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Thread: New Reforms for EB2?

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  1. #1

    Default Re: New Reforms for EB2?

    Quote Originally Posted by anubis88 View Post
    And what would be the point of such a reform?
    Disable some things, enable some other, I don't know....just brainstorming over here...
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  2. #2

    Default Re: New Reforms for EB2?

    mmmhhh, maybe it could work like those choice dialogues you can have in M2TW, when a character meets up to the conditions, he automatically passes the bill and reform makers that modify farming output happyness etc. a bit and after a while(when he meets even higher conditions) you get a dialogue that asks you if you want to control him or the opposite party and then civil war breaks out.^^ tho thisone needs a shadow faction
    "Who fights can lose, who doesn't fight has already lost."
    - Pyrrhus of Epirus

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    "People called Romanes they go the House"
    - Alaric the Visigoth

  3. #3

    Default Re: New Reforms for EB2?

    Quote Originally Posted by Jaertecken View Post
    Disable some things, enable some other, I don't know....just brainstorming over here...
    yeah i like just the general idea of it, always good to think.

    I love reforms and such, it makes the game so fresh. Civs without them are very boring by mid game due to this; Lusotan (coupled by its small roster), Getai, Saba, etc.

    Rome, Carthage, other Barbarians, even Saka have reforms that show a sense of progression and keep the game fresh

  4. #4

    Default Re: New Reforms for EB2?

    But in case of the latifundias - the whole process does represent the Roman society, but in game, as player, you do not need them at all, i´m trying to spend enough money not to become too rich, knowing the fact what will happen with all my (new) FM´s once i hit a 50k mark. I would prefer to have a choice, to go at least 2 different ways wich would cause 2 different consequences aka reforms for the faction. With mtw2 engine a player might really feel the concequences by men shortage; economical downfall, increase of public unrest etc. would follow ( maybe represented by a building, an upgradable one? ), so that one has to choose a way out of it by taking on of the 2 roads - but like some traits of FMs, every way must have it´s advantages and disadvantages, and this way you could really define the way your faction would develop in the future. I know, it´s probably too much for the mtw2 engine, but this makes each faction then really unique; and also allows the identification with the culture. For long time i was restricting myself not to play Pahlava since i knew: HA abuse isn´t really fun when you want a challenge, but the whole beautifull reform process, though i´ve missed the lvl3 gouvernments a bit, has fascinated me so much that i´ve played the faction almost untill the winning screen ( and i still got a save, so i might finish that campaign some day just for fun ). World dominance isn´t really a goal for me personaly, since such ambitions would rather come with time, once you have managed to lead your faction out of trouble carving a small empire wich then becomes hungry for more! ;)
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  5. #5
    Member Member anubis88's Avatar
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    Default Re: New Reforms for EB2?

    Quote Originally Posted by Jaertecken View Post
    Disable some things, enable some other, I don't know....just brainstorming over here...
    Which things? I really dunno what could be desable or enable with such a reform... I really don't (in a TW game of course)
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