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  1. #1
    Celtic Cataphracts!!!! Member The Celt's Avatar
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    Cool Re: Colonial recruitment and cultural assimilation mod

    So will this be save game compatible? I was playing a Aedui campaign where I had completely migrated to Ireland only to find out I can't build any factional troops there.(Stupid Belgae must've bailed when my Gauls showed up.)So will this mod help me build some Bataroas and Lugos whilst still keeping Goidilic units?
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  2. #2
    Asia ton Barbaron mapper Member Pharnakes's Avatar
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    Smile Re: Colonial recruitment and cultural assimilation mod

    Sorry, its only "civilized" factions at the moment, as this idea does not have the potential to portray barbarians acuratley IMHO. However I do have some hazy plans for barbs, any sugestions would be more than welcome.
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  3. #3

    Default Re: Colonial recruitment and cultural assimilation mod

    On governments: The AI WILL build them, eventually. As in 80-120 turns eventually. Essentially the AI needs to exhaust its better bonuses options before it turns to govs, especially if its options are ones that give penalties it doesn't want. But I have witnessed government building by AI factions that aren't named Eleutheroi (they love to build governments). At least as long as you leave a Military Occupation in place. I haven't tested/had the patience to see if they'll start with nothing and build the Military --> Other Gov.
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  4. #4
    Asia ton Barbaron mapper Member Pharnakes's Avatar
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    Smile Re: Colonial recruitment and cultural assimilation mod

    I would think that they would seeing as how it is quick and cheap and offers no penalties, although i didn't think the AI checked for penalties?
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  5. #5

    Default Re: Colonial recruitment and cultural assimilation mod

    I have couple of questions, since i am getting confused.Probably it's me, but still would like to ask.

    From what i understood:


    - Hellenic factions are going to be being able to recruit their elite units all over the map, not in every province but still in general areas.?

    -It would help Romans somewhat , but only before Marian reform, after that they can recruit everything everwhere anyways?

    -Barbarians (almost half of the factions) are not being included, since they are not "capable" to create such achievement since they are not "civilized" enough?

    If i am wrong , sorry for this post.

    But if this is correct then :

    - If assimilations were going that easy , there wouldn't be any Greeks or Israelis(example) today , since Romans were holding those teritories for centuries?
    Not to mention Moors in Spain (700 years ) and Ottomans in Grece and Balkans(500+ years)..

    -What makes "barbarian" factions so much less capable then Hellenic ones, so they are not able to build those.?

    And does it them being "barbarians", justify them being excluded from that type of recruitment.In contrast Maks can recruit phalanx in Brittania, but Casse cannot Kluddargos in Asia Minor?

    I mean, since we are talking about ahistorical type of developments here , i really don't see why they can't be included into it ?

    - Barbarians have awfull economy and military to start with , and without those centers for them, it is going to be hugely unbalanced play field for them, or not ?
    Or is that purpose of this mod?If you have some test results, would be great.

    - Is there any historical data that you rely on ? It would be nice to look at it , since i am history geek


    Again I am not trying to question your effort , which is great one , but trying to put this in lines of my thinking that EB is historical representation of that period.

    After all it's your mod , and you can tailored it as it fits you

  6. #6
    Asia ton Barbaron mapper Member Pharnakes's Avatar
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    Smile Re: Colonial recruitment and cultural assimilation mod

    OK, your main problem is indeed, the main problem with the mod, the barbarians. Can I say agian, I know is not fair for the barbarians, but what I have released so far is supposed to represent colonialsation which is what the Greeks especaily and the Romanii and Qarthadastim also tended to do.


    Barbarians tended more to migration, ie the whole galatian invasion thing, and as yet I have not been able/have not had the time to think of a way of portraying this in the game. AS I said above, I'm thinking hard about it and I will be grateful for any suggestions people might have, as to how such a thing could be implemented in the game.


    Your other points seem to stem from a slight missunderstanding of what this mod is trying to acheive - it does not represent assimilation, it represents colonialsation, there is a big difference.

