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On September 05 2013 00:28 xDaunt wrote: So what exactly do I have to do to expand the number of edicts and armies that I am allowed? I own 4 provinces (Italia, Magna Graecia, Corsica et Sardinia, and Cisalpina), yet I only get 2 edicts and 6 armies. Is there another cap based upon the number of provinces that you own? Is there something that you have to upgrade in the provincial capitals?
You need to improve your imperium, which means controlling more provinces.
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I played it for a few hours yesterday. Unlike some other posters, the game wasn't buggy to me. The UI is horrible, though. The encyclopedia is just bad compared to Civ's. Some of the menus, like the diplomacy one, are too small. I could only see about 4 factions so there's a lot of scrolling needed considering the number of factions in the game. Things like ambition and gravitas don't say anything on mouseover. Plenty of other painful crap that's just annoying.
I started a game as the Barcas of Carthage. The cultural aversion diplomatic penalty is painful. I only have 3 trading partners so far. Random factions in Iberia and North Africa keep declaring war on me. Wonder if that's the case if I chose a family that doesn't get a -30 modifier with all of them.
I found a decent way to deal with unhappiness. I just set my army to raiding stance. Army gets -20% to upkeep and gives the province an additional -10 happiness per turn. This gets me to -100 quicker. Once the province gets to -100, a rebellion happens. I notice that rebellions start with 4 troops. Every turn, province gets +20 happiness but adds 4 more units to the rebellion stack. I wait until the unhappiness is around -40 to -20 (12-16 troops on the rebellion stack) then kill them with my army while moving them back to normal stance.
This buys me time to get happiness buildings, convert culture, etc. while getting to the low negatives as fast as possible.
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What really annoys me is that the AI's turn takes really long. I don't know if it's my rig, or that in my campaign a gazillion tiny factions spawned in the very east and in Spain, but now it takes a few minutes after I click end turn until I get to do something again - not really acceptable. On a side note: in my campaign the AI has like 7 factions' armies camping around the spanish town of "Arse" for a long time without anyone doing anything. I believe it is because one of them moved so close to the town that another faction couldn't lay siege. I had the same thing happening with a Macedonian boat raiding in the harbor of an Illyiran Rebel city - I could only start sieging after declaring war on Macedonia to clear the raiding fleet, lol.
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I don't want to be insulting, but if you don't know you way around the UI, there is something wrong with you. I find it very intuitive and didn't do any tutorial or anything.
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On September 05 2013 01:50 aXa wrote: I don't want to be insulting, but if you don't know you way around the UI, there is something wrong with you. I find it very intuitive and didn't do any tutorial or anything. Im glad im not alone. I really like the new UI. At first it was a bit confusing i will admit, but 10 minutes later i was enjoying it. The only complaint i have about the game is that AI turns take a while towards the end game, especially in multiplayer. Overall i think this is a fantastic addition to the total war series.
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I think the basic UI is okay. The problem is that nothing is explained well at all. There are all sorts of game mechanics that are in play that are neither intuitive nor spelled out in any detail anywhere.
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Why don't people having problem with the UI just ask here what they are looking for ? I'll be glad to answer
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I keep running out of food. How many food structures do i need per province? Those damn garrisons takes up alot of food per ffin turn...
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That's very generous of you but it's not for a lack of being able to figure out the UI. Your vast and comprehensive understanding of a bad UI doesn't change the fact that it's bad. It not being bad however would change that it's bad.
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This may have been asked already and I totally missed it, but does anyone else have a nonfunctional fast forward button. I literally get up and go to the bathroom and come back and my army is just getting into position in a battle. First world problems too strong
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On September 05 2013 02:04 aXa wrote: Why don't people having problem with the UI just ask here what they are looking for ? I'll be glad to answer
Alright, I'll bite. What do gravitas and ambition do? How does zeal, cunning and authority affect the stats of generals, admirals and the various other agents? What affects the number of judges (Carthage's version of the senate) you get? What bonuses and/or penalties do you get from the number or judges you control?
