My faction leader has potential uniter trait, How do I unite the tribes?
My faction leader has potential uniter trait, How do I unite the tribes?
A ha ha! Rainbows and unicorns! Rainbows and unicorns!
Unite all the Germanic tribes. They are the ones with two-word names and a lot of w's, f's, and z's.
The tricky one is the island one up in the sea to the north.
Take all the cities that have "gawjam" in it, as far as I know. No nice message or trait to signify being a uniter though.
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Does "gawjam" mean city? I was just wondering.Originally Posted by LordCurlyton
Gawjam means Gau or in enlish translated region or still better district of...(inlude the name of the people/nation).
You have to know that during the timeframe EB displays there were no germanic cities. Germanics found it unpleasant to live in crowded areas.
At the turning poit in history some "cities" developed though, especially the Chattii (Hattoz) and the Ubii began to live together in great numbers.
I think in Latin it is "pagus" ?Originally Posted by SaFe
If it is like the dutchword "Gouw" than in English it would be "Shire" (think of LOTR, the shire) and then it would indeed be pagus in Latin.
Since it's Sweboz related, I'll do a little hi-jack here. In my latest Sweboz campaign I noticed that you can only build the Thengaz building before you put a government in the city. Can anyone confirm this?
the thengaz is the true government building, because the early Germanic society was based on equality of all free tribesmen and therefore the thengaz was the assembly of all free men of a tribe, where politics, crimes and everything else which was importand to the tribe, was discussed. So if there is a Germanic population in an area the thengaz is the first building to be built.
Even the Germanic army leader [=Herzog] (harjatugon in proto-germanic) for example is a voted man from the thengaz, who'll lose his power again after the war is over. this one will be included in the near future![]()
Last edited by Varg1204; 04-18-2007 at 14:48.
So it's supposed to be that if you build a government building first then your city cant have a thengaz at all? Besides, iirc your starting city doesn't have one, but I guess that is what the western greek WARNING!! building is supposed to be
That word resembles the Dutch word "Hertog" (which means duke in English) any connection between the words?Originally Posted by Varg1204
well the Dutch word Hertog is completely the same as Herzog in German. They both derive from the same root (Harja in proto-germanic for army/Heer in German) while '-zog' is the German simple past of 'ziehen' (= to pull, but also to move) So Herzog/Hertog means word for word translated: "the one who moves the army/the one who pulls [in the sense of 'to lead'] the army." The proto-germanic word harjatugon (Herzog in modern German/Hertog in modern Dutch) is very old and survived in the modern West-Germanic languages like German and Dutch, allthough it's meaning changed copletely during the early Middle Age. In Germanic times it was the elected army leader of the tribe, while in the early Middle Age it became a high nobility title/rank, which can be translated as the English duke. Duke comes from latin 'dux/ducis' and has nothing to do with the original Germanic word, allthough it has got the same meaning since the early middle age.Originally Posted by Moros
Last edited by Varg1204; 04-18-2007 at 16:14.
Originally Posted by Varg1204
The best way for EB to display the importance of the Thengaz (some may know it as Thing for Scandinavia) would be:
- All recruitment except the Gastiz and other Mercenaries should depend on it.
- The bonuses for Law should be much higher, also Happines and definately Loyality should be improved by the Thengaz.
- Every germanic province should start with a Thengaz - where you had to build one in conquered regions ( should not be too expensive, as only free germanics were allowed to vote )
- Because of the boni it give, perhaps make some other "building-types" more expensive.
The current boni are laughable comparing the importance of a Thengaz and it makes almost no sense to build it in already germanic settled provinces.
During the time i was responsible as FC i was told the boni were too high for a single "building". A game-balance decision was made.
Although perhaps it would be best just to give origin germanic provinces the Thengaz for free and integrate it in a MIC.
As i said the current display is not realistic and far from the truth.
It was put in a complex that could be built immediately, but it is causing problems (along with another building variant in that complex too), so I have had to move it to another one. It still is available at a very early level. We are extremely limited by our complex space. Now there won't be any strange issues with the building anymore though. A one level building *must* share with other factions though, so making it fast to build and very expensive (in order to balance all those bonuses that you suggest) would upset the balance and anyway the sweboz couldn't afford it if it was really high. Giving all those bonuses with it being really cheap definitely isn't feasible though. We can't adjust costs of buildings based on cost of one other one for one faction. (oh, also the loyalty bonus doesn't do anything in 1.5 it seems)Originally Posted by Hegix
SaFe, I didn't realize all germanic provinces should already start with one. We can try to do that.
