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This means you can replenish on their territories, not sure it works the other way around also, from most of my tests, it doesn't seem to be the case.
Fixed the population script to match the latest DEI population script. Still allows for the replenishment in vassals, military and defensive allies, regardless of cultural differences, but includes the new script lines present in the 1.3.5. Public Beta.
But since the beta went public, I went public. Cause my expectation is that most people will instantly subscribe to the beta and will desire compatibility.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2583339595
Thanks so much!
Yea problem with updates is that it will conflict with older saves unfortunately that is just the nature of it. I can share with you the old files if you wish but you will have to manually use them.
Up to date with the new 1.3.5 beta
It affects both the player and the AI. But of course only the player is able to take full advantage of the system.
Bingo! One thing I do to circumvent this is take a region build lvl 1 barracks that I need them to have, and then transfer it over to them.
For Saka, we get certain units immediately, then once they hit certain reforms, we unlock different units, and for Sakas case, we even lose a unit for good (even though that unit is the final reform unit). If we satrap early, we get both saka and indo-saka cataphracts, but after reforms, while we do unlock saka nobles, we lose indo-saka cataphracts.
A different issue exists for Armenia and Maurya, it seems based on luck whether armenian late cav units, and mauryan elephants are available to recruit, regardless of reforms (i dont believe they have any special). One campaign i can recruit elephants immediately, another campaign they dont show up. Quite frustrating since you cant really know until you satrap them.
As to the question of whether it will be integrated to DEI, that is a step further. I don't believe there will be any opposition to doing so. But it will have to be extensively tested before that decision is made. The DEI mod team is very welcoming of new mechanics, but they prioritize stability over everything, and I whole-heatedly agree with this mindset. After all, we are all keenly aware that even a amazing product if released in a pitiful state will draw more criticism than praise *cough* Rome 2 launch *cough*!
Make the change capital button into a "annex vassal province" button, can't make the second work tho (for vassal liberated factions)
@ Il Glande Segletalio you can use the Timbe Trade regions submod available in the TWCenter forums.
The way how levies work is that there are no unit caps. So you can levy as many of a unit from the vassal as you like, a limitation that the faction itself would have to endure. This even applies to possible AOR units. Example: If you vassalize Seleucids in Syria then you can get unlimited access to AOR Syrian War Elephants.
I know it's beyond the modding tools capabilities for TW games, but I'd like to see this idea implemented in future games, with a downside of if the vassal declares independence the troops could leave. It'd give an incentive to not annex a vassal, as well as a personal goal of which factions the player makes a personal goal to subjugate.
Like for me, I'd play Armenia, and try and B-line it to Parthia, so I can recruit their better cavalry, while still having the store-brand Armenian legionaries.
Very neat idea! I like it, I like it a lot!
@Space_Lettuce_OG You move into the territory of the vassal and if they have the buildings that allow themselves to recruit those units, you can recruit them as well. It is a different button that the recruit and mercenary button it looks like the icon on the right of word "Levies" in the mod thumbnail (the one with the chain and the plus sign).
So, how does it work?
Do I request levies through diplomacy or must I go into the province of a vassal and open recruitment, or mercenary recruitment?