And the settlement is probably importing it from the outside if the local harvest is not enough, adding some expenses.Quote:
Originally Posted by MarcusAureliusAntoninus
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And the settlement is probably importing it from the outside if the local harvest is not enough, adding some expenses.Quote:
Originally Posted by MarcusAureliusAntoninus
Oh yeah! :oops:Quote:
Originally Posted by MarcusAureliusAntoninus
If the grain can't be stored, because of a non-existant granary, they would have to import much more grain, imho.Quote:
Originally Posted by Thaatu
I always wondered if a farming upgrade like Georgia Polyphoros (sp?) also adds to your farming income.
And where are the bonuses from Ousidions and Kleroi listed? Under farming income or trade income?
From my understanding, increase in farming level gives +0.5% growth and an increase in farming income.
:oops: I should have paid closer attention to my trade income... And granaries are indestructible, too. ~:doh:Quote:
Originally Posted by MarcusAureliusAntoninus
Might I suggest, in addition to fixing the building description, that the cost be greatly reduced? I can hardly imagine any situation where I'd find the high end granary worthwhile now that I know what it does - it effectively costs 8000+X/turn, where X varies from a few tens of mnai to over a hundred, depending on the city. Over several hundred turns, that's an enormous price to pay for +0.5% growth. A construction cost of 1000, maybe up to 2000, would make it a more interesting trade-off, in my opinion.
Apparently, Kingdoms is going to have a moddable Famine disaster, and so if EB2 uses that, I suppose you'll need Granaries then.Quote:
Originally Posted by jhhowell
The build cost is 6400 mnai and the 0.5% growth gives its own in tax revenues. The trade penalty depends largely on the settlement as a city like Alexandria would probably get (with all the highest trade buildings) something like a 100 mnai penalty, while an inland settlement with bad roads would get a penalty of maybe 5. It would be great if the silos were destructable.Quote:
Originally Posted by jhhowell
Not sure if this has already been mentioned - don't have time to read through 7 pages right now.
Lusitanian generals still have the vanilla skin. (the same as the vanilla Briton general's skin)
I have star a new campaign it Potus and i have found the government buildings most by bug.
Nomos Basilikos Pontikos:
Public order bonus 10%
Moral bonus to troops +1
Population growt bonus -1%
Satrapeia Persike:
Public order bonus 5%
Moral bonus to troops +1
Population growt bonus -5%
Satrapeia Philellenike:
Public order bonus 5%
Experience Bonus to troosps +1
Increase in tradeabel goods
Public order bonus -5%
Nomos Symmachos:
Increase in tradeabel goods
Experience Bonus to troosps +1
Moral bonus to troops +-1
Public order bonus -10%
I recently noticed that the elephant upgrade bug is still present in EB (I originally saw it in a vanilla Seleucid campaign some time ago). Not sure there's anything to be done about it though.
The bug in question is that sometimes elephants get impossible upgrades. I saw a unit of Ptolemaic elephants with a gold weapon upgrade, then my spy flipped Meroe to rebels and the new garrison included three elephant units with bronze weapon upgrades and silver armor upgrades.
Spawned units get randomly assigned weapon and armour upgrades, its not a bug its part of the game and we cannot change it.Quote:
Originally Posted by jhhowell
Foot
Komatai Hippeis have a spear for their secondary weapon but the description says it should be a falx...
This may already have been brought up, and if it has I sincerely apologize, but I notice the UI card for Punic Citizen Levies is missing for the eleutheroi.
One of the Getai units have the wrong description all together. Is that the Hippeis? :shrug:
The missing card for the Carth rebels was noticed in the bug testing no too long ago. I think it was noted and maybe fixed...
The following shot was taken just east of Veldideno, Raetia. The town itself has to be up on top of the rock I guess:
https://img413.imageshack.us/img413/...ldidenorw5.jpg
Triarii do not have a secondary weapon even though they are shown as wearing a gladius...
Spear units were having trouble using their spears when they had swords. (A spear unit would keep using swords and never use their spear.) In the end, a good many units had their sword secondary weapon removed so that they would be forced to weild their spears.
I think there's a little bug in the 'Summer campaigning restricted' trait. I recently had a character in southern Spain have restrictions, which I thought was normal, but when he moved to central Gaul a few years later, he still got the summer campaigning restricted trait (in addition to the winter restrictions). Made him a bit of an immobile guy, year round.
Have him end a turn in a town.
Nope, doesn't work.Quote:
Originally Posted by MarcusAureliusAntoninus
I took a look at that town, and although it is high up on a ridge, it looks nothing like that screenshot from what I can see. Maybe there is something weird going on from that direction. You'd have to specify the exact cursor coordinates so we could figure out where it is.
Yes Sir, it was the next tile to the right of the town.
Hmm... If you coud do the following: have your cursor on the spot in the campaign map; press the <~> key; typepress <enter> and see what the actual coordinates are?Quote:
show_cursorstat
The coordinates are as follows: 90, 160.
Numidian Skirmishers have an armor rating of 2 but are shown as only wearing a tunic. Leves also have only a tunic but have an armor rating of 1.
Every piece of armor and what it is made out of effects armor. The Numidians must have bracers, or better shoes or something. Either that or their tunic is made out of leather in stead of cloth...
Whoops...nevermind. The Numidians I was looking at had had an armor upgrade.Quote:
Originally Posted by MarcusAureliusAntoninus
What's the reason behind giving armor values to clothing and shoes? Doesn't this mean that units that only have clothes are able to get an armor upgrade? EB is the only mod that I've seen that does that. Is it to make the battles longer? I guess it balances out if its done consistently...
For one thing: you prevent every missile that hits the mark from killing a soldier immediately... ? :juggle:
A few with pics!
Molossian Roman? Notice his name, meaning he wasn't bribed or anything. A bug or just highly improbable?
Probably a really old one, but anyway.
His father may have been bribed. He kept the culture trait but was given a full Roman name on birth.Quote:
Originally Posted by Thaatu
I think the next one has been fixed.