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On September 05 2013 02:45 andrewlt wrote:Show nested quote +On September 05 2013 02:04 aXa wrote: Why don't people having problem with the UI just ask here what they are looking for ? I'll be glad to answer Alright, I'll bite. What do gravitas and ambition do? How does zeal, cunning and authority affect the stats of generals, admirals and the various other agents? What affects the number of judges (Carthage's version of the senate) you get? What bonuses and/or penalties do you get from the number or judges you control? I have no clue if the following is right (the encyclopedia and UI's tooltips suck big time), but here is my understanding so far:
-a General/Admiral/stateman's gravitas determines how much he contributes to your factions influence in the senate (I guess the same for Carthage's judges) -ambition is a stat only members of an opposing subfaction can have; I think the higher it is, the more likely they are to plot against you (plot = frame you, assassinate your guys, openly rebell against you etc) - the three attributes of agents determine how proficient they are at performing certain actions and defendiung against them; i.e. the spy's poison is a cunning based attack, so the success percentage will be calculated somehow (no clue about the specifics) based on the spy's and the target's cunning; there are other options to achieve the same for the other stats, such as hidden weapons attack and zeal -a general's cunning determines the accuracy of auto resolve prediction (and together with troop numbers the success percentages?); certain levels of authority/zeal/cunning are required to enable a general's active skills (like Rally, Inspire Confidence...) - the senate seats should be determined by the gravitas of the subfaction's guys, political plotting such as framing and I believe successful actions of characters of the faction? like, if you won a big battle in which a Cornelian was the general, the influence of House of Cornelia will rise? -the Senators can be used as kind of currency, if you want to appoint one of your House members as general, you pay a fee of seats in the senate. Someone mentioned earlier in this thread that the higher the number of Senators your house holds, the less likely a civil war
If anybody can fill in more detail or correct errors, please do so, this is just the high level gist afaik.
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Not a fan of the UI, and I've experienced so many bugs and glitches I don't even know ;__; Everything ship-related seems especially bad.
I paid 55 euros for this game, was really hyped for a new Rome, but I must say I am really disappointed. Too high expectations + some really obnoxious bugs that takes away from the experience = big frowny face
Can't really say I think it's worth 55 euros yet
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On September 05 2013 03:28 ACrow wrote:Show nested quote +On September 05 2013 02:45 andrewlt wrote:On September 05 2013 02:04 aXa wrote: Why don't people having problem with the UI just ask here what they are looking for ? I'll be glad to answer Alright, I'll bite. What do gravitas and ambition do? How does zeal, cunning and authority affect the stats of generals, admirals and the various other agents? What affects the number of judges (Carthage's version of the senate) you get? What bonuses and/or penalties do you get from the number or judges you control? I have no clue if the following is right (the encyclopedia and UI's tooltips suck big time), but here is my understanding so far: -a General/Admiral/stateman's gravitas determines how much he contributes to your factions influence in the senate (I guess the same for Carthage's judges) -ambition is a stat only members of an opposing subfaction can have; I think the higher it is, the more likely they are to plot against you (plot = frame you, assassinate your guys, openly rebell against you etc) - the three attributes of agents determine how proficient they are at performing certain actions and defendiung against them; i.e. the spy's poison is a cunning based attack, so the success percentage will be calculated somehow (no clue about the specifics) based on the spy's and the target's cunning; there are other options to achieve the same for the other stats, such as hidden weapons attack and zeal -a general's cunning determines the accuracy of auto resolve prediction (and together with troop numbers the success percentages?); certain levels of authority/zeal/cunning are required to enable a general's active skills (like Rally, Inspire Confidence...) - the senate seats should be determined by the gravitas of the subfaction's guys, political plotting such as framing and I believe successful actions of characters of the faction? like, if you won a big battle in which a Cornelian was the general, the influence of House of Cornelia will rise? -the Senators can be used as kind of currency, if you want to appoint one of your House members as general, you pay a fee of seats in the senate. Someone mentioned earlier in this thread that the higher the number of Senators your house holds, the less likely a civil war If anybody can fill in more detail or correct errors, please do so, this is just the high level gist afaik.
