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  1. #1
    She pushed me ... Member Arkatreides's Avatar
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    Default Question about captured government buildings

    I have been playing EB (0.74) for a few weeks now and while I think I understand most factors of this great mod, the governments still baffle me a little. Here are my questions (I am playing as the Romans)

    - When I build a tier1 (or 2) government building I often get no (or very few) units to recruit (for example unless I am in Italy mainland, I cannot recruit any Hastati, Principes, Triarii etc). Is there any point to having these governments outside Italy?

    - In Gaul no matter what government type I have, I can always recruit the gallic troops. I can even do this if I leave the captured enemy building intact. In fact my gallic campaign is going great because I have an all gallic troop army and can repair the whole stack at every town I capture. Is this supposed to happen?

    - Do captured enemy building function as goverment building? E.g. after taking Carthage I find a tier 1 Carthegian building there - can I use it, or should I raze it and build my own? Again either option seems to give the same result in Gaul.

    - Some enemy towns have 2 government buildings (how?) but I can only ever raze one. What does this mean?

    Apologies if any of these questions have been answered before, I read all the relevant FAQs but couldn't quite figure this out.

    Thanks in advance


    We can clone a sheep but we cannot clone a single photon.

  2. #2

    Default Re: Question about captured government buildings

    These will have to be very brief answers, from me at least:

    1. Roman recruitment is weird. You'll have to wait for reforms to get real roman units outside of your starting provinces. So either build type4 and wait, or build type1, build your cities up through buildings, and send your troops all from your core provinces.

    2. the gallic issues you mention won't happen in 0.8. In 0.74 some gallic recruitment wasn't govt building dependent. Just didn't get to it by the time we switched over.

    3. Always destroy enemy govt buildings. Always. Only exception is your own that you installed in a town, and then you lost it, and recaptured it. Otherwise blow them all up. Don't ever repair them. If there is more than one, blow all of them up. ALL govt buildings are destructable. Precursors are not. They dont' do anything but let you know when you can build one or not.

  3. #3
    Member Member Tuuvi's Avatar
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    Default Re: Question about captured government buildings

    What I have always wondered is why should you destroy enemy governments when they appear to do the same thing as your own government?

  4. #4

    Default Re: Question about captured government buildings

    Because we don't have unlimited complexes, or by god we would have forced you to do this. We would have made them all different complexes. What we can do is damage them 100% when you take it over. You can repair them if you want to cheat. If you want to play with a system that everybody else seems to like and think is pretty realistic though, you'll destroy them and have to decide how you will fix the province.

    Other problems can ensue, but I don't care if you suffer from them if you want to cheat anyway and just repair them.

  5. #5
    She pushed me ... Member Arkatreides's Avatar
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    Default Re: Question about captured government buildings

    Thank you for the rapid reply.

    Just to get one thing straight: Do I need to destroy them to

    a) not cheat or
    b) prevent weird effects or
    c) because they are useless for my faction

    Again, thanks in advance.


    We can clone a sheep but we cannot clone a single photon.

  6. #6

    Default Re: Question about captured government buildings

    A.

    The government buildingsare the same buildings for all factions, they just have faction-dependent descriptions and UI images. Simply repairing an existing govt building is considered a cheat, yes.

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