[Rome II - Mod - DeI] Die Reformen Übersicht

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Avarice1987
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[Rome II - Mod - DeI] Die Reformen Übersicht

Beitragvon Avarice1987 » 15. August 2014 15:25

Hallo zusammen:

Da hier ja hin und wieder nach den Reformen gefragt wird, dachte ich mir, dass ich hier einfach mal die Reformen rein stelle und den Thread von Zeit zu Zeit aktualisiere! (Originalthread vom TWC : http://www.twcenter.net/forums/showthre ... st13877952 )

Reforms Basic Information:
- Most reforms are based on two factors: Imperium level and turn number.
- The Upgrade technology for some factions simply allows units to be upgraded once reforms are hit, they do not unlock units themselves.
- When a Reform for a faction occurs, new units will be available to recruit and the older versions will no longer be recruitable.
- The AI has different requirements for Reforms, they only require a certain turn number.
- Technologies that unlock barracks types are still present, as each barracks level has a value in each reform tier.
- Some factions rely on the Greek global reforms. These include Armenia, Illyria and Odryssia.

Roman Auxiliaries
- Unlike other reforms, Rome's auxiliary barracks is locked instead of the units.
- Once Marian reforms are reached, the tier 3 auxiliary barracks is unlocked. At Imperial, tier 4 is unlocked.
- This was done to help with load times.

Unit Upgrades
- Units from previous reform tiers can be upgraded to the new reform tier in some cases.
- Make sure to research the custom technology for your faction in order to get the unit upgrades. Germanic and Gallic cultures do not have a custom technology.

Player Cultural Reform Triggers:

Rome
Polybian - Imperium level 3, minimum turns 40
Marian - Imperium level 5, minimum turns 100
Imperial - Imperium level 7, minimum turns 210

Carthage
Late Reforms - Imperium level 5, minimum turns 80

Greek\Successor Kingdoms
Thureos - Imperium level 3, minimum turns 50
Thorax - Imperium level 5, minimum turns 120

Celtic\Gallic\Iberian\German
Neitos - Imperium level 4, minimum turns 90

Parthian
Late Reforms - Imperium level 5, turns 120


Global Cultural Reform Triggers:

Rome
Polybian - Turn 50
Marian - Turn 130
Imperial - Turn 240

Carthage
Late Reforms - Turn 100

Greek\Successor Kingdoms
*Armenian, Odyrssian and Illyrian reforms will trigger on these turns as well even for the player.
Thureos - Turn 60
Thorax - Turn 140

Barbarian (German, Celtic, Gallic, Celtiberian)
German - Turn 115
Iberian - Turn 117
Celtic/Dacian - Turn 110

Parthian
Late Reforms - Turn 130


DLC Campaign Reforms
Most factions start at a higher reform tier in DLC campaigns, especially Rome. Rome starts at Polybian in HatG, Marian in CiG and Imperial in IA (these decisions were made so that there would be a campaign to reflect each Roman reform level). Some factions still have reforms, these include:

HatG:
Carthage - Player Imperium 4, Turn 60 ; AI Turn 80
Iberian - Player Imperium 4, Turn 80 ; AI 100

CiG:
Celtic/German/Iberian - Player Imperium 3, Turn 20; AI Turn 35

Saka Rauka Special Reforms
- Unlike other factions, Saka Rauka has special reform requirements.
- Once the faction owns the regions bordering India (Transoxiana and Baktria), the reforms will trigger.

Royal Scythia Reforms
- Scythia also has special reform requirements.
- The reforms can be triggered 2 ways. Either 100 turns of owning a region of another Scythian/Sarmation faction. Or, 70 turns and 10 battles against other Scythian/Sarmation factions.

Dacian Reforms
- The Getae have special reforms. They require 100 turns and 10 battles with Rome for the player or 130 turns for the AI.

Mauryan Reforms
- The Mauryans have special reforms. They require 100 turns and 10 battles with Baktria for the player or 130 turns for the AI.

