Lategame RTW rebellion problem solved!!!

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The Yosemite Bear
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Lategame RTW rebellion problem solved!!!

Post by The Yosemite Bear »

Ok, I can't find mike's originall thread, and since I finally got Rome Total War for Hannukka, it took me a while to find the constant rebellion/lack of money problem he kept describing...

and taking a page from civilization, I found the solution.

Move your capital to the geographic CENTER of your empire. All roads lead to Rome, but if your playing as Britan, and own half of Germania, parts of Thrace, and all of spain/gaul. London is a poor location for your capitol. The unrest / economic problems are factored by distance from your nexus of power, and how good the roads are/ as well as your naval dominance in that area.

by simply moving my capitol to conquered Gaul territory, all my Spanish citties stopped rebelling every 10 turns, my Roman cities, no longer required full garissons etc.

Playing as the Scipii, I moved my capitol to Syracuse and my African cities quickly fell in line.
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Post by Ace Pace »

Fixed long ago :P just try any good mod, since the main problem is Squalor.

If your playing Julii, your capital should be Patavium also.

If your getting bored of RTW normal, try SPQR.
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Post by Stravo »

Honestly, I'll say it again, while it can be annoying at times, particualrly late game when I'm trying to gobble up those last 10 provinces it's not a deal breaker. It simply requires a little extra attention from you on each city in fidgeting with the tax rates, trying to get some of those anti-squalor buildings in place, etc.

However as I'm now almost finished playing through all the factions - currently having a blast playing Carthage. Oh the visceral joy as I slowly gobble up the Italian boot. But by far the best opening sequence after the Seleucids is the Carthaginian one.

(Paraphrasing from memory) "I had a dream last night, the children woke up crying. I dreamed of our beautioful city in ruins, the bleached bones of the children in the sun. The others, they do not understand us. They make lies about us and the Romans - they are the masters of deceit. I hope that the dream goes away and I think the children will sleep better tonight." The voice acting was just so cool with the weird North African accent and the sense of foreboding and doom. Makes me feel sorry for the Carhaginians when I fire up the game again as the Scippi.

I've been resistant to modding because I like Vanilla but is there a list of what the SPQR mod will do to the game?
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Post by Ace Pace »

Okey, brain fart forgot the site, so I'm going to quote the readme change.
NOTE: Please make sure you play Prolog first before adding the mod, or game will crash. Mod is designed to be installed on a clean install of RTW. Also historical battles “MAY” not be able to be played with this mod. Some people reported having trouble.

