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TorakFade posted:moving pops becomes mandatory once you start racking up hundreds of slaves in your capital That's what I thought too, but then I just let them starve out. You get so many slaves in your capital anyway that you can replace any dying ones through war easily. Edit: great first post of the page.
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# ? Apr 29, 2019 06:57 |
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# ? May 28, 2024 09:30 |
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Dr. Video Games 0031 posted:I'm able to forgive a lot of stuff in this game, but one system I absolutely hate is the tactics system. It's not strategic. It's just rock papers scissors guesswork. And it's very unclear to players how it works, considering the number of people i've seen confused thinking tactics give passive bonuses that don't actually exist. It's pure RPS, and it's garbage. The AI will switch tactics willy nilly and you just have to guess and hope you're right. It's basically RNG, except it's worse than dice rolls because it makes players feel bad about choosing the wrong choice. How is this fun? Why can't tactics just give passive always-on bonuses based on unit compositions and terrain (and possibly against other compositions?), with penalties or restrictions to changing them often? That way it would at least feel rewarding for building armies and using them correctly. Instead we just have to play bullshit guessing games. I think if the UI for it was a bit better it would be more fun (it's actually really awkward to try and figure out what tactics are good in some situations) but yeah the biggest problem at the moment is that there's minimal incentive to choose a tactic that you're actually good at; instead it's specifically about trying to pick the one which avoids you giving a bonus to the enemy's tactic. Which given the fact that the army composition modifiers was a late thing added during development isn't that surprising. I agree it would definitely feel better if your tactics gave you permanent bonuses which lined up with how well they suited your army composition, which were then lost if the enemy chose the correct opposing tactic. And let's have armies default to something that they're good at and not just shock every time. mmkay posted:That's what I thought too, but then I just let them starve out. You get so many slaves in your capital anyway that you can replace any dying ones through war easily. You can do this but it's nice to move slaves out into other cities in your capital province to produce capital excess bonuses, which will suck up like 100-150 slaves depending on how many there already are in your capital province.
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# ? Apr 29, 2019 07:23 |
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RabidWeasel posted:You can do this but it's nice to move slaves out into other cities in your capital province to produce capital excess bonuses, which will suck up like 100-150 slaves depending on how many there already are in your capital province. Yeah, that's what I started to do until I got a natural surplus for the capital bonus in the whole province. But then it felt like a waste to spend over a thousand of civic points to fix this: So I guess, welcome to Macedonian Rome
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# ? Apr 29, 2019 07:34 |
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Zurakara posted:
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# ? Apr 29, 2019 07:34 |
trapped mouse posted:Not sure how this event specifically works, but yes, it does matter. Often time that character will be put in a debtor's prison and will be unable to fill any positions until they have paid off their debt in prison. I've had that happen a couple times when I have a governor pay money to a province over some issue. In my experience it doesn't matter one lick if the character is your ruler though.
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# ? Apr 29, 2019 07:51 |
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mmkay posted:Yeah, that's what I started to do until I got a natural surplus for the capital bonus in the whole province. But then it felt like a waste to spend over a thousand of civic points to fix this: You could always build a fuckload of granaries, they also make your slaves happier. If you've hit the civilisation cap you get much less of a benefit from more marketplaces.
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# ? Apr 29, 2019 07:54 |
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Zane posted:the portraits for this game are really great. they're diverse as heck and pull more than their weight in adding characterization. yeah they did a good rear end job. They're also pretty diverse in terms of clothing and hair style across cultures. Armenian nobility looks fly af
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# ? Apr 29, 2019 07:57 |
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Wait is that literally Germanic tribe Iosif Stalin? mmkay posted:That's what I thought too, but then I just let them starve out. You get so many slaves in your capital anyway that you can replace any dying ones through war easily. Fact is, the ones dying of starvation seem to always be freemen or citizens, not slaves. And gently caress me if I am going to have those die and then promote, assimilate, convert literal dozens of slaves at 3 clicks each to replace them
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# ? Apr 29, 2019 08:03 |
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Is there a policy that converts slaves? I know there's one for tribesmen.
