In a way that's good since it stops people using recruitment as population-manipulation.
However, it would be useful to have some influence on it (particularly squalor management); is there any means of moving people in the M2:TW engine?
It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR
btw are there as many health buildings in EB2 as in EB1 and RTW or is it closer to the number of M2TW? I've always been annoyed by m2tw having close to none health buildings, which leads to ridiculous squalor levels :(
"Who fights can lose, who doesn't fight has already lost."
- Pyrrhus of Epirus
"Durch diese hohle Gasse muss er kommen..."
- Leonidas of Sparta
"People called Romanes they go the House"
- Alaric the Visigoth
then i hope the team do something regarding the population growth cause it´s a big part of my fun the micro management of cities planing ahead for the next 50 year hiring big cheap units and moving them around squalor is probably the most anoying thing in the tw games and basically doesn´t matter what you do it always catches up to you
meanwhile you get places like dalmatia and epeiros where if you don´t give it a litle push they never seem to grow
You could always use the "add population" cheat to move people from a huge city to a smaller settlement. It works in roleplaying as citizens emigrating out of the city.
De inimico non loquaris sed cogitas-Do not wish ill for your enemy, plan it.
It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR
I think the reveal map, add money, add traits, move character, etc all are the same.
EDIT: Also I think it differs slightly as you can add the word "this" in substitute for a FMs name when adding traits. Ie. give_trait "this""GoodCommander"2. But I think it differs on some occasions where you can't use "this" such as in the move_character command. Unfortunately that is about it for my knowledge of consol commands, hoped it helped!
Last edited by stratigos vasilios; 03-08-2011 at 14:11.
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Keep in mind that the M2TW recruitment system will actually limit the amount of each type of unit much more because each unit will have its own recruitment pool. It's a much better system and will hopefully help prevent things like AS agyraspide spam as Agyraspides will have a very slow replenishment. It's a much better system for realism than the RTW system because units are limited by type.
Last edited by WinsingtonIII; 03-10-2011 at 14:53.
from Megas Methuselah, for some information on Greek colonies in Iberia.
Except that they'd be more likely to come from the rural regions, rather than directly out of the most populous cities. Which wasn't respresented in the RTW engine at all. Furthermore, it will reinforce the reality that (particularly the Hellenistic kingdoms) relied very heavily on mercenaries, not levies or militias.
It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR
population in any TW game is hardly ever going to accurately represent a population size, so making it more abstract works best. Removing pop because of recruitment is a poor idea and I don't believe adds to game play. Recruit pools in M2TW works better.
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I have really missed this, is the required pop. moddable in M2TW?
Like 1000 for towns, 5000, cities, 100000 for huge cities etc...
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