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  1. #1
    Member Member Ragabash's Avatar
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    Default Re: Suggestions for v0.8

    Quote Originally Posted by paullus
    hmm...wow, i love ms paint too!

    i thought the government system was meant to represent types of rule. there isn't so much a progression from one to the next, as there are different reasons for doing different ones.
    I must disagree. In my opinion many towns did evolve from small colony to great trading post in the history. This change would also bring different kind of ruling for the cities.

    For an example: you dont have to change goverement from "3" ---> "2" if you dont see it good option. I think if you want to see "homeland" ("1") in one of your conquesred cities, provided you are able to build one in there. Your city should change to it little by little, from different rule to another rule, eventually being considered as "homeland" for nation rather than being considered as "homeland" province ones your troops storm the city.
    Ragabash the trickster

  2. #2

    Default Re: Suggestions for v0.8

    i noticed that in europa barbarum, alot of work has gone into identifying the different gaul/germanic factions. i thought this was a little one-sided and was hoping the same could be done for the nebateans. i know there is a faction limit so im not saying a new one should be created but maybe if a couple more units were added as mercenaries. when i played rtr i loved the cool arabian infantry and cavalry but i always wished that there would be archers and skirmishers as well. overall, i feel that representing various arabian elements would make that huge desert area a bit more interesting to play.

  3. #3

    Default Re: Suggestions for v0.8

    Quote Originally Posted by chemist
    i noticed that in europa barbarum, alot of work has gone into identifying the different gaul/germanic factions. i thought this was a little one-sided and was hoping the same could be done for the nebateans. i know there is a faction limit so im not saying a new one should be created but maybe if a couple more units were added as mercenaries. when i played rtr i loved the cool arabian infantry and cavalry but i always wished that there would be archers and skirmishers as well. overall, i feel that representing various arabian elements would make that huge desert area a bit more interesting to play.
    Well, skeletor has made a couple of very nice low level arabian units for us. And I think a higher level one from that region is in the works too, though I don't think it's finished. I hate fighting in that area and having pantadapoi and numidian horse cav as the only things around. Hopefully we will have some of them in the next build.

  4. #4
    Member Member paullus's Avatar
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    Default Re: Suggestions for v0.8

    Quote Originally Posted by Ragabash
    I must disagree. In my opinion many towns did evolve from small colony to great trading post in the history. This change would also bring different kind of ruling for the cities.
    Those sorts shifts didn't happen every couple of years, and they weren't methods of control for an empire. In an independent city, sure, there might be civil strife, an oligarchy takes over, and a year later they're overthrown for a democracy. Sure. The Romans, for instance, gave many cities nominal independence at the start, and only "Romanized"--if at all--much later.

    Quote Originally Posted by Ragabash
    For an example: you dont have to change goverement from "3" ---> "2" if you dont see it good option. I think if you want to see "homeland" ("1") in one of your conquesred cities, provided you are able to build one in there. Your city should change to it little by little, from different rule to another rule, eventually being considered as "homeland" for nation rather than being considered as "homeland" province ones your troops storm the city.
    I'm not sure I understood your first bit there. And I follow your thoughts that you want a homeland province everywhere, but I strongly disagree. You may want to take advantage of the trading experience of the local population, or they specific military traditions of their people. If you install a 1 or 2, you--at least should--lose those advantages.

    The 3 and 4 types should be viable options for rule. If you take a well-developed city, you shouldn't have to spend 20 turns making it a homeland. You should be able to install a 3 or 4, and just let the native people do their thing and you reap the benefits with minimal effort.
    "The mere statement of fact, though it may excite our interest, is of no benefit to us, but when the knowledge of the cause is added, then the study of history becomes fruitful." -Polybios


  5. #5
    Member Member stufer's Avatar
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    Default Re: Suggestions for v0.8

    I would love to see all population growth rates curbed dramatically for the next release. As the Romans I had conquered Sardim 5 years previously and not enslaved or anything because the population was at 9000. Now it has more than doubled in 5 years and its just an island in the middle of the med. In all my Italian cities I have chance to build 2 or 3 other buildings before the next stage of city is ready to be built.