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# ? Apr 29, 2019 08:16 |
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Eimi posted:Is there a policy that converts slaves? I know there's one for tribesmen. There's the social mobility province policy, which randomly promotes/demotes one of your pops, targeting an even split of citizens/freemen/slaves; it sucks, because I do want more citizens than freemen and more freemen than slaves, generally... This is the weakest part of the game IMO, interacting with pops is clunky, slow and frustrating without a ledger, batch tools, region-wide or province-wide (e.g. religious conversion: with the macro builder you have to select which type of pop to convert. So say you have 5 citizens, 3 freemen, 2 tribesman and 4 slaves? You want to convert them all? Macro builder, convert pop, select citizen, click 5 times on the city, select freemen, click 3 times on the city and so on ... that's a lot of clicks) when I should just be able to see or select various options both at pop type level, and city/province level, like "convert 1 citizen for each city in the province, cost 300", "convert all pops in city, cost 500", "convert all freemen in province, cost 1000" and so on
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# ? Apr 29, 2019 08:30 |
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Another pleb tip: Frustrated by the senate? rear end in a top hat senators are denying your warmongering? Hold some games! You do this by going to the character interaction screen for your consul. Unless your consul is wildly unpopular (uncommon, since popularity's needed to be elected), holding games will frequently place your ruler over the 80 popularity threshold for acquiring more votes, which very often sways the senate in your favor. When available, this option is much better than swaying/overriding the senate with tyranny, since republics take a long time to burn off tyranny. It's another simple tip that most people have probably figured out on their own, but I find it easy to forget about the different character interaction options available. Dr. Video Games 0031 fucked around with this message at 10:40 on Apr 29, 2019 |
# ? Apr 29, 2019 10:26 |
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KOGAHAZAN!! posted:Uh... you can absolutely raise your own armies as a tribe. You can't alter the force composition of your retinues, true, but there's nothing stopping from raising regular forces too. You CAN do it but they're building so many it's a fast track to bankrupcy.
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# ? Apr 29, 2019 10:37 |
Post-launch dev diary outquote:Hi everyone and welcome to the first post-release development diary for Imperator!
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# ? Apr 29, 2019 10:59 |
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New dev diary available detailing balance changes not coming in the next patch, but the patch after that (to be released in a couple months): https://forum.paradoxplaza.com/forum/index.php?threads/imperator-development-diary-29th-april-2019.1172430/quote:Shattered Retreat quote:Governors
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# ? Apr 29, 2019 11:08 |
Dr. Video Games 0031 posted:Wait, so the finesse rating currently does nothing? Then what determines how quickly pops are converted/promoted/assimilated by provincial policies? Apparently? Funny because there was a dev diary before release that specifically tells you to use governors with a high Finesse score. Did they just... forget to make it do the thing?
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# ? Apr 29, 2019 11:33 |
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Imperator Rome: Pig stabbing costs are stackable
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# ? Apr 29, 2019 11:40 |
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Nice!quote:stability is now 0-100, and decays towards 50 over time. Of course all events and mechanics changing stability have been adapted to the new range. This will be cool and I really want to see where they want to go with it. Stability always felt a bit odd against all other systems in their games. Population Growth news are also cool. No news about a ledger, fixing the UI or making interaction with the moving parts of the game easier and friendlier, is not cool Dr. Video Games 0031 posted:Wait, so the finesse rating currently does nothing? Then what determines how quickly pops are converted/promoted/assimilated by provincial policies? :paradox:
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# ? Apr 29, 2019 11:44 |
TorakFade posted:This will be cool and I really want to see where they want to go with it. Stability always felt a bit odd against all other systems in their games. Population Growth news are also cool. No news about a ledger, fixing the UI or making interaction with the moving parts of the game easier and friendlier, is not cool I'm still wondering if manpower regen being abysmal is a bug or a feature, because it feels really broken. Pop growth news is tentatively good though.
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# ? Apr 29, 2019 11:50 |
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TorakFade posted:No news about a ledger, fixing the UI or making interaction with the moving parts of the game easier and friendlier, is not cool I'm guessing the UI stuff is a fairly non-trivial change whereas the things in this patch are mainly changing the numbers behind some buttons. Hopefully the summer patch will have a ton of that sort fix.