Last edited by Teleklos Archelaou; 04-18-2007 at 16:31.
Good to hear, Dave.
This is a complete ahistorical point in the current display of the tribes.
Especially the democratic aspect of the political aspect of the Thengaz is totally underdeveloped.
Do Germanic eleutheroi settlements have shrines in the beginning of the game? In my game all the villages I've conquered in the germanic heartland have shrines for the same god, the first one in the list of "unpronouncables". Were they there by default or did AI build the same one in each? I'd hate to upset the gods by destroying them... There must be some way to restrict the Eleutheroi from building certain things, like roads.
There sure as hell should be. I'll check the trigger when I get back home.Originally Posted by LordCurlyton
I have noticed this too. Most towns don't start with religious buildings, but build them later. Since every faction has one temple that is better than the rest (in bonuses), they always build that one.Originally Posted by Thaatu
There is no way to restrict the rebels, and only the rebels. They can build whatever their "parent faction" can build.
Just to keep you guys informed, I found the mistake, it was a misplaced not in the conditionals. You should get the proper Háiráskápiz állá Stámnoz trait if you own Gawjam-Habukoz, -Heruskoz, -Hattoz, -Rugoz, -Kimbroz and Swebotraustastamnoz in the next version.
That sounds like it would be simple enough to fix by hand for now. Where specifically does this errant "not" reside and what should be done to it ?
"Let us remember that there are multiple theories of Intelligent Design. I and many others around the world are of the strong belief that the universe was created by a Flying Spaghetti Monster. --- Proof of the existence of the FSM, if needed, can be found in the recent uptick of global warming, earthquakes, hurricanes, and other natural disasters. Apparently His Pastaness is to be worshipped in full pirate regalia. The decline in worldwide pirate population over the past 200 years directly corresponds with the increase in global temperature. Here is a graph to illustrate the point."
-Church of the Flying Spaghetti Monster
Looking at the script I think (but what do I know?) the misplaced 'not' is found at line 168768 of export_descr_character_traits.txt and should just be deleted. If that's the case, I think (again, not sure) you can indeed edit this by hand to correct the problem in a running campaign ("savegame compatible").
Culprit:
Fix:Code:;------------------------------------------ Trigger Sweboz_FactionLeader_becomes_HairaskapizAllaStamnoz WhenToTest CharacterTurnEnd Condition FactionType germans and IsFactionLeader and Trait HairaskapizAllaStamnoz = 1 and I_SettlementOwner Gawjam_Habukoz = germans and I_SettlementOwner Gawjam_Heruskoz = germans and I_SettlementOwner Gawjam_Hattoz = germans and I_SettlementOwner Gawjam_Rugoz = germans and I_SettlementOwner Gawjam_Kimbroz = germans and not I_SettlementOwner Swebotraustastamnoz = germans Affects HairaskapizAllaStamnoz 1 Chance 100
Code:;------------------------------------------ Trigger Sweboz_FactionLeader_becomes_HairaskapizAllaStamnoz WhenToTest CharacterTurnEnd Condition FactionType germans and IsFactionLeader and Trait HairaskapizAllaStamnoz = 1 and I_SettlementOwner Gawjam_Habukoz = germans and I_SettlementOwner Gawjam_Heruskoz = germans and I_SettlementOwner Gawjam_Hattoz = germans and I_SettlementOwner Gawjam_Rugoz = germans and I_SettlementOwner Gawjam_Kimbroz = germans and I_SettlementOwner Swebotraustastamnoz = germans Affects HairaskapizAllaStamnoz 1 Chance 100
Danke schön.![]()
"Let us remember that there are multiple theories of Intelligent Design. I and many others around the world are of the strong belief that the universe was created by a Flying Spaghetti Monster. --- Proof of the existence of the FSM, if needed, can be found in the recent uptick of global warming, earthquakes, hurricanes, and other natural disasters. Apparently His Pastaness is to be worshipped in full pirate regalia. The decline in worldwide pirate population over the past 200 years directly corresponds with the increase in global temperature. Here is a graph to illustrate the point."
-Church of the Flying Spaghetti Monster
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