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  1. #1

    Default Re: New Reforms for EB2?

    Quote Originally Posted by ziegenpeter View Post
    I actually like the reforms and would like to have fewer units at the beginning (especially AS, Ptolies etc) but as a trade off have more reform-bound units. that keeps the campaign more interesting at long duration.
    This.

    I love having an easy and small unit rooster to start with, and then letting it grow larger. It feels more organized that way.

  2. #2
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: New Reforms for EB2?

    Quote Originally Posted by Toorstain View Post
    This.

    I love having an easy and small unit rooster to start with, and then letting it grow larger. It feels more organized that way.
    Thirded.
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  3. #3

    Default Re: New Reforms for EB2?

    If it's possible, the romani could have a "Lex Sempronia Agraria" reform or event. This law, proposed by Tiberius Gracchus almost caused a civil war and was highly controversial in its time. A plebian tribune with a opportunistic trait could propose this law and the player could decide on whether to act on the law or not.
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    Member Member anubis88's Avatar
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    Default Re: New Reforms for EB2?

    Quote Originally Posted by Jaertecken View Post
    If it's possible, the romani could have a "Lex Sempronia Agraria" reform or event. This law, proposed by Tiberius Gracchus almost caused a civil war and was highly controversial in its time. A plebian tribune with a opportunistic trait could propose this law and the player could decide on whether to act on the law or not.
    And what would be the point of such a reform?
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  5. #5
    Member Member Horatius Flaccus's Avatar
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    Default Re: New Reforms for EB2?

    Yeah, the point of the law was more to stop a trend then to 'reform' a system. In EB1 you can just not build the Latifundia, that would be sort off the same.
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  6. #6

    Default Re: New Reforms for EB2?

    Quote Originally Posted by anubis88 View Post
    And what would be the point of such a reform?
    Disable some things, enable some other, I don't know....just brainstorming over here...
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  7. #7

    Default Re: New Reforms for EB2?

    mmmhhh, maybe it could work like those choice dialogues you can have in M2TW, when a character meets up to the conditions, he automatically passes the bill and reform makers that modify farming output happyness etc. a bit and after a while(when he meets even higher conditions) you get a dialogue that asks you if you want to control him or the opposite party and then civil war breaks out.^^ tho thisone needs a shadow faction
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  8. #8

    Default Re: New Reforms for EB2?

    Quote Originally Posted by Jaertecken View Post
    Disable some things, enable some other, I don't know....just brainstorming over here...
    yeah i like just the general idea of it, always good to think.

    I love reforms and such, it makes the game so fresh. Civs without them are very boring by mid game due to this; Lusotan (coupled by its small roster), Getai, Saba, etc.

    Rome, Carthage, other Barbarians, even Saka have reforms that show a sense of progression and keep the game fresh

  9. #9

    Default Re: New Reforms for EB2?

    But in case of the latifundias - the whole process does represent the Roman society, but in game, as player, you do not need them at all, i´m trying to spend enough money not to become too rich, knowing the fact what will happen with all my (new) FM´s once i hit a 50k mark. I would prefer to have a choice, to go at least 2 different ways wich would cause 2 different consequences aka reforms for the faction. With mtw2 engine a player might really feel the concequences by men shortage; economical downfall, increase of public unrest etc. would follow ( maybe represented by a building, an upgradable one? ), so that one has to choose a way out of it by taking on of the 2 roads - but like some traits of FMs, every way must have it´s advantages and disadvantages, and this way you could really define the way your faction would develop in the future. I know, it´s probably too much for the mtw2 engine, but this makes each faction then really unique; and also allows the identification with the culture. For long time i was restricting myself not to play Pahlava since i knew: HA abuse isn´t really fun when you want a challenge, but the whole beautifull reform process, though i´ve missed the lvl3 gouvernments a bit, has fascinated me so much that i´ve played the faction almost untill the winning screen ( and i still got a save, so i might finish that campaign some day just for fun ). World dominance isn´t really a goal for me personaly, since such ambitions would rather come with time, once you have managed to lead your faction out of trouble carving a small empire wich then becomes hungry for more! ;)
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  10. #10
    Member Member anubis88's Avatar
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    Default Re: New Reforms for EB2?

    Quote Originally Posted by Jaertecken View Post
    Disable some things, enable some other, I don't know....just brainstorming over here...
    Which things? I really dunno what could be desable or enable with such a reform... I really don't (in a TW game of course)
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  11. #11
    EB on ALX player Member ziegenpeter's Avatar
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    Default Re: New Reforms for EB2?

    Quote Originally Posted by Toorstain View Post
    This.

    I love having an easy and small unit rooster to start with, and then letting it grow larger. It feels more organized that way.
    This also forces you to use low tier units over a larger time and work out strategies with them. I obliged myself to do so for RP in my KH campaign and have become a fan of the regular Akontistai.

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