1. Trivium Mod files added to this mod.
2. Lesser General Now rides with Cavalry instead of Centurion
3. Centurion Added to Cohorts
4. Macoi’s Shield Mod added to this Mod. +2 Small, +3 Medium, +4 Large Shields. This also has the effect of making cavalry less powerful, which is more accurate, Cavalry not changed.
5. Building Times adjusted so certain buildings are built in a realistic amount of time, quicker.
6. End date for the Game is now 180AD instead of 14AD
7. Imperial Campaign still available with this Mod.
8. ALL nations playable have been added to this mod.
9. All units have no wait time, you can now build as many as you can afford in a turn, 9 units per city. This is more realistic since Each turn represents 6 Months. This doesn’t affect the AI except for larger armies. It has no adverse effect on draining AI populations, Populations still climb.
10. All Units have had their Upkeep cost Halved. Ships, special units excluded this was done because it was increasingly hard to maintain decent armies in the field, you may have the money to build them, but couldn’t afford the upkeep. This does not effect the game except to allow you and the AI larger armies, They AI also tends to be more aggressive now with this adjustment.
11. Reduced Pigs, and Dogs to 24 men and 48 Animals on Huge Setting.
12. Siege Engineers have been set to 60 men on Huge Settings for all siege weapons.
13. Spartans Morale increased to reflect never retreat, never surrender. Lol
14. Head Hurlers have had their heads lowered to 1 hit point, and have Frighten foot, mounted added. Also increased Attack points.
15. Gave all Spearmen Spear attribute to give bonus against cavalry charge, also Triarii have Phalanx now. This makes cavalry charges on Spearmen Suicide. And now Spearmen are useful cavalry counters.
16. Removed Arcani, Druids, and Screaching Women from Campaign game, still available in Custom games.
17. Certain Barbarian Units have had their Armour Lowered or removed because they are not wearing any. But this doesn’t make them easier to kill, other factors in attack may have been adjusted.
18. Increased Number of Arrows for Archers to 60, 80 for slingers. This works since archers aren’t as powerful with the shield mod.
19. Increased Ammunition for Siege Weapons.
20. Made Assassins more effective to start with, this allows them to be more useful than originally.
21. Fixed Egyptian axemen, lowered their stats to make them more balanced.
22. Rams have been given increased Health and Flame resistance, this allows you to make it to the door. Lol
23. AI has been tweaked to correctly use Hardy. Game was bugged and it was reversed. Wrong units tired.
24. Flame Arrows have been adjusted to prevent Lag when used, less effects in the air. Sorry, But no Lag!
25. Shipbuilding Times have been increased to prevent the AI from Building too many fleets.
26. Urban Cohorts are now an upgrade for Town watch, they have been reduced, but are very strong. This is realistic since Urban cohorts were police and were never used in the field. Build a Royal Barracks and the Town watch is replaced by Urban Cohorts. J 160men Huge setting.
27. Praetorian Cavalry and Cohort are now available to Senate only. This is realistic and makes Rome harder to Take Later on.
28. Adjusted the Campaign AI each nation has been changed in how they treat you, improves gameplay. AI nations last longer and allows human player to conquer different cultures.
29. Carthage, Cities_States, Germans, Britons, and Gauls have been given more provinces that were Rebel.
30. Forts and watchtowers are Cheaper for Romans cost 50D this reflects Legions building camps every night, and their engineering ability to use the local materials.
31. Roman Cohorts 100 men, Archers 120 men , Velite & Javelin 140men, cavalry 80 men per unit. Body Guards 24. Barbarian Units increased in number Peasants Warband 240 men, Swords, Axes, naked fanatics 160 men etc., Barbarian Cavalry 100 men. Greek Units increased in Number Lower units increased to 200, Medium 140 Elite 100 Cav 100 men. Egyptians same thing as well as Eastern units. Lower quality units are higher in number to reflect their cheap sacrifice factor.
32. Elephants added to Egypt, if they now own a province with that resource, they could build them.
33. Elephants and Chariot unit size were reduced to reflect the new unit adjustments.
34. Adjusted Happiness levels for certain buildings, this resolves Squalor problems.
35. Changed Bodyguard to Praetorian for Romans, and Changed bodyguard for other nations to better units!
36. Added Heat changes so units correctly get tired from heat, its was reversed, I finally added that. This is separate from the hardy bug.
37. Added Experience chevrons to Taverns, Royal Barracks, and Academies. Building these gives more experience to troops.
38. Triarii Can now be built when Principes can be built. Triarii before were never used because Marius reforms arriving to soon.
39. Added Centurions to Siege weapons, and added standards or Officers to other nations units. Removed Centurions from Roman light units.
40. Adjusted Ship hit points to allow ships to sink more often. Less armor points, greater attack points. Increased Mental stats.
41. Adjusted Mental stats for all units, increased at different levels for different units, this allows them not to rout as quick, mind though that this is a small adjustment, so do not expect suicide units. Adjusted just enough to get more kills before routs. Routs are necessary since that is how MOST casualties were received in ancient times.
42. Gave siege units more siege weapons, Scorpions 6, Ballista’s 4.
43. Reduce the Number of Large Elephants Max number is now 12, instead of 24
44. Law Bonus added to Governor, Pro consul and imperial Palaces. 1, 2, 3
45. Urban, great amphitheatre added Unit experience bonus 1 and 2
46. Happiness bonus added to Hippodrome, etc. 1,1,2
47. Removed Missile unit attack bonuses on buildings.
48. Removed Armour Bonuses, this is Unrealistic to get super armor. All bonus now relate to attack, or training.
49. Added Linedog’s Extra Provinces something like 50 more!
50. Reduced Wardog’s attack ratings to 8 instead of 14, also adjust the numbers to 48 animals, 24 handlers.
51. You can build 1st Legion Cohorts, its been in all my versions, just never mentioned. Lol
52. Adjusted Chariots they are effective against infantry and will charge without stop go stop go. Cavalry is used to counter Chariots, Elephants, camels, or other chariots also work.
53. Praetorian Guard and Cavalry are available to Senate at start of game.
54. Upgrade in barracks will replace Early Cohorts with Later cohorts. Makes sense and doesn’t clutter the build queue.
55. Barbarian units have been given regular square formation, but now have wider loose formation to start, this is more controllable for siege walls and also allows the AI to react better than in Horde formation.
56. Phalanx units have been tightened up and now have less side spacing between them, more realistic and accurate.
57. Carthage early units have been adjusted to make them stronger.
58. Carthage has been given a full army in Sicily
59. Civilized Nations have been given better garrisons to match Rome and now allows a little bit more of a challenge to start.
60. Changed AI campaign relationships. Germany, Gaul, Greeks, Macedon, and Carthage are at WAR with Rome. So nations have peace relationships. This makes for a very interesting game and AI on the Roman side.
61. Changed Germans to have Double hand Axemen with Bardic Circle. AI wasn’t utilizing the Temple scheme well.
62. Removed Militia Hoplites from Macedon & Seleucid, reason they already have Levy Pikemen and the stats are almost the same. This allows a different unit look in beginning of game instead of all units using same units. Anyway it seemed redundant to have 2 units almost exactly the same. Greeks seemed to have better units faster due to this.
63. Strengthened Pilum stats making them more effective, especially since they usually only get 1 throw. Now they disrupt units better.
64. Body guards beefed up a little but not too over powered, hopefully the patch will fix the bodyguard bug.
65. Raised Army upkeep buy a small %, this is to compensate for the extra provinces.
66. Adjusted Hastatii to be a little more weaker than Principes. Hastatii was too close to Principes. Also returned to 100 men.
67. Removed Legion Cavalry from being built in Campaign. This helps realistically simulate Roman cavalry, Legion Cavalry didn’t exist, auxillia was used. This is a good way to nerf cavalry.
68. Added Stanger’s map change, which removed outlines on Quick view map. This allows a better view of provinces owned by which faction.
69. Increased Cost of certain buildings: Palaces, Entertainment, Mines, Roads, walls, docks, have been increased to balance money concerns with the extra provinces.
70. Added 1 Experience to army barracks, 2 for Imperial barracks. Foundry is left alone since some other buildings don’t really upgrade some faction only others. So the Middle foundry is needed to build the next one, but no bonuses until the last building.
71. Added Mount Changes to chariots to increase Strength after Darth’s adjustments.
72. Added Darth’s tweaks to attack speeds, Units will now attack faster and more realistic. Hit effectiveness reduce to make sure battles don’t end too early because of Increase attacks.
73. Adjusted Build time of Imperial Palace to 20 turns, and added Great forum needed to built first. This should slow the Marius reforms by Many years. Though people may wish it to come sooner, for the better units. Lol


