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Thread: Sth wrong with the Hay victory conditions?

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  1. #1

    Default Re: Sth wrong with the Hay victory conditions?

    Interesting theory, but my question is why would EB team have moved that province at all in the first place? And also, could this explain the strange behavior of the Romans, who actually are the Seleucids in game turns, to ignore any threats towards Roma, while trying to grab the last rebel/enemy province out in nowhere?
    If this theory is kind of true, "Latium" should be where it belongs to - in Italy, imo.
    Also interesting, why were the factions replaced/exchanged as they are, i mean in game terms, does anyone know?
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  2. #2

    Default Re: Sth wrong with the Hay victory conditions?

    In earlier versions of RTW the number of factions per culture were hardcoded to the Vanilla default (4 roman factions, 1 egytian,...). Because the EB team started modding back then they swapped the factions around and didn't change it after the patch that fixed this problem was released (probably because it would have been too much work).

  3. #3
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    Default Re: Sth wrong with the Hay victory conditions?

    Quote Originally Posted by vollorix View Post
    Interesting theory, but my question is why would EB team have moved that province at all in the first place? And also, could this explain the strange behavior of the Romans, who actually are the Seleucids in game turns, to ignore any threats towards Roma, while trying to grab the last rebel/enemy province out in nowhere?
    If this theory is kind of true, "Latium" should be where it belongs to - in Italy, imo.
    The team may have wanted to prevent a dog-pile on the SPQR. Vanilla R:TW is basically set up as Rome vs. the World; but Rome is a coalition of three strong factions, with a fourth holding Latium. In EB, Rome is far weaker.

    That said, don't overrate the importance of this mechanism. It just means that the A.I. expands north if there are no pressing reasons to go elsewhere. A friendly relation with the northern neighbour will override this, as do ongoing wars, and the urge to attack the player's faction.
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