Results 1 to 10 of 10

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

Threaded View

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

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

    I'm new to EB. Before I start a campaign I want to make sure I understand MIC's and gov building options. I have read the FAQ about this subject and I'm still confused. I plan on only playing as the Romans.

    Questions: (I will be playing RTW gold with Alexander with EB 1.2 with fixes with the Alexander EB mod that is in the unofficial section.)

    1)As I understand it, a "MIC" for a city represents all of the military buildings?
    2)Do you have to build/upgrade the original MIC or is it already in a settlement?
    3)Do you have to upgrade the MIC over time or does it happen automatically?
    3a)If automatically, what triggers the MIC to becoming more advanced?
    3b)If you upgrade it on your own, when do you have that option?
    4)Does a MIC have anything to do with the type of governement, meaning if I change the governement will I have to restart the MIC process?

    5)Where do I see the government type options available to each city?
    6)Where am I able to read more about each type of government (pros/cons)?
    7)I plan on making as many places homeland or colonizing type governements as I can. I'm not forsure with what types of governements are in Italy cities or the surrounding cities at the start of the game. If I am at a colonizing type city, can I see the homeland government option to build? Or do I have to destroy the colonizing type of goverenment first, before I can see if I'm able to build a homeland type government?
    8)In other words, do I have to destroy a lower end governement to be able to see if I am able to build a higher end government at that city?
    9)What cities are allowed the "homeland" status for Roman gameplay?


    I think thats about it. Feel free to add any info that you think I need to know.

    Thanks,
    Apple.
    Last edited by applebreath; 10-15-2009 at 16:05.
    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.

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