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# ? Apr 29, 2019 11:54 |
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I think Oratory power does too many things, I feel like it's all I'm ever waiting for! Also the game really should make you more aware when you've not put new ideas in your slots. I don't remember the tutorial covering it and it took a while before I even realised it was a thing.
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# ? Apr 29, 2019 12:03 |
Drone posted:I'm still wondering if manpower regen being abysmal is a bug or a feature, because it feels really broken. Pop growth news is tentatively good though. Manpower growth is supposed to be 25 years to full, instead of the 10 of EU4. Why is beyond me (possibly because it grows much faster than in EU4) but its not bugged.
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# ? Apr 29, 2019 12:04 |
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I'm not happy with UI but in general map works great and I dig gameplay. As Bosporan Kingdom I've conquered most civilized places around and now any expansion would either mean sailing into faraway lands I won't be able to defend or getting those tribesmen and opening my borders to barbarian hordes. Diplomacy might be too restricted compared to EU4, but it's a first time Paradox made it so that expansion for its own sake doesn't feel like it's always net positive. Even with people complaining about changes about territories and conversions you'd still benefit from a new 1/1/1 province in a middle of nowhere. Now a new province might mean a new powerful governor in your state, a bunch of useless people of wrong culture and wrong religion who produce nothing. It's easy to see how trading with that province instead would be much more beneficial.
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# ? Apr 29, 2019 12:10 |
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AtomikKrab posted:I got the albion achievement using manabuys and uh... temporary friends to help me conquer all of Britain. You can stop barbarian generation by taking/colonizing provinces next to the generating location and setting the province to the civilization focus. It will tick that location's civilization amount by some amount per month until eventually the barbarians just don't spawn anymore. You can also click on those barbarian generating locations and see what the current monthly tick is, etc.
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# ? Apr 29, 2019 12:10 |
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Also right now I irrationally want EU4 with that map - useful terrain mod - and proper UI scaling. Maybe CK2 with those portraits too. As for I:R the only thing that irritates me at the moment is a lack of province view (how many infidels are in that province? Should I switch the policy to conversion? Are freemen here unhappy in general? Should I import wine?) and the fact that I have to build each road province by province.
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# ? Apr 29, 2019 12:12 |
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"For Imperator, some things will be similar to how we have developed games since we released CK2, and some will be new. We will aim to have two major updates each year, with accompanying big expansions, where we focus on flavor in the paid content, while having core systems primarily part of the free patch. We have been working on ideas for our first expansion, but before starting on that one, we are doing a big free patch, which contains a lot of free features for all of you." This part of dev diary makes me hopeful. I've bought most of the content for CK2 and EU4 so it's not like I'm greedy. But I'm sure that core mechanics put in DLC made the game worse for everybody. It'll be fine if events/special governments/military traditions are all in DLCs if core mechanics remain part of the base game. I also didn't understand why stability is shown as just "1" instead of "+1" but it won't matter soon, won't it?
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# ? Apr 29, 2019 12:25 |
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Somebody put a lot of work in the inheritable dna and genes affecting face morphs and colors for characters to matter so little.
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# ? Apr 29, 2019 12:27 |
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I've realised that when you've got a shitload of religious power you can just declare war willy nilly. Why am I wasting time fabricating claims when I can just pay to get it back to 3 instantly? Especially when I've got so little oratory power. It's pretty frustrating that someone else can become war leader and bring their allies in because it's quite hard to work out who that would be, the game should make clearer "These will become war leader and X, Y, Z will join the war as a result". Taear fucked around with this message at 12:41 on Apr 29, 2019 |
# ? Apr 29, 2019 12:37 |
Nothingtoseehere posted:Manpower growth is supposed to be 25 years to full, instead of the 10 of EU4. Why is beyond me (possibly because it grows much faster than in EU4) but its not bugged. It also is ruined by paradox math. There's a thread on reddit but the tl;dr is that every city contribution to manpower is rounded down, so you end up losing 15-25% of your pops manpower. quote:What we are missing from this equation is that this is a Paradox game, which like all other Paradox games, suffers from a rather severe case of Paradox Maths. It turns out that your monthly Manpower does not just get rounded once per city, but rounded down once per city. In the example of the first screenshot, I am getting almost 1 Manpower less per month than I should since 2,075/300=6.917, but it gets rounded to 6, about 13% lower than it should be.
