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you start with 4 full armies yet none of them near your most nothern settlement, which will revolt in 2 turns and you cannot do anything against that
you can finance these armies for around 10 turns, which is barely enough to capture 3-4 low population Seleucid Settlements before you need to disband them, which doesn't really leave you at an advantagous position.
I'd rather have no armies and build myself from the ground up (maybe even play a bit tall to plan my invasion of the Seleucid empire) instead of having to rush them to get some value out of the armies I cannot possibly afford
Maybe I am missing something here, but to me personally it seems a bit flawed. Really great mod tho! I enjoy playing it!
Thanks for the feedback, I really appreciate it! The idea I had for Parthia was to strike hard, and then disband the armies before you get into too much debt. It's not for everyone, but it will stay like this for now.
Each playable faction will receive a content patch with unique mechanics, and we will overhaul Parthia then :) Any ideas are welcome!
- The map and starting setup is fantastic. Takes me back to Terrae Expugnandae way back in Rome 1.
- I love the Brennus horde faction and being able to choose Tylis or Galatia sounds great, but what are the conditions for this? I tried settling in Asia Minor and couldn't see how to become Galatia.
- What's the story behind the Egypt faction based in Thebes? Is this a reference to Herwennefer's rebellion (which was a fair bit later than the mod's start date?)
- I'm not sure I understand Carthage being split into 3 separate factions, when the choice made for the Romans - unified faction with separate traits - is more elegant and plays much more enjoyably.
- Is there a long-term plan for the Greek Cities faction? Right now they feel very out-of-place given all the new Greek factions, and would probably be better off as rebel cities.
Overall this is very promising even though it's in early stages, looking forward to seeing where you take the mod!
- After you capture a city in Asia minor, you should turn into Galatia in about 2-3 turns.
- Egypt will be reworked in terms of story and their own missions, goals and reforms. Right now they're there because... I like them :) They'll represent some kind of old gods remnant that rebelled against greeks
- Carthage was split up to facilitate the fact that it was a large faction at the time. It is more fun and challenging to try and unite it. Also, AI works better this way.
- Greek Cities will be reworked, but they have their own unique building chains at the moment
First of all, I absolutely love this mod! bless you for going out of your way to make this.
I saw that the port to carthage can't be entered via land. I don't know if this was done so intentionally.
Secondly, have you considered implementing a function, like a trait for generals, that makes the civ- and coring process of settlements that are governed by said generals go up faster?
With kind regards,
I will look into it at a later date.
Aside from that, I'd say increase hoplite morale, it's always bothered me how low it is in base game. And spartan morale shouldn't be higher than other trained hoplites, It's a myth that the spartans could stomach battle better than other greeks! But this is an amazing mod anyways, great work!! Has the potential to be the best rtw mod to date imo
Just curious though, what is the spartan armed citizenry unit supposed to represent? Is it supposed to be a perioikoi unit?
As for starting buffs - all start positions will be reevaluated and improved in the future.
Can you tell Feral to integrate these two Bugfix mods into the game? They really need to.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2674411290
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2674721889