I think everything you said is true. Before gravitas modifies your influence in the senate, it is factored in by your characters ambition.
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On September 05 2013 02:09 floor exercise wrote: That's very generous of you but it's not for a lack of being able to figure out the UI. Your vast and comprehensive understanding of a bad UI doesn't change the fact that it's bad. It not being bad however would change that it's bad.
I don't see a lot of argument on how it's bad, exactly.
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hmm is there any good reason behind implementing Victory Points? It kind of annoys the hell out of me.
I am sieging a city with slightly inferior forces, forcing the AI to attack me. I could easily win with good positioning and outmanouvering the enemy army, but for some reason there is this random Victory Point in the middle of the map in a forest. The AI rushed to this point and captured it before our main armies even met, leading to a decisive defeat for me with zero losses on both sides.
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My problem with the UI isn't that I can't find stuff. I can. The problem is that I think its just damn bad.
By the way as far as I can tell, agents stats are really badly explained as to what they do... is there a way to really understand what +1 in a stat will exactly do ? As fas as I understand general stats increase some stuff displayed in tooltips and unlock abilities. Agent stats increase the chance of an hostile action, but it doesn't seem clear whether youshould chose one or another...
Edit: Alright here what I think is bad with the UI. I can work around those that's not the issue. 1. Sticky tooltips when mouse-overring provinces. Please add a small delay. 2. Many tooltips being entirely useless requiring to search the information elsewhere. Technologies for example, you over a technology, it display only the tech rate in the tooltip while the real information has to be read on the left. Same thing with agent upgrades. 3. Technology tree... what the fuck is that. 6 mini small trees with only 9 icons each. Why not just use a big interface menu showing everything at once like Shogun 2 or Civ games. 4. Big ugly squares. Feels like half the screen is cluttered with big square in a transparent grey. Where has gone the discrete and stylized UI of Shogun 2 ? And this advisor is huge and ugly :/ 5. Province construction is okayish but I'd like a more intuitive way when you select a settlement to be directed to that settlement construction rather than having to check the settlement name and then look for it in the province menu. 6. Agent stats are awfully explained in their tooltips. That's all I can think of right now.
Battle UI is okay however.
Anyway, can't play the game right now Computer is busy doing simulations for work occupying 75% of CPU ressources (3 cores). Unless the game uses only 1 core but I doubt it. I'll have to play civ5 xD
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On September 05 2013 03:37 Nesto wrote: hmm is there any good reason behind implementing Victory Points? It kind of annoys the hell out of me.
I am sieging a city with slightly inferior forces, forcing the AI to attack me. I could easily win with good positioning and outmanouvering the enemy army, but for some reason there is this random Victory Point in the middle of the map in a forest. The AI rushed to this point and captured it before our main armies even met, leading to a decisive defeat for me with zero losses on both sides.
seriously... this thing is so stupid... Lets put my victory point between me and a larger army... he has cavalry and I dont... love having to race to defend an arbitrary point on the map
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On September 05 2013 03:50 MaestroSC wrote:Show nested quote +On September 05 2013 03:37 Nesto wrote: hmm is there any good reason behind implementing Victory Points? It kind of annoys the hell out of me.
I am sieging a city with slightly inferior forces, forcing the AI to attack me. I could easily win with good positioning and outmanouvering the enemy army, but for some reason there is this random Victory Point in the middle of the map in a forest. The AI rushed to this point and captured it before our main armies even met, leading to a decisive defeat for me with zero losses on both sides.
seriously... this thing is so stupid... Lets put my victory point between me and a larger army... he has cavalry and I dont... love having to race to defend an arbitrary point on the map
Once the victory point locations are fixed, I think it will be great. On a siege map, I blocked the defenders army with some troop on narrow street and managed to capture the VP that way. It was fun because I was badly outnumbered.
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