What are the new reform triggers for the casse? Anybody know?
What are the new reform triggers for the casse? Anybody know?
There are reforms for the Casse? o.O
EB DEVOTEE SINCE 2004
According to the FAQ...
... yes there are reforms for the casse, Except they are basically the Gallic reform triggers.
I got mine basically as soon as I took the town to the west. Haven't seen a difference in troops yet though, but the description is cool!
I got a message from my advisor that told me that there were upheavels in the celtic world and i should start making my army modern or some such. But nothing obvious.
Suddenly all my recruitment buildings need to be repaired. WTF?
I believe in order to access reform units, you have to rebuild your MIC buildings (or you might just have to repair them, I'm not sure). I suspect that has something to do with it.
Cheers.
"ALLIANCE, n. In international politics, the union of two thieves who have their hands so deeply inserted in each other's pocket that they cannot separately plunder a third."
"ARMY, n. A class of non-producers who defend the nation by devouring everything likely to tempt an enemy to invade."
--- Ambrose Bierce, The Devil's Dictionary
I tried repairing them but it charged me all kinds of money and next turn there was no change. Still need repairing.
upgrade to the next lvl of MIC to get the reform units.
Try tearing them down and rebuilding them from the ground up.
Although, I'd recommend not doing it all at once, but use just one of them as a sort of "trial run", so that if doesn't go the way it should, you won't have spent a huge amount of money on it.
Cheers.
"ALLIANCE, n. In international politics, the union of two thieves who have their hands so deeply inserted in each other's pocket that they cannot separately plunder a third."
"ARMY, n. A class of non-producers who defend the nation by devouring everything likely to tempt an enemy to invade."
--- Ambrose Bierce, The Devil's Dictionary
So I have to go through another 20+ turns of building MICs again?
Afraid so.
Rest in Peace TosaInu, the Org will be your legacy
Originally Posted by Leon Blum - For All Mankind
You don't have to just upgrade them to the next level, if they're already at lvl 5 you might have to tear down but not 100% sure.Originally Posted by lobf
This is why you never fully build up your MICs as a reforming faction. Because, you won't really need the higher levels until the reforms hit and it's cheaper to wait for them then the tear down your royal barracks and start from scratch.
I usually stop at level 3(city barracks) and wait for Time of Bondsmen before going to 4(army barracks?), then I wait for Time of Soldiers.![]()
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Here's what I do:
1. Save game.
2. Grab a notepad and pen and record how much money you have.
3. Record the level of MIC you have in each settlement.
4. Tear down all MICs.
5. Use process_cq cheat to rebuild all MICs to the level they were at before. Use add_money trait if you run out of money.
6. Subtract the money you currently have in treasury from the amount you had at step 2.
7. Add the difference to your treasure using add_money trait.
Viola! You now have the exact same money and MIC buildings as you did before, only now all the reforms have taken place.
p.s. I usually reduce the time it takes for the CPU factions to have their reforms before each campaign, since they obviously don't use this trick and thus it takes many years before reforms are fully initiated.
Good luck!![]()
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Is Time of Soldiers the first or second reform?
Its the second and I think it gives you the Rycalawre as Casse
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Yeah, those are the Britons Late Champions, right? Those things are dope. I got the reforms by like, 222BC, is that normal?
Depends, did you finish constructing anything around that year?Originally Posted by lobf
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Achtungaz!!! You vill all zavmit to zeh Svveboz!!!!
Currently rising to power as:
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Can't remember. My cities are constantly building, and everything blends together in my memory. An updated FAQ would be nice...
This all doesn't sound right... You shouldn't have to tear down anything.Originally Posted by Redmeth
But, to answer the question, all Celtic reforms are shared between the Celtic factions, and so are their conditions. The conditions for the first reforms are the Celts having four large markets in their settlements, combined. The second reform is triggered by six markets, four large cities and six awesome (huge? magnificent? The top-tier temples, nevertheless) temples.
I don't think I have the temples, but I did get the reforms at year 253 B.C. as the Casse. I wasted around 15,000 repairing the MIC's... only to see them still ruined the next turn, lame. Well I really hope I don't have to tear them down because I still have room to build up so I'll just upgrade and hopefully have reform units. The good thing is, I can still train units even while it's "damaged".
The_Mark, I think what Redmeth was saying was that if you're already at the highest tier MIC, and you can't upgrade any further, then you have to tear it down and rebuild otherwise there's no way to get a new MIC for the reforms. I wish just by repairing the automatically damaged MIC the reforms would work... I guess it's impossible though or it would have already been implemented.
Wasn't something added to give you access to the reform units straight away, without repairing of destroying anything?
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I'm wondering about that myself, because Casse light cavalry became available after the reform... the only problem is the building is still damaged and can't be repaired. I'm hoping that once I upgrade it'll be back to normal. Also I think a spearman unit became available without upgrading an MIC in the eastern city at the 2nd reform. A definitive answer from an EB member about how the reforms work exactly would be nice.
Actually, when you see that 100% damaged MIC it means there is a duplicate in your city that works for realies and you just destroy the damaged one.
Holy s***, really? I'm such a fool. I'm gonna go check that out right now.
-edit-
Wow, there you go. Great system, good job guys!
Last edited by Dooz; 10-15-2007 at 07:46.
If the MIC's not damaged after a reform, it means the next upgrade you do to your MIC will swap the MIC into another MIC branch inside the same complex, and you certainly should be able to upgrade your highest-level MIC to corresponding reformed MIC.Originally Posted by Wonderland
Ah-ha! This is just the advice I've been looking for. I've been turtling as Casse for decades - no units but FMs, building everything I can and sitting on a vast pile of lovely mnai. I've bribed every settlement in the British Isles and remain at peace with the Eleutheroi. I got the Time of Soldiers reform by c225BC and all my MICs show 100% damage. I'm replacing those that I can with the next level and now I'll try demolishing the lvl5 ones and see what happens - although I think I can still recruit late units (i.e. Rycalawre), even though the MIC's showing 100% damage. Once that's sorted I can get on with building the most colossal and awesome war machine and conquer mainland Europe - mwah ha ha ha ha ha etc.
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