarians can learn too!
Quote:
Originally Posted by Teleklos Archelaou
(celtic factions will get paved roads by the way after their highest level of markets has been built I believe in our next build, but this is because of the arguments of our celtic historians on the presence of paved roads in celtic territories in our time frame - and we aren't talking about roman ones :grin:)
This makes me happy.:laugh4:
Re: Barbarians can learn too
I think that it would be a good (and historical) idea if barbarians (and all other factions) as they grab new "civilised lands" should be able to absorb the culture of the "civilised lands". This should enable them to build "civillised buildings" in those provinces and as people from the new provinces move to the home land mabye the infuluence of distant cultures could have an influence here too. Eventually maybe a barbarian faction could end up as a mix of two cultures with mixes of good ideas from conqured factions and their faction. The same could hapen with the greeks or carthaginians if they were to conquer other lands. Basically the best ideas (and religions) from far away factions could end up in the homelands eventually creating a completly new cultire from the mix. Would this be possible?
Re: Barbarians can learn too
Quote:
Originally Posted by Matthius Julius
I think that it would be a good (and historical) idea if barbarians (and all other factions) as they grab new "civilised lands" should be able to absorb the culture of the "civilised lands". This should enable them to build "civillised buildings" in those provinces and as people from the new provinces move to the home land mabye the infuluence of distant cultures could have an influence here too. Eventually maybe a barbarian faction could end up as a mix of two cultures with mixes of good ideas from conqured factions and their faction. The same could hapen with the greeks or carthaginians if they were to conquer other lands. Basically the best ideas (and religions) from far away factions could end up in the homelands eventually creating a completly new cultire from the mix. Would this be possible?
Dido.
Re: Barbarians can learn too
Quote:
Originally Posted by Matthius Julius
I think that it would be a good (and historical) idea if barbarians (and all other factions) as they grab new "civilised lands" should be able to absorb the culture of the "civilised lands". This should enable them to build "civillised buildings" in those provinces and as people from the new provinces move to the home land mabye the infuluence of distant cultures could have an influence here too. Eventually maybe a barbarian faction could end up as a mix of two cultures with mixes of good ideas from conqured factions and their faction. The same could hapen with the greeks or carthaginians if they were to conquer other lands. Basically the best ideas (and religions) from far away factions could end up in the homelands eventually creating a completly new cultire from the mix. Would this be possible?
Aren't some of the type 3's supposed to be something basically along these lines?
What happened most often historically was that, after a land was conquered, the settling populations (usually far smaller than the conquered population, but militarily superior) often pick up a good bit of the local culture. For instance, many of the Galatians in Anatolia adopt Hellenic or Phrygian names and/or cultural practices, even while maintaining a good bit of their own culture (primarily in the military dimension). I'm not sure what that means for how you depict these things in-game, but I do know that most cultures can appropriate pieces of new cultures, and can do so surprisingly easily.
Re: Barbarians can learn too
On giving factions access to things when they conquer other areas-
I will post again what I said in post 482 above on this exact matter:
Quote:
It is complicated to do those things. If they got access to them in our game's time period, then we try to work out something (like the AS cataphract development), but if they didn't, and we just have to presume a casse empire stretching across Europe would have done X or learned Y, then it's much harder for us to rationalize doing it. Why? Because why not give the Parthians access to the best Iberian stuff or the best Carthaginian stuff too by some mechanism, if they conquer them? Why not give the Ptolemies nomadic steppe buildings if they conquer those places too? There's just way too many variables. But like I said, if there's evidence that a culture *did* have (not "well maybe they could have had") something in our time period, then we will work to get it in. Just too much work and too many variables to make more paths and possible options and such.
This is not magic. It is a complex code but the the code itself has many many many limitations. We can't have reforms for every faction for conquering other factions and triggering availability for other buildings. This is absolutely crazy and if you ask for it on other mods you'll get the same answer. We try our best to do it very selectively with a few things we know factions got access to during our timeframe, but that's the best we can do. Our building code is already by far the most complex (maybe too complex) of any mod out there for this game. I don't mind answering this issue, but right after I answered it it is annoying to have to answer it again.