Reforms Guide
Reforms Basic Information:
- Make sure you don't have any other mods that affect the scripting.lua file (camera mods, etc).
- Current cultures with Reforms: Rome, Carthage, Celtic, Gallic, Iberian, German, and Hellenic.
- Reforms are based on two factors: Imperium level and turn number. We may add more complicated triggers in the future.
- When a Reform for a faction occurs, new units will be available to recruit and the older versions will no longer be recruitable.
- The AI has different requirements for Reforms, they only require a certain turn number.
- Technologies that unlock barracks types are still present, as each barracks level has a value in each reform tier.
- Some units will be restricted until the global reform happens for that culture type, for example Thorax units for Armenia or certain Auxiliaries for Rome.
Player Cultural Reform Triggers:
Rome
Polybian - Imperium level 3, minimum turns 40
Marian - Imperium level 5, minimum turns 100
Imperial - Imperium level 7, minimum turns 210
Carthage
Late Reforms - Imperium level 5, minimum turns 120
Greek\Successor Kingdoms
Thureos - Imperium level 3, minimum turns 50
Thorax - Imperium level 5, minimum turns 120
Barbarian (German, Celtic, Gallic, Celtiberian)
Neitos - Imperium level 5, minimum turns 80
AI Cultural Reform Triggers:
Rome
Polybian - Turn 50
Marian - Turn 130
Imperial - Turn 240
Carthage
Late Reforms - Turn 140
Greek\Successor Kingdoms
Thureos - Turn 60
Thorax - Turn 140
Barbarian (German, Celtic, Gallic, Celtiberian)
German - Turn 105
Iberian - Turn 110
Celtic - Turn 106
Reforms-Exclusive Units by Culture:
Rome
Camillan
Accensi, Equites Extraordinarii (Early), Equites (Early), Hastati (Early), Leves, Pedites Extraordinarii (Early), Principes (Early), Rorarii (Early), Triarii (Early)
Polybian
Equites Extraordinarii (Late), Equites (Late), Hastati (Late), Pedites Extraordinarii (Late), Polybos, Principes (Late), Rorarii (Late), Scorpio (Fixed), Triarii (Late), Velites
Marian
Antesignani, Ballista, Scorpio, Scorpio (Fixed), Ala Legionaria (Legionary Cav), Cohors Praetoria, Polybos, Legionarii Socii Extraordinarii, Legionaries (Based on location, see AoR guide below).
Imperial
Ballista, Scorpio, Scorpio (Fixed), Equites Legionis, Polybos, Equites Singulares, Custodes Praetorii, Cohors Vigilum, Legionary Cohorts (Based on location, see AoR guide below).
Greek
Note: Pike units available from start for Seleucid, Macedon, Egypt, Baktria, Pergamon and Epirus
Start
Machairaphoroi, Ekdromoi Hoplites, Hoplites, Light Hoplites, Metoikoi Hoplites, Native Hoplites, Periokoi Hoplites, Pontic Light Spearmen
Thureos
Egyptian Katoikoi Pike, Bronze Shield Pike, Ekdromoi Hoplites, Foot Companions, Hoplites, Kleoruchoi Pike, Levy Pike, Levy Thureos Spears, Periokoi Hoplites, Periokoi Pike, Periokoi Spears, Periokoi Swords, Greek Pikes, Thureos Hoplites, Thureos Swords, Thureos Spears
Thorax
Bosphorus Heavy Archers, Bosphorus Heavy Infantry, Bosphorus Sarmatian Cataphracts, Bosphorus Thorax Sword Elite, Egyptian Kleruchoi Agema Pike, Armoured Hoplites, Bronze Shield Pike, Foot Companions, Hellenic Cataphracts, Late Ekdromoi Hoplites, Levy Thureos Spears, Periokoi Sword, Periokoi Spears, Periokoi Thorax Pike, Periokoi Thorax Spears, Royal Swordsmen, Royal Thorax Swords, Silver Shield Pike, Silver Shield Sword, Thorax Hoplites, Thorax Legionary, Thorax Pike, Thorax Spears, Thorax Swords, Thureos Hoplites, Thureos Spears, Thureos Swords, White Shield Pike, Illyrian Heavy Spear, Illyrian Heavy Sword, Massilian Veteran Sword, Pontic Heavy Archers, Pontic Heavy Infantry, Pontic Thorax Sword Elite, Syrian Heavy Peltasts
Carthage
Start
African Pike, Hoplites, Libyan Hoplites, Libyan Infantry, Light Libyan Infantry, Pikes
Late
Infantry, Late African Pike, Late Hoplites, Late Libyan Hoplites, Late Libyan Infantry, Late Pikes
