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- fixed wrongly parsed faction influences for deciding unit culture in recruitment pools
This is necessary to have enough units in the upgrade tree and every tier.
So for example If for example I play Achilles, I'll have access to the same units as Agamemnon or Odysseus faction, as they are all the same culture no matter if they were major or minor faction in the vanilla game?
Did i get it right?
The cultural setup of a province will determine it's units.
Unit expansion will come with the addition of early iron age.
Faction choice is about start position, (sub-)culture of course, difficulty, leaders/family, faction flair and role play.
1. from rank 2 onwards (with increasignly higher chance) units can upgrade at the start of every turn
2. Achilles (Aeolia) is relatively (but not too) easy and fun to roleplay. Knossos is a pretty good and isolated start as well. Odysseus (Ithaca) is fun but not the easiest start.
1. Does the unit upgrading occur after a unit gains a new rank (chevron) or is it just the tier chance after every battle or something else.
2. Could you recommend me a good Greek faction to run a campaign with?
You are guaranteed all exports from an ally, despite the import/export ratio of a resource.
Napata is at the edge of civilization with a rather hostile environment, not made for growing population. They are pretty much reliant on trade. You can e.g. make alliances with factions in lower Egypt to be guaranteed their food exports.
AI has only very slight advantages in terms of pop cap and pop productivity at the moment but they are just very good at trading efficiently. They have to otherwise follow the same rules as the player.
The have the same base chance for upgrading unit tiers but their armies gain some xp every turn passively and the higher a unit's rank, the higher the chance to upgrade a tier.
You say ai has a slight advantage but seem to produce significantly more troops with better quality. Am i misunderstanding something regarding to population growth or something? I am in a onstant state of unable to progress military campaigns due to lack of new units or lack of replenishment with higher tier.
Does trade improve with better relationships? It seems the trade values are simply one sided. What would you suggest in regards to improving my diplomacy?
You see the income from imports/exports and production change because they are affected by how close a resource is to it's capacity.
There is a faction effect bundle (in top left bar effect list) that breaks those down for you.
AI as has only a slight advantage now in terms of population and some very slight productivity boost but both nothing significant.
However, the pop number advantage is simply quantity not quality and doesnt give much of an advantage mid/late game.
The AI is very good and relentless when trading resources, which allows them often to take lead in construction and they will recruit units nearly up to their food limit.
However, the AI is as well punished for larger armies and in most cases needs a number advantage in battlen to have a chance of winning.
Trading regions is a shortcut in diplomacy but there is also the usual ways of slowly improving relations.
Not all factions are equal and some are supposed to be near impossible and a challenge to even survive (e.g. Corinthians).
Thanks for your prompt reply.
This is good news, I'll wait for others then.
Thanks again for your great work.
I've an issue with Agamemnon, the children born do not appear in the Family Tree. I've tried waiting for several turns but nothing turns up. I've added the save files if they are of any help.
I want to keep playing but the lack of chlidren bothers me too much. I've even commented for the first time ever :)
https://drive.google.com/drive/folders/1drQfm7QP4uHzC_lY-yevxlKgpD9RQ1kT?usp=sharing
Again, great work!
I understand the mod is supposed to be hard which is what makes it so much fun to play, but this seems to me as bordering on unfair.
This is all mentioned purely out of support for this mod and maybe I'm the only person that thinks these points. I just feel that some re-balancing would turn this mod from good to great and make campaigns more enjoyable as a whole.
Buildings are extremely expensive so when playing small factions with no real resource income you quickly fall behind the ai, which seems to receive massive boost to economy. Playing as more developed factions or strategic spots, such as tin and copper mines, does make for better gameplay due to the large amounts of resources you can produce. However, these spots are limited and the player doesn't always want that kind of powerful start.
This mod is great but feels unfair towards the player. The main complaint is unit replenishment vs ai where some campaigns are impossible because the player cannot recruit as fast as ai. I have spent enough time playing to fully understand the mechanics now, but some games are just not fun as you quickly come to a standstill where the ai slowly chip away at your limited armies, even with fighting and winning every battle with minimal losses. Going to war can be impossible due to the limited size of armies you can muster and coming up against ai regions with full outpost that replenish at very fast rates, and having huge penalties to army stacks of 20. The main complaint here is the ai population boosts are too strong vs the player, unless you play as the better factions.
@NomadicSabre, I adjusted the mod description to give another (outside of the title) little warning what kind of mod this is.
The cool characters being displayed at faction selection is gone. I thought, oh well i wont judge a book by its cover. I start trying out the mod as Hatti and I am hit by a crippling resource loss right off the bat. I declare on my nearest neighbour to take over their settlement, in hopes of making more resources. I take zero losses as i try to play carefully. Next turn, a lot of the soldiers are gone because im in food deficit. Frustration.
Besides that, the UI and map/icons etc is heavily changed.
I liked the units/battle changes.
This mod makes the game feel more spreadsheety.
I understood what you were aiming for and I was saddened with my realization that, this was not a mod aimed for players like me. Respectfully, I wish more modded pharaoh like you.
A: Multi-Save
B: Single-Save (Default)
Multi-Save allows you to save whenever and you can keep pausing and giving commands in battle.
Single-Save will only allow one auto-save and you can pause but not give commands during the pause.
In battle you might want to turn on all UI info though.
I might share my personal settings in a sub discussion at a later time.
Other factions can import that resource.
Based on how much demand vs supply a resource has on the campaign map, there is a factor calculated which determined how much you can actually import and how much other resources you get for exporting.