Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The changes to Carthage are a huge improvement over vanilla! The territory swap between Carthage and Carthago Nova has the effect of making the starting army in Iberia feel like a genuine expedition with limited support that has to both push further into the area while still defending Nova’s settlements. It also gives the player a higher stake in defending Carthage’s African settlements, which are all vulnerable to attack from factions to the south. I had to rely on mercenaries and client levies much more than usual, which felt fitting historically and fit Carthage’s bonuses to mercenary troops.
The restored temple Carthage has - Baal Zephon- is useful, too, with all of those ports, but it didn’t seem unbalanced at all.
I may update this version during the weekend to include the new changes
@Maou thanks for the analysis! I have already been working on some of these ideas as a concept
A More Aggressive AI: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=357175740
More AI Armies 2: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1512624896
AAA Generals: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1415360013
UI Overhaul Compilation - Essential Improvements: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2101436057
Skidvar’s Starting Ranks: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1482567142
As far as I could tell, none of these change anything directly changed by your mod, but I don’t know enough about what’s in each file to know if they’d conflict anyway. Thanks for any guidance you can provide! I’m excited to try out the mod.
I have a question, though. Do you intend on perhaps working on new units or reworking how some of the higher tier units are unlocked for non-Rome factions? I ask because many factions in vanilla feel rather bare compared to Rome; for example, many of them aren't able to make use of one of the game's most interesting mechanics in terms of progression, that being the unlocking of new units through technology>retraining. Being able to turn certain units in a faction into reformed, more professional soldiers is something that is already tackled in many other mods, but I am wondering if you intend on doing something similar?