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Thread: Military complexes in EB1.0 - a cry for explanation.

  1. #1
    Member Member zooeyglass's Avatar
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    Post Military complexes in EB1.0 - a cry for explanation.

    Hi All,

    Hoping for some explanation on this point; apologies if it is covered elsewhere - I have looked, but so far failed to find clarification.

    Been playing EB for some time now, and enjoying it thoroughly. It's a truly excellent game, and I'm very satisfied. I'd really like something about the military buildings explained to me though.

    Obviously the military setup for most (if not all - haven't played as every faction) is that there are two sets of buildings - foreign recruitment and home recruitment, as it were. The latter is for getting the historical factional units, and the former for bringing in regional units, especially if you've journeyed further afield. Right so far?

    What I've been wondering about is what should be done with the military buildings of other factions once you conquer a province? Simply destroyed? or do they need to be kept if you wish to bring in regional units, or some such? So if you want some excellent Gallic or Germanic units, does a town need to have a good Germanic/Gallic recruitment centre, even if you're playing as Romani or what have you? Or is it simply that good units of any faction can be got hold off if you pay the necessary amount to build a good regional recruitment centre building for foreigners in an area of that faction? So for fairly decent hoplites/phalanxes, a good recruitment centre in Greece will do, regardless of what faction has built it?

    Please clarify! Thank you!
    inde consilivm mihi pavca de Avgvsto et extrema tradere, mox Tiberii principatum et cetera, sine ira et stvdio, qvorvm cavsas procvl habeo.

  2. #2

    Default Re: Military complexes in EB1.0 - a cry for explanation.

    yeah i was also wondering that myself, should i destroy their buildings and build mine or leave them as it is

  3. #3

    Default Re: Military complexes in EB1.0 - a cry for explanation.

    The way it works for most factions is that military buildings can only be used by the same 'sub-culture' like Celts or Successors for factional buildings (Casse,Arverni,Aedui is one example of a factional group) or regional buildings by the same culture, so any 'barbarians' can use the regional barracks but Germans cant use Celtic factional barracks.
    When you conquer a settlement, you should destroy any military buildings you can't use to create units and build your own regional barracks to get access to a selection of their units and factional barracks to get your units, if there are any available. A good regional barracks in greece, will for most non-greek factions, get you greek missile units and hoplites but it has to be your own regional barracks or one of the same culture.

    I hope I've answered the question you were looking for.

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    Whatever Member konny's Avatar
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    Default AW: Military complexes in EB1.0 - a cry for explanation.

    Quote Originally Posted by zooeyglass
    Obviously the military setup for most (if not all - haven't played as every faction) is that there are two sets of buildings - foreign recruitment and home recruitment, as it were. The latter is for getting the historical factional units, and the former for bringing in regional units, especially if you've journeyed further afield. Right so far?
    It's quite easy (in concept, not in doing so!) that you can recruit any unit only where the recruits historicaly came from, and can recruit only units that were either part of the historical army of that faction or would have been if she had made it this far. Example, no Hellenic faction has ever conquered Britannia, but in EB that might happen.

    What I've been wondering about is what should be done with the military buildings of other factions once you conquer a province? Simply destroyed?
    Yes.

    or do they need to be kept if you wish to bring in regional units, or some such?
    No. You have to build your own regional barracks in order to do so. What can be build where is determined by the local governement that you have build.

    Disclaimer: my posts are to be considered my private opinion and not offical statements by the EB Team

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    Involuntary Gaesatae Member The Celtic Viking's Avatar
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    Default Re: Military complexes in EB1.0 - a cry for explanation.


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    Member Member Maksimus's Avatar
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    Default Re: Military complexes in EB1.0 - a cry for explanation.

    @zooeyglass
    You are right basically, most of those buildings that can be 'found' after conquest in any enemy province are more likely to be used by the invader right away (as Alexander did in his campaigns..), imposing the force of law was not very difficult - you only needed brutal force, and anyway, most of Empires of EB time used force or money and make people go into army if needed.. etc

    But, the EB is not ment to be played that way by the creators, to be more true, most of the players like the 'developing part of EB' - this means that EB team due to the 'fun of development' oversaw the players that like his game to be as historc as possible (and that means the recruitment system is on of the lacks).

    If you play long enough you will see that all cities of Mediterranean will be large or huge by the time you reach 150 bc - which is very wrong (still, some steps are made and EB team supports City Mod that limits the number of Huge Cities etc)...

    And the basic answer you will get + to this is that you need to destroy the barracks and build new ones coz that represents the 'transition period' of time your state needs to inforce law and order needed to raise and train any troops at all... For me.. that is one solution.. and one is quite different..
    Last edited by Maksimus; 01-31-2008 at 15:26.
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  7. #7
    Member Member zooeyglass's Avatar
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    Default Re: Military complexes in EB1.0 - a cry for explanation.

    i did! but i couldn't find an explanation.

    another q, on a similar topic - i find i can't build the factional barracks in most regions - can that only be built where there is type 1 government?
    inde consilivm mihi pavca de Avgvsto et extrema tradere, mox Tiberii principatum et cetera, sine ira et stvdio, qvorvm cavsas procvl habeo.

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    Involuntary Gaesatae Member The Celtic Viking's Avatar
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    Default Re: Military complexes in EB1.0 - a cry for explanation.

    Quote Originally Posted by zooeyglass
    i did! but i couldn't find an explanation.

    another q, on a similar topic - i find i can't build the factional barracks in most regions - can that only be built where there is type 1 government?
    That's funny, because right before I posted that, I checked the FAQ and I found it there. This question is also answered in the FAQ, so check it again.

  9. #9
    Member Member zooeyglass's Avatar
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    Default Re: Military complexes in EB1.0 - a cry for explanation.

    Quote Originally Posted by The Vicious Monkey
    That's funny, because right before I posted that, I checked the FAQ and I found it there. This question is also answered in the FAQ, so check it again.

    apologies...looked again - you'll have to quote for me or something, finding it hard to find. but i think my original question was answered, so thank you for your help.
    inde consilivm mihi pavca de Avgvsto et extrema tradere, mox Tiberii principatum et cetera, sine ira et stvdio, qvorvm cavsas procvl habeo.

  10. #10
    Involuntary Gaesatae Member The Celtic Viking's Avatar
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    Default Re: Military complexes in EB1.0 - a cry for explanation.

    Quote Originally Posted by zooeyglass
    apologies...looked again - you'll have to quote for me or something, finding it hard to find. but i think my original question was answered, so thank you for your help.
    Instead, I'll teach you how to catch the proverbial fish.

    The FAQ starts out with a list of what's there. Since your questions are about how the game works, I'd suggest you have a look under IV Gameplay.

    Oh! Oh! I found something! "How does the recruitment system work" and just under it are "what is the difference between the regional and factional MICs" and "Where should I put Type1&2 and where should I put Type3&4?"; that sounds like it could be worth taking a look at. Scroll down there or use the search function to get there quicker, and there you should find your answers.
    Last edited by The Celtic Viking; 01-31-2008 at 15:40.

  11. #11
    Member Member zooeyglass's Avatar
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    Default Re: Military complexes in EB1.0 - a cry for explanation.

    ah yes. i thought as much - just don't have enough time on my hands to trawl through the vast amounts of information stored here. I think it must have been that I saw 0.8 rather than 1.0 and so wanted to keep the distinction there. but thank you all the same, vicious monkey.
    inde consilivm mihi pavca de Avgvsto et extrema tradere, mox Tiberii principatum et cetera, sine ira et stvdio, qvorvm cavsas procvl habeo.

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    Member Member Gugus's Avatar
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    Default Re: Military complexes in EB1.0 - a cry for explanation.

    Quote Originally Posted by zooeyglass
    ....
    another q, on a similar topic - i find i can't build the factional barracks in most regions - can that only be built where there is type 1 government?
    My guess is that you'r palying as Romani? If so, then you have to wait till the reforms hit.
    G

  13. #13
    Member Member zooeyglass's Avatar
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    Default Re: Military complexes in EB1.0 - a cry for explanation.

    Quote Originally Posted by Gugus
    My guess is that you'r palying as Romani? If so, then you have to wait till the reforms hit.
    G
    i first had the query as a Romani player, that's true - to confirm then, you can't build new factional barracks in conquered territories as Romani until you get one of the reforms?

    If the above is the case, does that mean that you can build factional barracks in conquered territories as other factions?

    I clearly have not been paying enough attention.
    inde consilivm mihi pavca de Avgvsto et extrema tradere, mox Tiberii principatum et cetera, sine ira et stvdio, qvorvm cavsas procvl habeo.

  14. #14
    I is da bestest at grammar Member Strategos Alexandros's Avatar
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    Default Re: Military complexes in EB1.0 - a cry for explanation.

    It depends which factions and which cities, e.g. the Koinon Hellenon can build a factional barracks in what were historically Hellenic colonies.
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  15. #15
    Member Member zooeyglass's Avatar
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    Default Re: Military complexes in EB1.0 - a cry for explanation.

    Quote Originally Posted by strategos alexandros
    It depends which factions and which cities, e.g. the Koinon Hellenon can build a factional barracks in what were historically Hellenic colonies.
    fair enough, i thought it might be something like that. thank you for your help.
    inde consilivm mihi pavca de Avgvsto et extrema tradere, mox Tiberii principatum et cetera, sine ira et stvdio, qvorvm cavsas procvl habeo.

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