The Mod is designed to be played on Huge settings, But large will work, but units will be cut in half. This game is also advised to be played in Normal Setting as its already hard and a higher setting may overwhelm a player. Also if you use autocalc this will make the game easier, same with ANY exploits, cheats or Bugs. The modification was based on fighting the battles, for some reason the game tends to allow more units to survive than if the ACTUAL battle was fought.

This mod has been seriously Beta tested and should cause NO problems with the game or crashes. Some bugs already in the game or Triggers have nothing to do with this mod and may occur while playing with this mod, there is nothing to fix this until the patch comes out. Other Mods may conflict with the game, please keep this in mind when adding other mod adjustments. Make sure you backup all files that this mod will replace, so you can play the game as it was originally released if you choose too.

Final advice beware for the Northern Barbarians, The Romans will ALWAYS be outnumbered, in the beginning the Roman units aren’t the best, but later the better units will pay off. Start building your Legion quickly, and using auto-calc can help since the game gives you an advantage over field battles. Barbarian Armies can number more than 4000 men the Biggest Legions you can hope for are 2000. J The game has been tested and designed for the Roman players, I cannot say if its easier for the other nations, I believe it was CA intent to have this be played as ROME, since it is called ROME: Total war and not Nations Total war. I know this may be considered a narrow view, but to balance every nation to be hard would really be next to impossible and still have them be TRULY different. Barbarians have numbers and high attack, Greeks the phalanx, Egypt money, and Rome Even attack/defend with good units. Its all a matter of how you play.