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# ? Apr 29, 2019 12:44 |
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Taear posted:It's pretty frustrating that someone else can become war leader and bring their allies in because it's quite hard to work out who that would be, the game should make clearer "These will become war leader and X, Y, Z will join the war as a result". It seemed to always do it for me? On the war declaration screen, there'll be the allies, and if an ally has an helmet next to the name it means it might bring his own allies and you can hover on the helmet to see who is likely to join (as far as I can tell that only happens when said ally will become warleader), plus in the final confirmation popup before the actual war it will tell you who becomes the warleader at least, 99% of the time. Then, 1% of the time, you'll declare war, the popup says no one would join, go for it, you're safe, and then you get dogpiled by a farcical amount of filthy unwashed Gaul tribes TorakFade fucked around with this message at 13:03 on Apr 29, 2019 |
# ? Apr 29, 2019 13:01 |
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Nothingtoseehere posted:Manpower growth is supposed to be 25 years to full, instead of the 10 of EU4. Why is beyond me (possibly because it grows much faster than in EU4) but its not bugged. 25 years is a generation, basically, so that makes sense to me. It does mean that you have to take a much longer-term view of your manpower budget than you would in EU. Less "this is what I have you the next war" and more "this is what I have for the next three wars". It also punishes you for dragging out wars for years trying to get every last province rather than taking the win and getting out quick. Both of which I think are net improvements to the formula. The one problem I see is that, because of the 1,000 man cohort size, the system doesn't scale well at the lower end- rather than simply fighting wars with smaller armies, you fight wars with the same size armies and have to wait longer in between. Cohort size is in defines, btw, so that could be changed. In a mod, even.
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# ? Apr 29, 2019 14:19 |
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TorakFade posted:It seemed to always do it for me? On the war declaration screen, there'll be the allies, and if an ally has an helmet next to the name it means it might bring his own allies and you can hover on the helmet to see who is likely to join (as far as I can tell that only happens when said ally will become warleader), plus in the final confirmation popup before the actual war it will tell you who becomes the warleader It's good that it's in there, but it really should be out in the list proper and not hidden in a tooltip. Might also be nice to have a little icon in there relating the exact nature of the relationship that an ally is getting called in on. Defensive league, ally, guarantee, vassal etc.
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# ? Apr 29, 2019 14:22 |
So I backed up my save to try to form the Roman Empire and it involved doing basically nothing for 20 years but stockpiling money, mana and finding one guy to be my new emperor and make him as wealthy and popular as possible. I got my chosen hero popular by fighting a series of opm's and holding a triumph after each battle. I paid him huge sums of gold from the state treasury. When he became Consul I paid for the populist faction to get 60 seats in the senate which got me a hefty dose of tyranny. Then I had to change my election law over and over again because each time you change it you gain three populist senators. This cost about 2000 Oratory power total. Finally I could ...become a king??? and lose everything that made rome special such as laws and offices? Then I need to do another decision to actually become an empire that requires 600 cities? This seems really dumb. First off it's impossible to actually enact the form a monarchy decision without exploiting the game because whenever you have more than 50 senators in a faction they trend downward and not up no matter how popular they are. Having to spend 20 years worth of power on changing your law over and over to actually get support can't be working as intended. And why do you become a regular kingdom before you unlock the decision to be The Roman Empire.
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# ? Apr 29, 2019 14:23 |
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KOGAHAZAN!! posted:It's good that it's in there, but it really should be out in the list proper and not hidden in a tooltip. Oh yes of course. Everything UI can and should be improved. Couple questions: what are you people spending all your Oratory power for? I don't change laws very often, I'm loving tired of clicking "assimilate" (I should do it on, uhhhh, about 7000 pops?) and since a single claim for a province usually gives you a fairly big chunk of land, most often you can't even spend it all in claims (btw do claims ever expire?) earlier in the thread someone posted a link to a podcast about ancient history , what was that again? And/or do you have any recommended, relevant podcast to listen to while I wait for sieges to progress or armies to slowly move across the whole adriatic coastline?