    I think most cities should have a very hard time getting to even city level. Only a few choice ones should get to Huge level and even then fairly late on in the game. Most should only be able to grow to higher levels if you keep particuarly good governors in them and/or enslave a lot.

    This is all possibly related to the shift to 4 turns a year as is the rate at which your family members aquire traits and retinues. I send all my youngsters to Rome until they're 20 and in just 4 years they have filled up on their ancilliary list with no room to acquire new ones. Perhaps all of these rates need adjusting too if that is possible.

  6. #6
    Member Member Ragabash's Avatar
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    Default Re: Suggestions for v0.8

    Quote Originally Posted by paullus
    I'm not sure I understood your first bit there. And I follow your thoughts that you want a homeland province everywhere, but I strongly disagree. You may want to take advantage of the trading experience of the local population, or they specific military traditions of their people. If you install a 1 or 2, you--at least should--lose those advantages.
    Hmmmm.... I think my poor english is coming on the way explaining myself again

    What I mean is that you could not build gov "1" or "2" just anywhere, just like it is now. But you would need to build "4" to build ----> "3", "3" to build ----> "2" and "3" to build -----> "1" for an example.

    EDIT: Of course I could be all wrong and this idea could had been tried and just not found too great to add it in the game, so sorry for spamming in this forum. My english just comes in the way sometimes when im trying to explain something more complex.
    Last edited by Ragabash; 04-16-2006 at 16:27.
    Ragabash the trickster

  7. #7
    Member Member paullus's Avatar
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    Default Re: Suggestions for v0.8

    I think it was suggested in the "suggestions for .74" thread, but I'd just like to reaffirm that having new tree models would be way cool.
    "The mere statement of fact, though it may excite our interest, is of no benefit to us, but when the knowledge of the cause is added, then the study of history becomes fruitful." -Polybios


  8. #8
    EB insanity coordinator Senior Member khelvan's Avatar
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    Default Re: Suggestions for v0.8

    If our farming script is in place for the next version, which it may be, we'll be able to reduce population growth rates to a more appropriate level.
    Cogita tute


  9. #9

    Default Re: Suggestions for v0.8

    i'd like removal of several units in the game such as "elite mercenary bands". that gets way too specific because im sure there was quite a number of famous mercenary squads available all over the world, so why just add the ones that were from europe. i just think that they can be removed in favor for more units of other factions.
    also to my understanding the mod focuses on the general time period for all factions, and not just rome and greece. so i thought it would also be pretty cool to add chinese mercenary units available to the yuezhi as they were neighbors and frequent trading partners as well.

  10. #10
    EB insanity coordinator Senior Member khelvan's Avatar
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    Default Re: Suggestions for v0.8

    Mercenaries have been added on an availability basis. If the unit had been made, it was added to the mercenary pool. In general, mercenaries are low priority compared to faction and regional troops, so they will be fleshed out later.
    Cogita tute


  11. #11

    Default Re: Suggestions for v0.8

    I don't know if this is possible in 1.5, but if it is, wouldn't it be great if Thorakitai had a sword? Well, they carry one in their skin, but if they could use it, I'd have my very own Eiperote immitation legionnaries!

    "Roman influence" my ballooney , they aren't influenced unless they draw their swords out.

    Well, I'm sure there's a good reason why so many troops who carry a sword in their bodies can't draw them in battle, I just wonder if it's because EB isn't 1.5 yet, or BI for that matter.

  12. #12

    Default Re: Suggestions for v0.8

    Quote Originally Posted by khelvan
    If our farming script is in place for the next version, which it may be, we'll be able to reduce population growth rates to a more appropriate level.
    Will this affect just how fast they get to their maximum, or will it re-define the maximum? Also, how far will these effects spread? While a 24k+ city in the steppes seems a little odd, as I understand these are just the biggest representives in the area, if you were to reduce it to only the second tier in population, it would seem like your cutting out a lot of the village that didn't make it in due to limits. If one did decide to cap it at a much lower rate, is it possible to change how fast it will grow back to that limit?

    I'd also like to suggest a finish for the unit cards, I'd be nice to know what I just recruited or am facing without first having to send it into battle.

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