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Q:\Ferr\steam\workshop\2715224838/data/descr beliefs.txt, line 23::33: “unable to find string ‘HELLENISM_LABEL’ in expanded sting table”
so you can enter the battles, but can´t reload into campaign? try to wait some seconds, after the battles. sometime the games needs to adjust. after all, the engine is still the same.
Regarding CAI, i´m improving small changes, as many parts play into hands. i would advise using very hard difficulty. got some feedback for babarian factions, i´m testing atm, but for my personal experience CAI is making cooridnated attacks (sometime 3 factions at once). Empires in early game will struggle with more public order issues and revolts, but get bigger enemies in midgame.
Before i invest time and energy in this mod i wanted to ask if the AI is challenging and aggressive. New empires will emerge ? AI will capture settlements? Counter my moves? Move armies around?
Thanks in advance
But once I get outside Italy to any settlement with a different culture than my own, it becomes a confusing chore to capture settlements. After capturing Lilybaeum and tearing down two buildings that contributed -50% and -75% to public order, I'm still at 7% public order with a big army in the city. On top of the -25% from distance to capital (in Lilybaeum, we haven't even crossed the sea properly yet), there's -48% culture penalty and -80% unrest, -10% from faction leader having a different religion, and lastly -60% from "Punic Polytheistic people are acting unrealistically and causing unrest". I don't know what "acting unrealistically" means, but basically all settlements I capture with this type of disorder is guaranteed to rebel/revolt before I manage to complete any of the buildings that can offset the disorder, and I have to capture all of them twice. Is that intentional?
https://www.youtube.com/watch?v=e17mr5ZtWPI
regards
-Starting position
The towns you start with are quite decentralised. Your main cities are on the Northeast coast, while most early game takes place in the south of Italy. Pisea is just a bit too isolated and small to do anything with. Since you do not focus on it much, it is candy for AI to break their alliance and take it.
The South is also really fractured, with many Rebel towns, it could lead to a fun challenge, maybe even with a faction or two there to be at war with, for now, it's just bland.
When you start the game, you start with very few troops, after getting everything together that you can spare, you end up with a 10-ish stack army, where most troops you can't even retrain after losing for a long time. competitively, the Rebel towns have so many troops stationed that the only viable option is to starve them all out, really slowing the game down. A starting army in this area could improve the early game.
-Funds
Money is scarce. You start with a small amount and after making sure that each town has a garrison that will keep the populace not in revolt there is almost no income over. A quick fix for this would probably be to lower the upkeep cost of units, making it easier to have some armies around while still being able to grow your towns. Another solution could be to have a higher standard of income. That will hopefully not hurt the late game as much.
For now, it is really vague what types of buildings you need to build to recruit what kind of infantry units. The barracks just give the ability to recruit town watch, no matter the level. then there are some town upgrades that I guess integrate the town into Roman society that give the other units. Only these upgrades are really expensive and it is unclear what upgrade gives what unit. Moving the recruitment back to the barracks with giving a requirement for integration level for some units would help streamline the experience in my opinion and make it a lot clearer when I can build what unit.
In most towns, instead of getting access to regular Hastati, Principe and Triarii, most towns offer the recruitment of "Allied" versions of these troops, versions that are also weaker. It is unclear what to build and in which town you will be able to get the normal versions and where just the allied ones. Sending them off in battle is also a gamble, for not every town, especially for the normal units, can even recruit Hastati, meaning that if you lose some troops you have to walk them to a town that can be a couple of turns away, just to get them replaced. This just really slows down the game. I would get rid of these allied units. maybe replace them with recruitable Samnites/Etruscans? For me, the difficult unit to retrain should be the Triarii, making them a last resort unit as they used to be.
after finally being able to starve out all the Rebel towns in South Italy and finally being able to get some funds to support some ok armies my eyes are set on Sicily. In all my play troughs, Syracuse conquered all or almost all barbarian towns on the isle, while Cartaghe sits still. then, even though Syracuse is an ally, they attack Rome. at the same time, an uprising in Enna happens every single time there, mostly with late-game gladiators, while I can't even recruit Triarii decently yet. and just landed on Sicily, this event I think is supposed to happen later. These rebels conquer all of the Punic towns, while Cartaghe does nothing. Cartaghe should be way more aggressive here and there should be a higher chance of a Syracuse-Cartaghe war, one you can join as Rome to set up your conquest of Sicily. only after the war, this uprising should come.
