Imperator: Rome

Imperator: Rome

More Buildings [v1.1 only]
 This topic has been pinned, so it's probably important
Revan  [developer] 7 May, 2019 @ 10:09am
Bugs, ideas, suggestions
Found some Bugs? Have some ideas or input for some changes (different building/s for example)? Let me know. Thanks.
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Showing 1-10 of 10 comments
pcmf2017 11 May, 2019 @ 10:24am 
I've realized the AI tends to build "Brothels" most of the time, even upgrading them to levels 2 and 3 without ever developing other buildings (could be the event triggers?).
I'm playing a campaign in Greece, so no tribesmen around that could justify the Brothel modifiers.
Besides that detail, this is the best I:R mod available!
Last edited by pcmf2017; 11 May, 2019 @ 10:27am
Revan  [developer] 11 May, 2019 @ 11:39am 
Thank you.

Hmm. That would be City.25 event option A. The thing is, AI prefers option A/B 50/50, i have a look at this later.
Revan  [developer] 11 May, 2019 @ 1:26pm 
I changedthe trigger for how many freemen are needed to be able to build the brothel. Also slightly higher change for workshop <-> brothel (60/40)
Last edited by Revan; 19 May, 2019 @ 2:17am
pcmf2017 19 May, 2019 @ 6:29am 
Thanks for checking this out. As the game passes by I've encountered more Brothels everywhere. Also, through console I've checked other nations, like Egypt (with lots of pops) and the AI over there has developed Brothels up to level 7 (sometimes 5 and 2 on Barracks). The funny thing is that all the pops are super happy.
Revan  [developer] 19 May, 2019 @ 6:36am 
This is super weird, because that would mean that the AI is constantly getting "only" the event with the brothel/workshop AND would always choose the brothel over the workshop. I checked again and workshop is already in favour, plus i dont get why they AI only would get this event and not the others...every event has the same chance to spawn, so why those?
My other thought is, you didnt start a new game, which could be...that you need to start a new one for the changes i made the past days at events to properly take effect.

Plus, the new events ONLY have 1% more chance to trigger than the other city events,...which lets be frank would be total bs if this 1% puts them in favour over the other ones..

Ps: You dont need console to check you can click the city tiles and should see the built buildings. And like i stated previously, in my game the ai also built other buildigns by event. :/
Last edited by Revan; 19 May, 2019 @ 6:41am
MarkJerue 19 May, 2019 @ 9:11am 
Fun Fact: per the Ashes of Empire modmaker, this mod works perfectly-fine with Ashes of Empire if you copy & paste the files from one into the other. Have you give AOE a whirl? It's pretty damn amazing
Revan  [developer] 19 May, 2019 @ 9:33am 
Nope, i dont play not finished or alpha state overhaul mods.
MarkJerue 19 May, 2019 @ 9:34am 
Ahhhh, fair enough! Maybe when it's all finished then. Thought I'd mention it as I love your mod & am hooked on AOE at the moment.
Revan  [developer] 19 May, 2019 @ 9:34am 
Thanks for mentioning it tho ;) Cheers.
Revan  [developer] 19 May, 2019 @ 9:53am 
btw. the creator of AOE is implementing buildings+ in his mod, so you might get problems, i dunno..
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