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
I remember during one of the prior updates, that we should play the game on hard campaign difficulty, and normal battle difficulty. Is that still the case?
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
Changelog for 2.2i:
- New reform for Pergamon. Defeat of Galatians and acquisition of territory are the triggers.
- New "Galatian Shakedown" event for the Pergamon player.
- New government structure for Pergamon - few options outside of Anatolia before their reform.
- Galatian independence script - it will keep adding new Rebels for a goodly while.
- Ligurian resistance to the Roman player script.
- Rebel "hotspots", 15 provinces with an additional response beyond the normal bandit spawns.
- Merc hiring for KH and Arevaci - option some springs to lose recruit pools for money.
- Closed off some of the north-south passes through the Caucasus to stop the AI walking around the Black Sea.
- Hidden_resource ioudaioi added to Damaskos. Availability of Ioudaioi Taxeis revised; no longer available with Hellenic governments in Antiocheia/Alexandreia.
- Included the updated export_units.txt this time, not the xml.
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
Changelog for 2.2k:
- Galatian Shakedown only ends with the Pergamon reform - not simply by taking Galatia.
- Increased chance of shakedown event from 20% to 50% every spring.
- Consolidated Galatian Resistance into one occurrence when triggered (boost garrison AND spawn an army).
- Garrison script condensed down from 30 to 1 monitor. Added a handful of Rebel settlements that were major centres in their own right to the factional capitals.
- KH Reforms adjusted to use many fewer monitors.
- Select a successor script consolidated down from 64 to 8 monitors. Together with the changes above, almost 200 monitors have been removed.
- Halved value of spring bonanza for the AI.
- Changed Baktrian/Hayastan tribute events to use the existing seasons, rather than their own special counters.
- Switched off the second part of the "opening moves" script when the targeted faction is the player. Avoids the weird teleportation-siege-battle thing.
- Added Getai to the horse herds building.
- Jewish Garrisons now only work for the faction who actually controls Ioudaia. Previously they were available as long as any of the three chosen factions held it.
- Carthage can now convert camps to cities.
- Changed recruitment slots of Caucasian Tribal Kingdom to match that of others.
- Changed formation of Thorakitai Epilektoi and Peltastai Makedones.
- Shrunk Hai Nizagmartik to a regular infantry unit size (not levies).
- More EDCT updates and cleanup.
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
wait, why must this be? I've found campaigns anything less than H/H to not be challenging enough.
Because the unit stats and battle mechanics are balanced for Medium battle difficulty. What faction are you playing?
If you're finding battles too easy, chances are you're using some combination of always using full stacks (try 15 units), too much cavalry (more than 2 units as a settled faction), too many elites (more than 1 unit per stack), too many archers (more than 2 units), too much heavy line infantry, and/or targeting the enemy general to cause a general rout. I often find when people make this complaint, they use full stacks comprised almost entirely of heavy cavalry and heavy infantry, with little or no skirmishers, when a more balanced force would not only be more interesting to play, but more challenging too.
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
I've played as a lot of them but got bored once my empire became massive. I got a sense of "ok, since I'm so much stronger than everyone, it's only a matter of time until I conquer everything." I did rome 250+ turns. Averni, Leusitani, Saba, Ptolemaioi, Pritanoi, and Getai all for at least 150+ turns. Maybe this is more about me being easily bored...
And I do balance my armies pretty well. Granted, I rarely march with less than 15 units. And yes, killing off the general + cleaning up the routing army with calvary has always been a go-to strategy of mine.
So is it up to me to I guess limit myself in order to create a challenge? Or is there something hiding after 250-300 turns?
Also, if unit stats and battle mechanics for medium difficulty, what happens at higher difficulties? Sorry if that sounds like a stupid question, just geniunely curious
Last edited by kvergara93; 04-12-2017 at 01:38.
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