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  1. #1

    Default Re: Europa Barbarorum II FAQ

    Q: Will you represent cultures? How and which ones?
    A: We will use the religion mechanism to represent socio-political affinities, which are in competition in varying degrees in any given settlement. This competition may end up in civil unrest, if a culture gets closer in importance to the dominant one. Certain factions will need to evolve to another culture, which will certainly trigger unrest throughout the territory, and that transition will be harder if the player wants to do it too fast. The cultures are:
    - Arid Nomadism
    - Steppe Nomadism
    - Eastern Imperial
    - Eastern Tribal
    - European Tribal
    - Forest Tribal
    - Western Mediterranean Polities
    - Hellenistic Polities
    - Indian Tribal
    So, will Rome and Carthage be represented as Western Mediterranean Polities, being easier to assimilate each other than helenistic states?



  2. #2
    EBII PM Member JMRC's Avatar
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    Default Re: Europa Barbarorum II FAQ

    Quote Originally Posted by LusitanianWolf View Post
    So, will Rome and Carthage be represented as Western Mediterranean Polities, being easier to assimilate each other than helenistic states?
    Correct.



    "Death Smiles at Us All,all a Man Can Do Is Smile Back."
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  3. #3

    Default Re: Europa Barbarorum II FAQ

    Quote Originally Posted by JMRC View Post
    Correct.
    Thank you!

    Another question, this time more complex (maybe worth of a new thread instead):
    One of the (few) things that annoyed me in EB1 was the imperative need to either start aggressive (conquering regions and going in huge debt for that) or disbanding a large part of the army when starting a campaign with many factions. I'm not exactly an hardcore roleplayer and I know the game is called TOTAL WAR for a reason, but lets take for example the Lusotannan, it would make sense to me to not expand at the start, to be able to keep a half decent army for defense and some raiding (instead of conquering) and still be able to improve infrastructures at starting province. I suppose that this would be possible with M2TW free upkeeps in cities, but the other mods I've played don't use this feature. How will EB2 stand in this matter?

    Thank You.



  4. #4
    EBII PM Member JMRC's Avatar
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    Default Re: Europa Barbarorum II FAQ

    We will use free upkeep under certain circumstances and political/governmental situations. In EB1 the availability of units was controlled through availability of money and that's why the Lusotannan had to disband some units early on, to get finantially stable. In EB2 we can control the unit availability directly, so it will be easier to have a more balanced start without the need to disband. We are trying to provide these slow-moving factions the means to get money, namely through raiding. We can achieve this through the use of PSFs, since they represent minor settlements that can be conquered (without siege battles) and return money while they're controlled, and through traits that give money while the general is in enemy territory.



    "Death Smiles at Us All,all a Man Can Do Is Smile Back."
    Maximvs Decimvs Meridivs, Commander of the Armies of the North, General of the Felix Legions, Iberian Gladiator.

  5. #5

    Default Re: Europa Barbarorum II FAQ

    Will raiding deprive the enemy of income, aside from blocked trade-routes and devastated farm tiles? Otherwise it just seems like a rehashed version of the forager trait.

    Will we see a return of the recruitment viewer? Perhaps in a later release? I found it very useful in EBI. I also browsed through the files, and it seems closed source so the community can't update it independently.
    Last edited by Rex Somnorum; 07-21-2013 at 01:46.

  6. #6

    Default Re: Europa Barbarorum II FAQ

    Guys, has sth happened to your regular site? europabarbarorum.com is closed?


  7. #7
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Default Re: Europa Barbarorum II FAQ

    Quote Originally Posted by Stath's View Post
    Guys, has sth happened to your regular site? europabarbarorum.com is closed?
    The website works fine for me. Maybe it was just a temporary glitch?
    Looking for a good read? Visit the Library!

  8. #8

    Default Re: Europa Barbarorum II FAQ

    Quote Originally Posted by JMRC View Post
    We will use free upkeep under certain circumstances and political/governmental situations. In EB1 the availability of units was controlled through availability of money and that's why the Lusotannan had to disband some units early on, to get finantially stable. In EB2 we can control the unit availability directly, so it will be easier to have a more balanced start without the need to disband. We are trying to provide these slow-moving factions the means to get money, namely through raiding. We can achieve this through the use of PSFs, since they represent minor settlements that can be conquered (without siege battles) and return money while they're controlled, and through traits that give money while the general is in enemy territory.
    I forgot to thank you, that seems great, and surely with make for some very interesting playing! =)


    Another question, will there be mechanics (maybe included in the government scripts) to make large empires unstable? Like for example, for AS, when the Basileus dies and the heir is not respected enough there being a chance that script induced unrest causes rebelions in some parts of the empire (as happened historicaly), or when playing as a celtic faction rivalries between tribes causing a split (part of the confederation going eleutheroi). Or maybe that kind of events reducing unit availability on recruitment pool for a while.
    Ofc there should be superpowers but the rate which that happen in total war games is anoying IMHO, I didn't play more with eastern factions in EB1 mostly because I got tired of always having to grind through the Grey Death and its endless stack spaming (because usualy are always the same factions that get too powerfull). M2TW mechanics may prevent a bit that from happening but still happens too much (to my liking at least), and I've already droped awesome campains (in other M2 mods) due to that.
    And also for the player, conquering half of the world should be hard but keeping it for a long time should be much, much harder! I would be awesome if faction progression would be more dinamic and late game possibilities more diverse.
    Maybe not in the early releases but I hope to see something like that (if possible) somewhere in time ;)
    Last edited by LusitanianWolf; 10-26-2013 at 20:13.



  9. #9

    Default Re: Europa Barbarorum II FAQ

    Another question, will there be mechanics (maybe included in the government scripts) to make large empires unstable? Like for example, for AS, when the Basileus dies and the heir is not respected enough there being a chance that script induced unrest causes rebelions in some parts of the empire (as happened historicaly), or when playing as a celtic faction rivalries between tribes causing a split (part of the confederation going eleutheroi). Or maybe that kind of events reducing unit availability on recruitment pool for a while.
    No, not in the first version.

    Indeed it was originally planned to integrate an "Imperial Collapse"-scripts, but as many things in EB 2 it was never been finished.

    In our first release we focus on:

    -Units

    More then 200 + (if time permits we will have even more) and unique horses attachments for every faction.

    -Recruitment & Migration

    We created a complex recruitment system based on colonies, polis, landownership, culture and native troops.

    -Governments

    We try to create an interesting gameplay experience based on scripted events to represent the expansion and control of foreign countries after you beat them at the battle field. Not all will have the same standart in our first version, some will have more complex events and building trees than other, but our goal is to make them all unique in the future.

  10. #10

    Default Re: Europa Barbarorum II FAQ

    Quote Originally Posted by Haithabas View Post
    No, not in the first version.

    Indeed it was originally planned to integrate an "Imperial Collapse"-scripts, but as many things in EB 2 it was never been finished.

    In our first release we focus on:

    -Units

    More then 200 + (if time permits we will have even more) and unique horses attachments for every faction.

    -Recruitment & Migration

    We created a complex recruitment system based on colonies, polis, landownership, culture and native troops.

    -Governments

    We try to create an interesting gameplay experience based on scripted events to represent the expansion and control of foreign countries after you beat them at the battle field. Not all will have the same standart in our first version, some will have more complex events and building trees than other, but our goal is to make them all unique in the future.
    Thank you for the answer! Seems like a wise choice of priorities to me, and on second though my suggestion would be better aplyed as a submod since its probably a matter of personal taste. Maybe one day, when I suck a bit less with time management I'll learn a bit about M2TW scripting myself, who knows?.....



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