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# ? Apr 29, 2019 14:32 |
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TorakFade posted:earlier in the thread someone posted a link to a podcast about ancient history , what was that again? And/or do you have any recommended, relevant podcast to listen to while I wait for sieges to progress or armies to slowly move across the whole adriatic coastline? If it wasnt Dan Carlin's punic nightmares or death throes of the republic they linked the wrong podcast
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# ? Apr 29, 2019 14:35 |
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Eimi posted:Quick question about formables, I'm guessing that since Sparta is a monarchy you cannot form the Pan-Hellenic League? At least decision wise I just have Arkadia and Argead Empire, and I don't really want to move the capital from Sparta to form Arkadia. I think something is bugged or scripted wrong for the Greek formables too, because as Boeotia I don’t have the Pan-Hellenic League decision as an option, but for some reason I can form Arcadia despite not being that culture or in the region. Boeotia is a tough Greek Minor to play as BTW, especially since the beginning game is all about racing to re-absorb Thebes before Phrygia does, and then figuring out how to actually get access to boats when all avenues of expansion are held by either Phrygia or Macedon. That being said, they do have a slightly better starting situation than most Greek minors and can get trade access to iron fairly easily.
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# ? Apr 29, 2019 14:43 |
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TorakFade posted:Couple questions: what are you people spending all your Oratory power for? I don't change laws very often, I'm loving tired of clicking "assimilate" (I should do it on, uhhhh, about 7000 pops?) and since a single claim for a province usually gives you a fairly big chunk of land, most often you can't even spend it all in claims (btw do claims ever expire?) Oratory power is also spent on character interactions. I think organizing gladiatorial fights between prisoners is a good boost for ruler popularity. You also smear the reputation of everybody important. The podcast was probably this one https://thehistoryofrome.typepad.com/ Everyone recommends it even though I myself didn't find it that engaging. The performance is not so good. Something like Dan Carlin's Hardcore History would be much much much less reliable but he makes you want to listen to him. I'd also recommend Great Courses which is read by university professors. https://www.thegreatcourses.com/category/history.html?CFM=mega_menu They might look a little click-baitish but I assure you that you won't find anything of higher quality. It looks pricey but you have a 14 days trial on Great Courses Plus if you want to do it in legal but cheap way.
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# ? Apr 29, 2019 14:54 |
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What's a good way to marry women of your ruling family? Tooltip says that I can only "arrange marriage" with foreign characters. But what if I want a woman to stay in my country?
ilitarist fucked around with this message at 15:55 on Apr 29, 2019 |
# ? Apr 29, 2019 15:11 |
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ilitarist posted:Oratory power is also spent on character interactions. I think organizing gladiatorial fights between prisoners is a good boost for ruler popularity. You also smear the reputation of everybody important. Thanks. Well I think I'm going for Dan Carlin's one, it's kinda cheap and it seems like the guy is fun to listen to, which is ideal since I want to listen to a podcast to alleviate boredom, not compound it About character interactions, I regularly forget about them except when I need to smear someone's rep or make friends with a leader, which doesn't happen all that often. I also didn't even know you could arrange marriages until very recently
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# ? Apr 29, 2019 15:30 |
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ilitarist posted:What's a good way to marry women of your ruling family? Tooltip says that I can only "arrange marriage" with foreign characters. But what if I want a woman to stay in my country? Find a man in your country and marry her from there? I think that's how I did it in my Macedon run.
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# ? Apr 29, 2019 15:59 |
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# ? May 28, 2024 09:30 |
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Does anyone know if there’s a quick/ easy way to play as a country with the Cybelene religion as its majority state religion? Cappadocia seems to be the best tag for this but I don’t know how to get the ruling class / government to be majority Cybelene or Anatolian in culture.
Spiderfist Island fucked around with this message at 16:23 on Apr 29, 2019 |
# ? Apr 29, 2019 16:02 |