Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem






After that its not hard to get a peace and trade agreement with the Seleucid Empire and you can safely disband or "use up" your elephant and elite cav units until you are making a positive income in the first turn. By turn 4 or so I was making 6k-13k per turn. It feels risky, but you get a lot of adoptions early and can start re-garrisoning your empire with family members.
Ok so here is what I did: You start out with 4 units of Indian Elephants costing 3250 per turn... each. They also have a bunch of Mace infantry at 685, and some heavy cav at over 1000. Then their most basic garrison unit costs like 275 and they have them in like... 20-30 regions? All in all, a very large army to start with, just massively spread out.
You have three main elite armies at the beginning of the game, so- I used one of them extremely aggressively to capture two rebel settlements in the south right away, and accepted high casualties.
The north also has your faction heir with Elephant units, so I used him to defeat the rebel general outside of the settlement and lay siege to the settlement in the mountains.
-27,000 of debt per turn is harsh though. Worth looking into.
Q:\Feral\Steam\Workshop\2637753606/data/descr_cultures.txt,
line 872 :: 26: "Could not find culture name 'INDIAN' in expanded
string table"
I'd love an official EBII port personally, but sadly I don't think they'd do it while still working on the sequel.
Some little details that were nice that M2TW added; upgrades to armor and weapons actually reflect on the models, and units get bloodied if they were attacked but survived the stat roll. It also added the ability for archers to shoot enemies that are very close but behind an obstruction by arcing very high volleys. Realistic? I don't think so; imagine a strong wind sending them all back. But cool gameplay-wise.
- Units appear under water. Turning 90 degrees takes what seems like three times as long as it should. Unit responsiveness is not delayed, it's simply slow. Battles feel like you're running them at half-speed in terms of motion.
- Collision is similar to RTW, but not as snappy. Units charging sometimes intermingle strangely before starting their attack. Units are VERY slow to disperse into each other, even with guard mode off. Overall there's a feel like everyone is in 3'' of molasses.
- Due to the period in history, testudo isn't a thing and cannot/has not been made to work.
- Pikes are broken. A fact we can't escape. Native M2TW has broken pike mechanics. If a single pikemen swaps to sword, the rest follow suit even if they are still well within pike range. In RTW, an unthreatened phalangite will bring the pike down again. Pikes work best in a purely static, defensive formation, or when micro-managed aggressively, which isn't fun and makes them high-maintenance.
In RTW:
- Units are realistically responsive. There is a slight delay when you tell a unit to halt, bringing weapons up, to charge, to turn, etc. Enough to give a sense of weight/inertia, and it can be exploited, but not so much to feel sluggish/clunky/
- Collision is excellent. Designed with mass melee combat in mind, units can flood, push and be pushed. Although tight formations can bug out and send people flying rarely, generally really damn good for simulating crowd physics/momentum.
- Combat is SIMPLE but nuanced. Attack, block, armor hit, knocked down, killed. ALL can result from multiple units attacking the same unit. This allows realistic "Local superiority" when critically out-numbering an enemy in an area. Interrupted animations are a thing you'll see a lot.
- RTW natively supports testudo and pike formations/animations.
However..
Thanks, you're correct. This info should be in the Known Issues in the description.
For example travelling from Syracuse to Rome takes my GENERAL, not an army 6 seasons.
Interesting.
This are the mods that are part of the mod pack
https://www.twcenter.net/threads/jirisys-europa-barbarorum-mega-mod-pack-for-eb-1-2.417686/
H and VH battle difficulties simply stack up units' morale and defense making levy units become elite tier
https://www.twcenter.net/threads/jirisys-phalanx-mod-reduplicated.401437/
But looking at Seleucids and Ptolemies, they use the standard vanilla greek portraits.
If I can defeat said units as I usually do in custom battles, then maybe it is the difficulty playing the part, but as far as I can tell, it's not because the mod, or its units, are broken.
final point is im playing on vh vh so this may contribute to some of the difficulty. but i have rebuilt the roman conquests in almost every mod released for this game. This is one of the most difficult and unfun late games to play due to the absurd difficulty of pikes. at the late stage i cant stand to play for more than a few turns due to pike spam and absurd difficulty of killing them
But the majority of the time its stack spam of their elite phalanxs. I have already wiped out 40-50+ full stacks while taking all of rome's historical eastern conquests and they are still sending multiple stacks every few turns. And yes 3 marian infantry units with high tier chevron barely win against 1 elite selecuid elite phalanx completely surrounded.
I am well aware of how to fight phalanxs and have killed many stacks but the spam and strength of their phalanxs is absurd and very unfun to play.
Fighting pikes is all about doing all you can to NOT absorb the brunt of it. If you have even two units, you should put one in a wide, loose line and put them on defensive stance. This minimizes casualties and gives you stalling time. A second unit should hit them from the side or rear. Ideally, rear. AI turns? Swap which unit defends and which hits the rear.
1v1 with no other options, you're slightly screwed, but one way to initially get the most out of the engagement is to place your unit in a line that is wider than the pike block. Take them off defensive stance when in contact and your units should naturally wrap around/surround the enemy. It is a slog, but this is your best bet, aside from trying to juke around the AI until they engage at a bad angle and your formation is able to mostly sit in their side/rear.
When you say heavy infantry are losing 1v1 to pikes.. you're not facing them head-on, right?
Using the custom battle submod, I was able to beat 3v1 (post-Marian cohort v. Macedonian argyraspides) handily.
Doing that 1v1 was veeery difficult because it's tough to not hit some part of them head-on, but it is doable and I was just barely able to make it work. There is a method to it if you absolutely have to face them 1v1 which I'll get into.
The 3v1: https://puu.sh/KvEat.png
The 1v1: https://puu.sh/KvEav.png