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  1. #1

    Default Re: Europa Barbarorum 2.04 is released!

    Quote Originally Posted by z3n View Post
    As you've observed, it's not always gone too well. Hopefully in future battles the cavalry disengage and reevaluate their target/priorities like they're supposed to. They should eventually end up either hitting your flank or trying to go for a double envelopment.
    Just to clarify, I do see the AI retreating its cavalry and charging again. They're not necessarily very judicious in deciding when to retreat and most of the time charge the same unit again (not always a bad thing, of course), but they do try to break away and charge again after a while in melee. Of course, some of the time the unit gets stuck due to one guy not making it out of melee, or breaks formation trying to charge, although those aren't problems specific to the AI.

    And while they're usually charging in the centre, at least they're supported in EBII. I remember in vanilla M2TW (and mods like Broken Crescent or King or Country) the AI would litterally suicide its heavy cavalry FM into my centre. It was like the AI was trying to lose so you've taken it a long way from that :)

    Quote Originally Posted by QuintusSertorius View Post
    Conversion mechanics are mostly working as intended now; the biggest impacts are the governor you choose and any conversion-impacting buildings. As Pontos if you install any of their more sophisticated governments, you will get conversion to Eastern Imperial. If you have an influential governor and build Native Colonies, that will happen even faster. However, aside from Allied Governments, the level of Western Tribal shouldn't make any difference to the units available there.
    I'm sorry but you misunderstand: it's not that they're easy to deliberately assimilate, but that their culture is at risk of vanishing on its own. It's not too bad while they remain rebels (it declines, but slowly in my game as Saba) but as Pontos with an allied government and client ruler their culture is collapsing fast, 2% a year or more it seems. As I understand it, being bordered by a lot of Eastern Tribal and Hellenistic provinces has an influence on culture as well, though from what you say perhaps not using the client ruler would slow their cultural loss?

    As an aside, it's a nice touch that EBII assigns the correct ethnicity to client rulers. Although it's sad the ethnicity trait doesn't seem to affect cultural conversion (hardcoded limitation maybe?).

    Something you have to understand regarding kill rates is the huge amount of compromise involved from a number of different angles. In the RTW engine, every unit has it's own lethality setting allowing a lot of granularity. In their infinite wisdom, in M2TW, CA chose to abstract this down to a single number. For every kind of unit. There is just one number for melee kill rates, push it too high and cavalry charges become ridiculously overpowered. Too low and not only does melee take a long time, but cohesion suffers (because of course it's logical to tie cohesion to kill rates...). We've gone for a balance of cohesion, stable battle pace and not too overpowered cavalry charges.

    You don't win battles in EBII by killing the other guys quickly. That's by design. As far as we know most kills in ancient battles tended to happen during a rout, not in the contested part. You win by breaking their morale. It means rather than insta-routs ending battles lasting a few minutes where most of the facets about a unit don't actually matter, instead stamina and morale come into play. Units with low stamina get tired - which impacts their morale. Units with low morale break earlier. You generally win by flanking and cavalry charges to the rear are especially effective - even with lighter units. It means you can actually change tactics, respond to crises, and have to deal with issues like shoring up wavering units, or having your general have to go off and rally those who have broken. Because they do often return to the fight if the battle isn't lost. With faster kills, that wouldn't happen either.
    It's not a historical issue, though. Historically troops didn't die fighting very much, they were run down during routs, disappeared after a defeat (or just a long campaign), or died of disease much more often. Of these only the pursuit is shown is shown at all, and not very completely, in the game, so abstractions have to be made anyway. I also think you're way overestimating how overpowered cavalry charges would become; this is the M2TW engine still, with charges not always working in the first place I appreciate it's hard to work within the limitations, but I still think the lethality (or attack values maybe) should be turned up at least slightly.
    They might have the same attack value, but they use a different projectile with different ranges (and different amounts of ammo). Kretans and Persians can stand outside Toxotai's range and decimate them, especially because the latter are unarmoured. Kretans have armour which means any return fire from the Toxotai is much less effective, and they can actually fight in melee. What you pay for with Kretans is not only a Greek archer with an eastern archer's range, but a unit who turn into medium infantry when they've expended their ammunition. When you're only using one archer unit in your army, they're a much more efficient choice than Toxotai.

    Toxotai are not as accurate or as deadly; and indeed a coming change will make levy archers unable to fire synchronised volleys, which will make the distinction even clearer.
    Unless I'm misinterpreting descr_projectiles it seems Toxotai are slightly more accurate than Cretans and just as deadly. The Cretans have 3 more arrows, which is not that much of an advantage, and they are less terrible in melee but uh, I'm not buying archers to serve as assault infantry. Certainly this is born up by my ingame experience: Cretans archery isn't better. They have longer range, but that doesn't stop the Toxotai from emptying their quivers.

    Archery duels are only really relevant against horse archers and such. Even then, I don't see the point in Cretans when Eastern archers have the same range, and some have shields too. You need screening infantry for them anyway. Cretans will certainly do better on their own, but even the AI now avoids throwing unsupported archers around

    Finally, I don't see a synchronised volley special ability in the game if it's a passive thing, I'm not noticing much synchronisation from my archers and even less from the AI's.

