Yes, I am aware of that, but I personally find it rather weird that a civ doesn't want to trade resources at all.
I agree that the Makurians should be nerfed, but not on the fact that they are "unnecessarily powerful." You yourself said in previous posts that the Mamluks needed something to weaken them because they were too strong, and even though it's unhistorical for them to be a pain to the Mamluks it does have that advantage.
That is actually a good point you make there. But I have seen this happening more and more often, and in other people's games as well. So if I were you I wouldn't write it off too quickly.I rarely see Makurians survive until the Mamluks spawn, so I don't see a problem here.
The thing is Jusos, is that the Byzantines in my game DIDN'T collapse! I checked the playback, they remained intact destroying all enemies. And yes I know I suggested the 4th Crusade, and I think it is fine the way it is.Also Byzantine is really quite weak about 80% of the games. The respawn can sometimes make them mega-strong, but there is no way around it, since the 4th crusade (that you insisted to be included) usually collapses them.
Yes I know that, but what I'm saying (didn't I say this?), is that KoJ should be stronger on it's OWN, so that they can last a little bit longer. Although personally I don't think its THAT big of a deal, as they collapse in the 12th century, which I'm fine with.In your game KoJ is only powerful, because Byzantine has taken care of KoJ's enemies.
a) Sometime after getting Sufism in my 3rd city, it was removed from the 1st city it appeared in and the Sufi Shrine disappeared. However, when I eventually got a 4th city to Sufism and built my "4th" shrine (at which point I had 3 cities with shrines listed), I got a surprise when I had suddenly won the game. I'm guessing the building remains in the city improvement list even when the company leaves to avoid the player getting annoyed if a company keeps on entering and leaving a city repeatedly, but perhaps there should be a check to make sure that each city you have a Sufi shrine in also has Sufism itself for completing the objective?
b) I got an event about someone invading Northern Hindustan ~1400 or so. When I get these things I usually fire up the world builder to see what's happening, but when I checked I couldn't find any barbarbians or anything. Is something supposed to happen here?
This is my new compiled list:
Suleiman the Magnificent
Tamerlane
Akbar the Great
Shah Abbas
Hulagu Khan
Shah Ismail
Alexios I Komnenos
Babur
Sher Shah Suri OR Baibars
Hemu Vikramaditya
Saladin
Mahmud of Ghazni
Al-Mutawakkil
Qutb-ud-din Aybak
David the Builder
Imad ad-Din Zengi
Malik Shah
Levon the Magnificent
Empress Irene
Guy of Lusignan
On a different note: edead, have you considered an earlier minor suggestion of mine to introduce lumbermills with the mech engineering tech, which seems to have fallen under the radar a bit.
I propose the following test -- if you can please code conquest victory to triger with only 1 rival alive, load Byzantium, kill all the VISIBLE rivals and see if you get the victory. This will tell that somewhere else in the code Portugal does actually matter. There got to be a way to debug Conquest Victory, it would be nice to have it in mod anyway...
I'm not sure if you have, but it would be nice to have some barbarian pressure on the Zengids Northern and Eastern front, and a good tribe to choose from, would be these people:
http://en.wikipedia.org/wiki/Ortoqid
Apparently they even killed Nur ad-Din Zangi, so I guess they were a force to be reckoned with.
And also, while writing up my Ayyubid story, I was looking up some facts when I encountered this:
http://en.wikipedia.org/wiki/Fustat
Apparently al-Fustat was built when the first Arab general conquered Egypt, (rather than it being built in earlier times). It would seem that it even kept its name (al-Fustat), during the Fatimid reign. It just begs the question then, whether you should have the Fatimids build al-Fustat and then when the Ayyubids capture the city, change the cities name to al-Qariah. Saladin rebuilt al-Fustat after it was burnt down by the Fatimid Vizier Shawar (who burnt down the city because Crusader armies were approaching). So the name of the city was renamed Al-Qariah.
