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It's actually a greek faction but can recruit a bunch of barbarian units due to the three cities it consists of, two of which would be in "barbarian" lands.
They can also recruit greek units at higher tiers.
There is not as far as I'm aware. And I'm no artist so I've not tried to give it a shot. Well, I sort of have with some of the newer factions and their colours look all weird.
So I've sort of stopped recolouring them.
When a general from your culture spends a turn in a settlement, you'll be able to build your own local temples in that settlement.
For the second major flaw, it's all to do with governing a settlement, and it's something that I'm going to make more visible in the future, much like troop recruitment. You'll be able to see how a settlement is feeling and if it will rebel soon or not. In terms of a solution, well you can train governors/generals in your home settlements and send them out to govern these other ones.
The only issue with the next update that can help with the second issue is that I don't know when it will come. I'm focused on other things at the moment so the mod is not at the forefront of what I do nowadays.
The battle AI is the one that can be modded best, and I use JaceX's enhanced battle AI for this mod. The senate do get a bunch of extra gold every turn, but if they do nothing with it, I can't do anything about it, sadly.
I wish there was more control, but sometimes the limitations of the game engine just hold us back.
I do not know how you would address this besides trying to make the computer more defensive some how. So they do not spend all their money and get their family's to die to plague.
And maybe have each faction start off with one army. However, in Remastered, the AI immediately disbands units if it's earning a negative income.
The general thing is something I want to make more controlled, in terms how how you can recruit them from different factions if you're in that region and have the correct religion number. However, to allow that feature, the generals will all end up being chosen from a combined pool due to how they are chosen. I might figure out a way to fix it at some stage in the future
They happen too easily for the player when the game goes and for the AI makes the Romans unstoppable.
I would like the AI or the player to earn their strong units and give other factions a chance.
In my mod, I've seen many non-Roman factions actually become strong and take over. And I want to keep it that way.
I definitely don't have the skills to do solution 1. But two, I could do. I'll up the number of ships that the Romans start with.
I don't want to give them better units as that'll give them too much an advantage, and I've made the starts fair across the board for everyone.
I wish I could control pirate ship spawning rate, but though it can be reduced in chance, it's still fairly random in the game engine
Solution 2: give both Scipii and Brutii hastati as starting units instead of town watch. Also, give them minimum 4 tririmes instead of birimes at the start to defend against pirate ships (they are usually spawn in a group of 3) OR make pirate ships spawn no more.
I'll have to think of a way to properly implement it.
If I may add a suggestion, it would be a great if it were possible to build more than one temple even for different cultures to represent a slow cultural assimilation in conquered cities.
Making a submod is a lot of work, so I haven't focused on that as I've just been focused on this main mod instead.
I've noticed the Romans too and am not sure what's wrong with them. They seem to not expand in this mod. This doesn't seem to apply to other factions as they still expand.
In terms of changing cultures, the AI doesn't actually change the culture of a region they take, they're happy enough to keep the local culture.
For your second comment, feel free to mod the mod or release a sub mod that does such things. I'm actually going to leave this mod alone for the next while.
The only plans I have is changing colours of the new faction units at some stage but outside of that, I consider the mod to be completed now.
That said I think the ai could use some help, in my playthroughs the julii barely expanded out of north Italy, the scipii and the brutii didn’t fare very well either. It seems the ai doesn’t know how to manage all the unrest if they happen to build a different temple, or doesn’t know how to handle all the changes to recruitment system with the new limited quantity units (which I think is also a great idea) . A think maybe these factions could use a hidden building to boost cultural conversion.