    So, I still don't find the Cretans (or even the Persians) living up to their reputations in-game. Certainly, historically, archery depended a lot on how many arrows you could put in the air, but quality of the archers seems to me to have been more important than I find it to be for most of the in-game archers (if only because of something hard to model in TW, but better trained archers could shoot faster and be less tired by it).

    Also, I've noticed missile attacks don't scale with experience like they did in Rome. So you could possibly up them a bit without risking gold-chevroned archers getting silly strong, as was the case with EBI.
    We've changed the concept of the unit, but we don't have a new card (or indeed a new model) for them yet. They're professionals in the ekdromoi (light hoplite) mould which is more flexible and better-suited to mercenary work (most of which was patrolling and raiding) than the much more heavily-armoured regular Hoplitai.
    Oh okay, that makes sense, and is even hinted at in the description (although it could be made clearer)

    Since it seems there are plans for non-merc Ekdromoi, are there plans to reintroduce heavier merc hoplites? It would seem to me that in both cases, it was largely the same men who would lighten their gear for mobile actions and then wear the heavier armour if they expected a pitched battle, so it would make sense for the player to have the choice of which style to recruit. Besides, mercenary hoplites have always been useful in the game for factions with a hard time getting heavier line troops
    Last edited by Artemisia; 11-14-2015 at 08:44.

  2. #2
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.04 is released!

    Quote Originally Posted by Artemisia View Post
    I'm sorry but you misunderstand: it's not that they're easy to deliberately assimilate, but that their culture is at risk of vanishing on its own. It's not too bad while they remain rebels (it declines, but slowly in my game as Saba) but as Pontos with an allied government and client ruler their culture is collapsing fast, 2% a year or more it seems. As I understand it, being bordered by a lot of Eastern Tribal and Hellenistic provinces has an influence on culture as well, though from what you say perhaps not using the client ruler would slow their cultural loss?

    As an aside, it's a nice touch that EBII assigns the correct ethnicity to client rulers. Although it's sad the ethnicity trait doesn't seem to affect cultural conversion (hardcoded limitation maybe?).
    As you've correctly identified, Galatia specifically is suffering from the effect of being surrounded by places with a different culture. I could possibly tone down the "nearby province" conversion effect some.

    Quote Originally Posted by Artemisia View Post
    It's not a historical issue, though. Historically troops didn't die fighting very much, they were run down during routs, disappeared after a defeat (or just a long campaign), or died of disease much more often. Of these only the pursuit is shown is shown at all, and not very completely, in the game, so abstractions have to be made anyway. I also think you're way overestimating how overpowered cavalry charges would become; this is the M2TW engine still, with charges not always working in the first place I appreciate it's hard to work within the limitations, but I still think the lethality (or attack values maybe) should be turned up at least slightly.
    Cavalry charges in M2TW take a lot of practise to pull off correctly - certainly harder than it was in EB1. Often what's needed is more distance. With practise, I find virtually any cavalry with a spear can perform pretty devastating charges to the rear - especially when repeated. Any higher than 0.35 and sword-armed cavalry will be able to do the same and any distinction would be lost. Plus as I said, it tips the balance away from stamina and morale having a meaningful impact.

    Quote Originally Posted by Artemisia View Post
    Unless I'm misinterpreting descr_projectiles it seems Toxotai are slightly more accurate than Cretans and just as deadly. The Cretans have 3 more arrows, which is not that much of an advantage, and they are less terrible in melee but uh, I'm not buying archers to serve as assault infantry. Certainly this is born up by my ingame experience: Cretans archery isn't better. They have longer range, but that doesn't stop the Toxotai from emptying their quivers.

    Archery duels are only really relevant against horse archers and such. Even then, I don't see the point in Cretans when Eastern archers have the same range, and some have shields too. You need screening infantry for them anyway. Cretans will certainly do better on their own, but even the AI now avoids throwing unsupported archers around

    Finally, I don't see a synchronised volley special ability in the game if it's a passive thing, I'm not noticing much synchronisation from my archers and even less from the AI's.

    So, I still don't find the Cretans (or even the Persians) living up to their reputations in-game. Certainly, historically, archery depended a lot on how many arrows you could put in the air, but quality of the archers seems to me to have been more important than I find it to be for most of the in-game archers (if only because of something hard to model in TW, but better trained archers could shoot faster and be less tired by it).
    I'll get someone to have a look at the respective properties of the light_arrow and medium_arrow projectiles - that may be an error.

    I also wonder if levies using self bows (Toxotai, Celtic Archers, etc) should have their attack lowered - again I'll raise it for discussion.

    Quote Originally Posted by Artemisia View Post
    Also, I've noticed missile attacks don't scale with experience like they did in Rome. So you could possibly up them a bit without risking gold-chevroned archers getting silly strong, as was the case with EBI.
    Experience doesn't work the same in M2TW; only the 1st, 4th and 7th chevrons actually do anything, as I understand it. Hardcoded in any case.