Also another thing you could do, would be to create a small barbarian rebellion around al-Minya (basically south of Cairo would be good), to represent the remaining Shi'ite Fatimid loyalist generals, who still plagued the country-side, and who historically had to be put down by Saladin's brother Turan-Shah. So I think it would be a good idea to place a axeman or two, and perhaps some peasants to spawn on the second and third turn of the Ayyubid game. This would also make sure that the Ayyubid player first has to work on uniting Egypt, by crushing these rebellions, and then later can concentrate on taking Jerusalem.
PS. @Edead: Add Syria and even perhaps the Levant to the Timurd Border provinces. If anything, I would encourage you to add Syria, so they can take Damascus!
Two problems with Ottomans : Why aren't Galatia and Paphlagonia border provinces for them ?
And I had a problem while trading with the mamluks : I make resource exchanges with them, but on the next turn all of them are cancelled. At first I think it's because of the fact that some pirate is blocking the mediteranean, but I can still trade ressources with them, including the ones that I had exchanged before. I redo the trade, but on the next turn all of them are cancelled again ! this time, though, it seems no resource trading is possible anymore (probably some barbarian ship around).
I retried like 40 turns after, and there's no problem this time.
Just ran a test. It takes me 34 minutes to get a Dutch start, this morning it took about 30. Every game is different, but still, I would have expected more. Have you done any "measurement"?
I will add the BetterAI part to see how much that will helps.
I think the reason he doesn't want to trade is that he has the Sufi company, and he wants to keep all his incense for it.
I don't know how you checked it, but al-Qariah has 4008 culture while Samarqand has 4696.Even Antioch has more (around 4400). The problem is that there isn't a city with more culture on the map. So again, why doesn't the victory trigger, has anybody else had this problem?
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I'm fine with getting rid of Nader Shah in favor of someone... Baibars is OK. For the rest, as I said, the idea was to put some well-known leaders that are not in game in favor of those that are, hence Ismail and Babur over Abbas and Akbar. Also, as I explained, none of leaders on the original BTS list are really "bad", really no reason to put Irene there.
I can add them, apparently they were in use in the Roman-Byzantine & Islamic world (at least wikipedia says so), although probably not in India, when they will be built the most. It would be nice to allow the Byzantines & Muslims to build them early, but not the others; it's probably needless complication though.
First off, my Ayyubid game which I've been making a story out of doesn't work with the new version!!
What can I do? I think I'll create a new SoI folder, but I need your old version, is that possible?
While playing M2TW, I realized a great unit for the Crusaders (or just the holder of the Guardian of the Seplchure title), would be the "True Cross" icon that was carried into battle, in general large Crosses were carried into Crusader battles, to lift moral, so perhaps you could also do that, and have them give a stack bonus, perhaps +1 movement or 5% attack bonus, I don't know, but thats just the idea. You could also adapt this for the Muslim players, but I don't know what their equivalent would be.![]()
And finally, have you ever thought about naming the relics that are found by conquering cities? Perhaps another function of the relics would be for a bonus like the thing I mentioned above, rather than ALWAYS having to settle them, I don't know, just a suggestion; it would be interesting to see how far a relic travels in the game, like you could potentially see the "True Cross" in Baghdad or Constantinople even, that would be really cool! (Plus WITH the customization, you could have unique powers for each relic)
These kind of flips shouldn't be possible, there is no chance to defend the city. Maybe the enemy troops should get pushed away.
I always wanted to ask edead if it is possible to show difficulty level on the main screen...
Well. This is a bit odd.
Spoiler :![]()
SuperSpies
I merged SuperSpies into SoI, they work fine and don't imbalance the game in any way IMO. For those who do not know it from other mods (all that include RevDCM), it allows spies gain XP and special promotions. The main use for this would be for Assassins - they could be turned into special spies, rather than combat units. Espionage missions can be restricted to specific unit, so that only assassins can perform assassinations etc.
There's assassination mission in SuperSpies, but IMO it sucks - it allows the spy to kill a great person settled in a city. It's just not very strategic, basically a flavor thing or annoyance. I'm thinking on the ways to do assassination differently. Killing alive GPs would look better, but it's not a particularly useful mission either. There could be something like assassinate the governor - reducing stability - for a very high cost... possibly abusive. Feel free to help me out there![]()