Celtic
Start
Axe Warriors, Appea Gaedotos, Fierce Swords, Galatian Spears, Galatian Swords, Levy Freemen, Light Horse, Londo Epatoi, Noricene Gaecori, Short Swords, Spear Warriors, Warriors
Neitos
Acus Eporedoi, Ballista, Scorpio, Chosen Spear, Chosen Sword, Galatian Legionaries, Galatian Noblemen, Galatian Royal Guard, Heavy Horse, Mori Gaesum, Noble Horse, Oathsworn, Scorpio (fixed), Spear Nobles, Sword Followers, Uisusparos Kingetoi, Veteran Spears
Iberian
Start
Cantabrian Goidilic Levy Spearmen, Cantabrian Light Infantry, Heavy Infantry, Light Cavalry, Lusitani Light Infantry, Lusitani Light Spearmen, Scutarii Spear, Scutarii, Spearmen, Swordsmen
Loricati
Arevaci Medium Infantry, Arevaci Medium Spear, Arevaci Medium Cavarly, Ballista, Cantabrian Ambacti, Cantabrian Ebherni Spear, Cantabrian Medium Infantry, Scorpio, Light Spearmen, Loricati Scutarii Spear, Loricati Scutaii, Lusitani Medium Spearmen, Lusitani Shock Infantry, Medium Cavalry, Medium Infantry, Scorpio (fixed), Veteran Shield Warriors
German
Start
Bloodsworn, Club Levy, Dreugulozez Brunjadoi, Longbow Hunters, Noble Riders, Scout Riders, Sloxonez, Spear Levy, Sword Masters, Wodonaz Spears, Xosenthozez Xazdadoi
Neitos
Ballista, Scorpio, Dreugulozez Exworeidondijoi, Gaizoz Frije, Herthaganautoz, Herunautoz, Marthathegnoz, Ridanz, Scorpio (Fixed), Skutjanz, Slaganz, Spear Brothers, Speudogordoz, Thegnoz Drugule
Reforms FAQ:
Q. My Reforms are not working or are not activating, what is wrong?
A. You may be using another mod that affects the scripting.lua file, which will conflict with DeI. These include camera mods. Also, Reforms will not work with a save game that didn't start with DeI version 0.8 or later.
Q. Why do you use Imperium level rather than a specific set of circumstances?
A. We wanted to allow the players more freedom in how to progress their campaigns. Rather than having a specific set of historical circumstances that have to be met on every playthrough, we felt the Imperium mechanic allows for a more open-ended campaign experience that can still include historical reforms. The Imperium requirement is our baseline to introduce and test Reforms. We may eventually change the triggers to be more specific.
Q. Why did you choose to have a minimum turn number rather than a set historical year for the reforms?
A. Because our mod is 4 turns per year, it just wasn't feasible to set the reforms at their historical date. For example, if we wanted to make Marian Reforms occur around 100 B.C, the player would have to play almost 700 turns to reach that. While we want the player to have a historical experience, we also take into account gameplay to create a more reasonable setting.
Q. Why did you choose Imperium level X or turn number Y?
A. We tried to balance empire size and game length so that the Reforms are obtainable at junctions that make sense for gameplay.
Q. Why can't I upgrade units from my previous reforms to newly reformed units?
A. While we want this to be possible, we currently can't use the technology upgrade mechanic to achieve this idea. Perhaps there will be some other way to do this in the future that does not use the technology upgrade table.
Q. Why are some garrison units from reform periods other than my current one?
A. Unfortunately, the scripting limitations of the game prevent us from changing garrison units properly. We have tried to work around this where possible, but there may be a few odd units here and there.
Q. Why are the Reform event messages generic rather than Reform-specific?
A. For now, we have to use existing but unused events from vanilla to create the event messages. CA will supposedly be fixing the inability to create new events. When that happens, we will have detailed Reform messages for the various Reform types.