    Quote Originally Posted by Artemisia View Post
    Oh okay, that makes sense, and is even hinted at in the description (although it could be made clearer)

    Since it seems there are plans for non-merc Ekdromoi, are there plans to reintroduce heavier merc hoplites? It would seem to me that in both cases, it was largely the same men who would lighten their gear for mobile actions and then wear the heavier armour if they expected a pitched battle, so it would make sense for the player to have the choice of which style to recruit. Besides, mercenary hoplites have always been useful in the game for factions with a hard time getting heavier line troops
    No non-merc Ekdromoi - the historians are pretty clear that they only make sense for mercs. For the rest of the world, things have moved on - there's the Hemithorakitai Peltophoroi (coming in the autumn release) who are eventually replaced by the Thureophoroi as "lighter than Hoplite" units.

    Regular ones won't get heavier - the heavy hoplites are elites (Hypaspistai, Epilektoi Hoplitai, Carthaginian Sacred Band). No plans for heavier mercenaries either.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  3. #3

    Default Re: Europa Barbarorum 2.04 is released!

    Quote Originally Posted by QuintusSertorius View Post
    As you've correctly identified, Galatia specifically is suffering from the effect of being surrounded by places with a different culture. I could possibly tone down the "nearby province" conversion effect some.
    Well...the Galatians did Helenise to a great extent, as far as I'm aware. Is it possible to have their more Helenised (later) units to become available upon a certain level of Hellenisation?

  4. #4
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.04 is released!

    Quote Originally Posted by Gaius Sempronius Gracchus View Post
    Well...the Galatians did Helenise to a great extent, as far as I'm aware. Is it possible to have their more Helenised (later) units to become available upon a certain level of Hellenisation?
    There is a Galatian Kleruchoi infantry unit planned - just not ready yet. They'd come from the Hellenistic colony in the right parts of Anatolia and Egypt.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR

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  5. #5
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.04 is released!

    Changelist for 2.06a:
    • Eastern and Steppe Client info card replaced with one that won't cause CTDs. Steppe Client Rulers added to Parthia. Fix to silver surfer Client Rulers. Adjustment to what is available in Arabia - east now gets Iranian Clients. Fix to stop Client Rulers becoming Hegemons. Fix to recruitment in villages.
    • Replaced eastern_axeman model with one that actually has javelins - thank Sylon for that.
    • Sauromatian and Sakan early government buildings brought into line with the Pahlavan ones which are the model. This means regional recruitment options both pre- and post-reform.
    • Removed the requirement for your own army to be 1000 or more men from the Pergamon reform script.
    • Fix to the "Olympic cycle" script that was failing to fire in the case of Carthginian (and possibly Hellenistic) colonisation.
    • Removed colony-point cost of Carthaginian precursor colony. Gadir and Atiqa upgraded to carthage_polis governments.
    • Update to projectiles that was preventing archers and slingers firing properly with their new BAI.
    • Reduced Roman colonial recruitment pools.
    • Unreachable Rebel in Saka-land moved. Saka can now build Native Colonies after their reform.
    • Another rejig of the money script - moving debt relief and withdrawal of assistance above the annual bounty and adjusting for the weaker factions.
    • Major overhaul of the Hellenistic Colony - now regionalised and varied. No more Kretikoi in Afghanistan.
    • Some tweaks to Numidian government pools (numidia3 and numidia4) to give them some better options if they take Carthaginian territory. Also in Libya (using Carthaginian-Libyan units).
    • Changed relative recruit_priority_offset of Libyan Infantry and Numidian Cavalry to encourage AI-Carthage not to spam the former.
    • Changed rename of Mastia when taken by Carthage to Qart-Hadast just in case same name as the capital causes issues.
    • Added a free upkeep slot to Carthaginian Settler Colonies.
    • All Iberian cavalry (not just the skirmisher) put on ponies - the Iberian horse was quite small.
    • Relaxed the prerequisites on some infrastructure buildings so that more can be done with an Allied Government.
    • Updates to archer formations and BAI to make them usable again. Distinction between levies and more professional types - the latter can fire co-ordinated/synchronised volleys.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR

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  6. #6

    Default Re: Europa Barbarorum 2.04 is released!

    Two issues I've noticed:

    Firstly, CAI tends to ignore undefended settlements (major and minor). Its behaviour is much more logical if they are garrisoned.


    Secondly, there's this ford that can't be used since one of its banks is mountains:


    I'm not sure if it's meant to be usable or not, but I think either there shouldn't be a ford or both banks should be passable.
    Last edited by Artemisia; 11-17-2015 at 20:40.

  7. #7

    Default Re: Europa Barbarorum 2.04 is released!

    Really like the way the game play has developed with these set of releases, couple of thoughts:
    The upkeep of fleets, does their maintenance/support ever alter when in port? My thought being it should be lower.
    Also could they be damaged from extended periods away, such as settlement building being sabotaged, and so need a refit from a home port?
    Also ( I know you mentioned this before but I can't find it) what happened to storms at sea?
    Finally - would you ever look at armies surrendering/capitulating after a siege rather than the futile sally forth? I have only seen this once when besieging a village, with a small rebel army occupying it and outnumbered by 170%, but never in a settlement siege?

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