Results 1 to 10 of 10

Thread: MIC's and government buildings, newb ?'s

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: MIC's and government buildings, newb ?'s

    Quote Originally Posted by applebreath View Post
    1)Does this change at all as the years advance, meaning will I have to relook to see if a city that had the "alliance" building, now has the "subjugation" building? Or does this "building" stay the same throughout the game?

    5)I'm mainly going to be building roman units, with some supporting archers and such. Is a regional 2 MIC good enough to get the best archers/supporting-troops? For example, when I take crete, do I have to put a high number government to get the high level regional MIC to get the best archers or can I still get good archers with a lower regional MIC?

    1) AFAIK this changes only for the Pahlava and Hayasdan through reforms, not for the Romans.

    5) Have a look at the recruitment viewer or Konny's Roman Unit Guide: https://forums.totalwar.org/vb/showthread.php?t=93896
    Last edited by burn_again; 10-15-2009 at 18:33.

  2. #2

    Default Re: MIC's and government buildings, newb ?'s

    5) For Konny's Roman Unit Guide: The black dots to the left of the unit picture tell you what number local baracks you need? So if there is two dots, then you can have a level 1 government with a level 2 local MIC to be able to build it?
    Imo, the following "mod" is almost perfect:
    Spoiler Alert, click show to read: 
    For installation process, I followed the following: RTW Gold > Alexander > EB 1.1 > 1.2 > Official Fixes > 1.2 Mini Mod Pack 3.1 > LZ3's Custom EB Fix Adaptation > Phalanx Mod > RS Textures > Naval Strat Map Add On > Lysander's Sihunet Formations Adaptations > EOM 4 Carthaginian Governors Edition > Atraphoenix' RS Legions Adaptation For ALEXANDER EB > Getting Rid Of The Giant Trees Mod > (I've also modded the Roman reforms to happen sooner, deleted 7 files/folders to get rid of window lights and torches for night battles, and added 3 SKYMOD_BI .txt files for night lighting.) - The only thing missing is a 12 turns per year mod, maybe 6 tpy instead.

  3. #3

    Default Re: MIC's and government buildings, newb ?'s

    Quote Originally Posted by applebreath View Post
    5) For Konny's Roman Unit Guide: The black dots to the left of the unit picture tell you what number local baracks you need? So if there is two dots, then you can have a level 1 government with a level 2 local MIC to be able to build it?
    Basically yes, but I don't know if he took the pictures from the old recruitment viewer which is slightly outdated.

    The fastest way to find out what you can recruit where is probably to use cheats like add_money and process_cq to test it, then decide what to build and reload.

  4. #4

    Default Re: MIC's and government buildings, newb ?'s

    Good idea about using the cheats.

    As the Romans, it doesn't matter what period/reforms has happened when it comes to local troops, correct? Or is that selection tied into the period/reforms for the Romans or another factions reforms?
    Last edited by applebreath; 10-15-2009 at 19:58.
    Imo, the following "mod" is almost perfect:
    Spoiler Alert, click show to read: 
    For installation process, I followed the following: RTW Gold > Alexander > EB 1.1 > 1.2 > Official Fixes > 1.2 Mini Mod Pack 3.1 > LZ3's Custom EB Fix Adaptation > Phalanx Mod > RS Textures > Naval Strat Map Add On > Lysander's Sihunet Formations Adaptations > EOM 4 Carthaginian Governors Edition > Atraphoenix' RS Legions Adaptation For ALEXANDER EB > Getting Rid Of The Giant Trees Mod > (I've also modded the Roman reforms to happen sooner, deleted 7 files/folders to get rid of window lights and torches for night battles, and added 3 SKYMOD_BI .txt files for night lighting.) - The only thing missing is a 12 turns per year mod, maybe 6 tpy instead.

  5. #5

    Default Re: MIC's and government buildings, newb ?'s

    Quote Originally Posted by applebreath View Post
    GAs the Romans, it doesn't matter what period/reforms has happened when it comes to local troops, correct? Or is that selection tied into the period/reforms for the Romans or another factions reforms?
    Yeah, locals are not affected by reforms. It is just that after the Marian reforms you will probably want more lvl2 govs because you can recruit factional troops there instead of locals.

  6. #6
    RABO! Member Brave Brave Sir Robin's Avatar
    Join Date
    Apr 2009
    Location
    Assaulting your flanks
    Posts
    1,475

    Default Re: MIC's and government buildings, newb ?'s

    Quote Originally Posted by applebreath View Post
    Good idea about using the cheats.

    As the Romans, it doesn't matter what period/reforms has happened when it comes to local troops, correct? Or is that selection tied into the period/reforms for the Romans or another factions reforms?
    No, reforms for local troops dont matter. For example, Romans can recruit Brihentin in year 250 while the Gauls would have to wait til the time of Soldiers reform, probably more around 230 or so.
    From Frontline for fixing siege towers of death
    x30 From mikepettytw for showing how to edit in game text.
    From Brennus for wit.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO