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  1. #1
    EB annoying hornet Member bovi's Avatar
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    Default Re: Rebels

    Quote Originally Posted by davidtotalwar View Post
    I was just wondering if you where going to make the rebels active, so they are much more of a challenge. In EB1 the rebels just stayed in their own cities just waited for you to come and kill them they were not much of a challenge.

    But I noticed a few other mods have active rebels which attack other cities if they r left undefended so will you be putting that into this mod. You could also try putting permanent stone forts in the rebel territories and a few stacks of units to make them more challenging.
    You have it backwards. We have specifically made the rebels immobile through general traits to make them more of a challenge. In the unmodded game (and in most mods) the freemen will leave their cities pretty much ungarrisoned and roam around in pathetic small stacks that both you and the AI can wipe out with ease. The immobile leaders die out around 240 BC, and except for a few exceptions we don't recreate them. After their death the armies spill out in the countryside and all free cities are taken in short order. I haven't seen any improvement on this in M2TW, but I haven't played it much either.
    Last edited by bovi; 09-03-2008 at 22:01.

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  2. #2

    Default Re: Rebels

    imho one of the best features in regard to eleutheroi is the script.
    good example from EB1 are Sinope and Trapezous that Pontos is about to take. through the scripts independent cities brought to live. its making every eleutheroi region/city more than just yet another rebel hub, but rather represents them in more historically accurate way as a unique mini factions they are. one of the best features of EB if you ask me. would be really nice to see it expanding to cover more independents, their alliances, and connections.

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