It does. Thank you very much. I am now a little less baffled by the wealth of options available in EBOriginally Posted by Teleklos Archelaou
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It does. Thank you very much. I am now a little less baffled by the wealth of options available in EBOriginally Posted by Teleklos Archelaou
.
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I have a question about conquered provinces. I am the Aedui and I conquered Emporion from the Iberians. In the town, they had installed a level 1 government, while I would normally only be able to install a level 2 in that province.
So, Does that level one building function as a level one government for me, or only the Iberians. Do I need to demolish the building to build my own government, or do I get a "free" level 1 government
P.S. I repaired the building after my conquest and in the construction scroll, the description of the building was exactly the same as my own level 1 building.
You should always always always always destroy govt buildings in provinces you capture. We can't make the game do it, but we can damage them 99% to give you the hint.Originally Posted by jebes
If you start as the Aedui, we specifically put type1 precursors in the provinces you should be able to build type1 homelands in. You should not use another faction's type1 for your own by repairing it. Trust us, if we could make the game destroy all govt buildings when you capture a town we would, but we can't. THat's why some govts we made really cheap and easy to build, to show how it would be if you didn't make any big changes in a province. It's a serious exploit that totally gets around what we are trying to do with govts - if you rebuild other faction's govt buildings. Hard coded restrictions keep us from making this realistic and avoiding this problem (like 64 building complexes only).
Also, type1 and type2 distribution isn't fixed yet. But will be in future builds.
suggestion on bribes:
shouldnt it be more difficult to bribe a level1 government than maybe a leve4 ??
That would be logical, not sure if the game will give us enough rope to manage it though. We can probably do something with scripting and diplomats.
History is for the future not the past. The dead don't read.
Operam et vitam do Europae Barbarorum.
History does not repeat itself. The historians repeat one another. - Max Beerbohm
I don't think we can do anything at all with diplomacy other than set it initially (what faction is at war or peace with another). The only other option is to totally get rid of it, and we aren't looking to do that either.
We are trying other things though. Definitely working on it.
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