    For the rest as I have stated above, this could very easily be used in an ahistorical fashion, and if you want to do so then that is up to you, but I think that if you introduce some house rules - eg, no more than 1 unit of elites form a city every 2 years, then this mod will not only make eb much more fun to play, but will also add to the historical accuracy of the mod.

    Over the next few days, after my first few play testings, I hope to post up some house rules that will, if you follow them, prevent this mini-mod being used in an ahistorical fashion.
    Last edited by Pharnakes; 06-08-2007 at 12:38.
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  7. #7

    Default Re: Colonial recruitment and cultural assimilation mod

    Could you please send me a pm with the codes you are currently testing? I want to start a new campaign today because next week I'll have to do a lot of work for school...
    Last edited by Basileus Seleukeia; 06-08-2007 at 14:14.

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  8. #8

    Default Re: Colonial recruitment and cultural assimilation mod

    Quote Originally Posted by Pharnakes
    OK, your main problem is indeed, the main problem with the mod, the barbarians. Can I say agian, I know is not fair for the barbarians, but what I have released so far is supposed to represent colonialsation which is what the Greeks especaily and the Romanii and Qarthadastim also tended to do.
    Which is represented in EB with govermental system, and covers it for all factions.You can build those , as well faction units.
    Are you saying that whole govermental and recruiting system in EB is completely flawed and innacurate?

    As i said Romani will benefit from that till Marian reforms only, So only benefitiaries of this system are Greek origin factions.

    And I do not believe that Hellenistic culture was that vastly superior over any other one.

    After all Parthyans and Saka run them out of East fairly easy, supported by local population that was really tired of Hellenic approach of "if you are not Hellen , you are nothing ", or they didn't ?


    Quote Originally Posted by Pharnakes
    For the rest as I have stated above, this could very easily be used in an ahistorical fashion, and if you want to do so then that is up to you, but I think that if you introduce some house rules - eg, no more than 1 unit of elites form a city every 2 years, then this mod will not only make eb much more fun to play, but will also add to the historical accuracy of the mod.

    Thats all cool , but :

    - how can you force AI to follow house rules?

    - AI will do either of 2 things:

    a) will not make those buildings, therefore only human will have that benefit. And that is only if he plays those specific factions.That makes game for a human player basicaly overwhelming easy.

    b) AI will make those buildings(alone or helped by human) and then mass produce elite units in there. That will, again, create unbalanced playfield for factions that cannot do that.I don't know how you can prevent that, but i am really looking forward to see your solution on that.


    Quote Originally Posted by Pharnakes
    Over the next few days, after my first few play testings, I hope to post up some house rules that will, if you follow them, prevent this mini-mod being used in an ahistorical fashion.

    Again , AI ? How ?

    Anyways good luck with your work, i am confident that you will find ways to resolved those issues.
    Last edited by mlp071; 06-08-2007 at 15:19.

  9. #9
    Celtic Cataphracts!!!! Member The Celt's Avatar
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    Default Re: Colonial recruitment and cultural assimilation mod

    Quote Originally Posted by Pharnakes
    Sorry, its only "civilized" factions at the moment, as this idea does not have the potential to portray barbarians acuratley IMHO. However I do have some hazy plans for barbs, any sugestions would be more than welcome.
    Barb/Celtic/Germanic migration would be a good one. Like the what Galatians did for example. Ireland saw quite a bit of these at this point in history. It could probably just be the same thing as the Nomadic migration buildings but not quite as culture erasing. Maybe Anthony has a better idea.
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  10. #10
    EB Token Radical Member QwertyMIDX's Avatar
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    Default Re: Colonial recruitment and cultural assimilation mod

    I don't mean to be rude or anything, but I doubt you'll get much in the way of support or guidance from EB members. We spent a lot of time talking this over and think its just not an accurate way to handle the issue, especially considering the way the vast majority of empires functioned and the erratic nature of migrations. I would say go with whatever option you guys come up with rather than waiting for EB folks to provide direction. Good luck!
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