While at the start of the game, funs are scars, at the same time the towns grow fast. This means that by the time that I have bearly conquered Italy and started to head out to Sicily, I already have level 4 towns, with a +5% growth. even with building something new every turn, I just can't keep up with building extensions while the town just keeps blowing up. Troops on the other hand are still so expensive that the populace in a lot of towns will become unhappy due to the lag of troops compared to the city population. This lowers taxation, so fewer troops and even more growth. While towns grow, but do not reach a higher level yet, more Squalor degrowth points could help them in check.
Although I like that you are the main Roman faction, I also like the addition of these other factions. But they feel a bit too still for me. I like that they are not rushing off to conquer the world, but I think a small expansion could help them out, then they will be moving their armies around a bit and maybe support you in some battles or block some ports. this will give them more to do and might make some early conquests easier while the civil war will become harder and have them later. Marian reforms just after the first punic war seems early.
I hope this feedback will help the development of the Mod I might have missed some points or got some things wrong. For I did not play up to the civil war.
i´ve made the italian allies more active in the next update, letting them act like a real faction. the civilwar is just too easy atm and rome gets overpowered once they unite and get the reformed units.
didn´t focused much on carthage atm, but it looks like the numidian factions get very powerfull and they seem to limit them. will think about it, when i update the carthaginian names.
thank you for your observations. i´ve gotten some reports back yesterday from another player with different observations. his campaigns ranged 130 turns and looked like a typical start of a mid-game scenario with good shaped, compact 8-15 region a factions kind of situation. https://images.steamusercontent.com/ugc/53584147264160178/D4087E53AA31334C32870360D088A03B9562CF39/
Still some factions with less activity, but overall rebels are very much spent. Army compositions are interesting too and i will make some changes in the next update to get better results. As you oberserved too, AI will get some more bonus in recruitment (but less peasants) compared to the human player.
i´m also going to check the academic. there was some intent, but i can´t remember right now.
Keep up the good work and I'm looking forward to new updates!
One thing you can do is give AI factions recruitment and building costs bonuses, allowing them to keep up with the player more easily. As it is, the game is trivial even on VH.
- I suppose Academies were to increase armor and weapon leves like the smith buildings, but adding level 1 means they are meaningless, as the upgrade levels from different buildings do not stack. So having three buildings give level 1 means that you won't upgrade past level one. What I guess you wanted to do was something like this:
weapon_missile 3 requires building_present_min_level smith foundry
armour 3 requires building_present_min_level smith foundry
This means that the ademic building will increase the upgrade levels if you have a foundry.
-No or almost no landings from Greece
-The armies of CARTHAGE? the sworn enemy of ROME (but where are she?)
-Your rebel or servile armies are still too weak, no challenge
-If the player using ROME decides to have a defensive rather than aggressive policy
(after all why not?) Well.. not much is happening) of course once again I ignore your possibilities and your constraints and especially the line you want to follow.. I have the look of an ungrateful person from his sofa;;;this is mainly to give you an idea of what certain players like me can have as an approach to your work
Kind regards, an unofficial beta tester
- ITALIAN allies "frozen in ice" the enemies can cross all of Italy to attack me without hindrance (that...that bothers me)
-I attack the rebel city of MESSANA and offer it to the SPQR (this is a relational policy that even the vanilla game allows) and well "NO" the armies of Syracuse are completely frozen on the territory of MESSANA which has become SPQR. no fight for dozens and dozens of rounds.
-If you do not follow the classic pattern your game is completely blocked (the playability and the different possibilities of evolving in the game are strongly compromised)
i´ve just checked the first turn and "others" is the amount of corruption in your settlements (9.595,00). basicly everything not into recruitment, upkeep, wages and building. if you get destruction because of sieges, raids and rebels, this amount will grow.
regards