How to Edit Reform Requirements
1. Download and unpack PFM.
2. Use PFM to open the DeI mod pack.
3. Find the lua_scripts section. Under that section will be a file called reforms.lua.
4. It should look like this:
Global Reforms section
Spoiler Alert, click show to read:

Player Reforms section
Spoiler Alert, click show to read:

5. Find the reforms you want to edit. For example, for Rome the part should read:
-- MAIN ROME CAMPAIGN
_lib.requirements.main_rome.player = {
roman = {3, 40, 5, 100, 7, 210},
6. The first numbers are Imperium level, the second are turn numbers. So, if you want the first reforms to be Imperium 2 and turn 20 you would change the above line to read: roman = {2, 20, 5, 100, 7, 210},


Reforms FAQ:

Q. My Reforms are not working or are not activating, what is wrong?
A. You may be using another mod that affects the scripting.lua file, which will conflict with DeI. These include camera mods. Also, Reforms will not work with a save game that didn't start with DeI version 0.8 or later.

Q. Why do you use Imperium level rather than a specific set of circumstances?
A. We wanted to allow the players more freedom in how to progress their campaigns. Rather than having a specific set of historical circumstances that have to be met on every playthrough, we felt the Imperium mechanic allows for a more open-ended campaign experience that can still include historical reforms. The Imperium requirement is our baseline to introduce and test Reforms. We may eventually change the triggers to be more specific.

Q. Why did you choose to have a minimum turn number rather than a set historical year for the reforms?
A. Because our mod is 4 turns per year, it just wasn't feasible to set the reforms at their historical date. For example, if we wanted to make Marian Reforms occur around 100 B.C, the player would have to play almost 700 turns to reach that. While we want the player to have a historical experience, we also take into account gameplay to create a more reasonable setting.

Q. Why did you choose Imperium level X or turn number Y?
A. We tried to balance empire size and game length so that the Reforms are obtainable at junctions that make sense for gameplay.

Q. Why are some garrison units from reform periods other than my current one?
A. Unfortunately, the scripting limitations of the game prevent us from changing garrison units properly. We have tried to work around this where possible, but there may be a few odd units here and there.


( Von Dresden am 25.06.2018 Aktualisiert und vom TWC übernommen )
Zuletzt geändert von Avarice1987 am 6. Juli 2018 20:03, insgesamt 1-mal geändert.
Wer möchte mal eine Runde gegen mich spielen?

Company of Heroes ( 1 mit allen add ons), ETW, NTW, Rome 2, FEAR 3.

Schreibt mich an auf Steam.

markuselsner1987

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Deletius140918
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Re: [Rome II - Mod - DeI] Die Reformen Übersicht

Beitragvon Deletius140918 » 15. August 2014 15:27

Hey super!!! Danke für deine Mühe. Das bringt wieder mal ein bissel Licht in die Ecken, die ich an der Mod noch nicht so ganz verstanden habe :strategie_zone_3:

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Vicomoto
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Re: [Rome II - Mod - DeI] Die Reformen Übersicht

Beitragvon Vicomoto » 15. August 2014 15:48

Suuuper! Danke Dir! :)
Alpenföhn K2

noir0390
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Re: [Rome II - Mod - DeI] Die Reformen Übersicht

Beitragvon noir0390 » 27. April 2017 12:46

Wo sind eigentlich die Velites zu finden? ich kann sie nirgends rekrutieren. oder gibt es da irgendwas zu beachten?

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Hjalfnar
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Re: [Rome II - Mod - DeI] Die Reformen Übersicht

Beitragvon Hjalfnar » 27. April 2017 14:13

Gibt es meines Wissens nur während der polybianischen Reform. Nicht davor und nicht danach.
"So sleep soundly in your beds tonight...for judgement is coming for you at first light! I'm the hand of god, I'm a dark messiah, I'm the vengeful one!" - Disturbed

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Avarice1987
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Re: [Rome II - Mod - DeI] Die Reformen Übersicht

Beitragvon Avarice1987 » 6. Juli 2018 20:03

Thread gerade mal nach 4 jahren einem Update unterzogen!
Wer möchte mal eine Runde gegen mich spielen?

Company of Heroes ( 1 mit allen add ons), ETW, NTW, Rome 2, FEAR 3.

Schreibt mich an auf Steam.

markuselsner1987