Special thanks goes to Uwe, Userfriendly, Spartan, Trivium team, Macroi, meretrix, Linedog, Agrippa, Stranger, And all the other Modders that have contributed to the forum and each other to make this mod and others possible. J
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Post by Duckie »

Oddly, Squalor has almost no effect on me as the Seleucid Empire, except in Seleucia and Sidon, which now have 50% or mroe Squalor and are finally dropping below 100% Order at Very High Tax. That leads to the following questions (Key points are in bold, backround and context in plaintext):

1. Where the hell is all the money coming from? Every single one of my 24 cities, with the exception of Memphis, makes a profit, and if you also exclude Seleucia all cities make a profit of 700-3400 Denarii a turn [!]. Even Sidon, with 50% Squalor still pulls a profit of 1400. Jerusalem, even with just trade rights to Numidia pulls in 3.4k. Playing as the Julii, even in the Short Campaign by the time I finished the Inner Cities started to lose money rapidly, and only expansion kept me at a profit.

I have a treasury of almost 330,000, so my primary defense is a wall of diplomats who buy all armies approaching. Deep Insertion Diplomats also buy provinces from enemies if I couldn't be bothered- To date, I've actually bought off 80%+ of the enemy armies thrown at me, and about half of Parthia and Pontus actually were taken without a single life spent- just thousands of denarii. As the Julii, I bribed only a few armies, and bought only one province.

All of this is only with sole possession of Egypt, the Middle East [except Media- logistics is hard in Armenia, so Parthia lives], Armenia, and Asia Minor. No Aegean trade yet since I'm laconically fighting Greece- maybe once I finish Parthia...

What's even odder is I have this bad feeling that if I stop expanding, something may go wrong and whatever is causing all this money to appear will go away- it has in Seleucia already and is starting to stop Sidon from pulling a profit.

Why is my Seleucid Empire earning thousands of denarii per city, even with only 3 sea trade route and no trade in the Aegean Sea (very low trade elsewhere, only a few ships are ever visible at once), and will it come crashing down over me like some sort of infrastructure collapse? If so, how?

2. This may stem from the fact that despite having very high taxes, very little public enjoyment except Temples to Askleipos and Dionysus, the people, except in newly conquered areas like Armenia and Arabia, support my regime with 120%-160% order levels. The inner cities do this with only 20% garrison and governers with 0-2 influence. I've checked, and it isn't Seleucification going on, it happens much too fast for Culture Penalties to change even 10%.

Why do the people love me so much that even newly conquered factions, often 45% distant from the capital with 35% culture penalties, will accept 4 unit garrisons, no governance, and very high taxes after just a few years?

3. This one isn't a very pressing question, but- What are Numidia and Scythia like for a Phalanx culture with very low cavalry? I'm thinking about expanding up there- the Scout-Diplomat Corps sees little resistance in Scythia, but if either is another horse archer race I'm just going to stay the hell out of that one- Seleucia is very low tech since the year is only 251 BC, and my armies have just barely invented Levy Pikemen and Greek Cavalry- I think to date neither has been used in many battles, since only the inner cities have them. I rely on Militia Cavalry for my entire Cavalry purposes, and some timely charges by my General. Also, because of the fact that I have way too little military able to leave garrison, and both Numidia and Scythia are slow terreign, they’ll have plenty of time to reply- each army has to make its own garrison or leave behind troops.
[Sadly, this tactic killed Demetrius the Infantryman, my 9-Star General and Faction Leader in Egypt, when he charged a unit of Chariots on his own to save his entire army from certain doom- they actually won, but literally a hundredth of a second before the cursed charioteers routed, one got a lucky blow and killed my general and leader.]

Edit- Problem Solved? Conquering provinces rapidly leads to rapid enslavement, leads to growing population. Population Boom leads to Public Order, which allows you to apply heavy taxation. Heavy taxation earns money to create armies. However, growing population also leads to squalor.

That's my theory, so I'll assume the worst- I stop growing for more than half a decade, my slaves will run out, and my economy will collapse or weaken.
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