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TheRealMomo

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Apr 21, 2015
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Hi guys! Been playing the hell out of imperator rome since 2.0 hit and it's massivly cool. This is going to be a pretty random list of more or less minor things that kept popping up that need to be addressed somehow. These include mostly smaller issues and should be relativly easy to address (I think). Everything is ofc only my own experience with the game so pls correct me if I'm in the wrong at any of this. I'll include small suggestions or ideas how to fix them as well. If you have some other problem that I missed, feel free to answer on this thread and I'll add them to the list.

Problem 1: There is no way to check if client states of other nations are loyal or not.
Solution 1: Add an icon and a number.

Problem 2: Disloyal vassals don't act passivly in a defensive war - even tho they should according to the wiki or like in eu4.
Solution 2: This just seems like a bug tbh. Should be easily fixable. Came up a lot while playing parnia - the event to kick off a war with the seleucids gives bactria a massive loyalty malus. They still go out of their way to siege you out. Confirmation for their disloyalty was given by them joining a seleucid revolt/civil war on the civil wars side a few months into the war. Which they only do if they are disloyal. (This happened every time)

Problem 3: Big empires are too stable right now. You never see them collapse. They rarely have civil wars, that most of the time don't really hinder them much - especially in the long term. Regular provincial revolts don't do anything at all. (Applies to players, too.)
Solution 3: Bunch provincial revolts up or buff them is some way, so they become more deadly than an annoyance. Give more meaningful ways to interact with enemy governors or civil war factions. Maybe something like supporting them and becoming an automatic ally with them if the civil war fires. (Getting land in return maybe?) Also there needs to be a way to actually break an empire with internal revolts. They bounce back way to easily after winning (or losing for that matter) against a civil war.

Problem 4: There is no incentive to go for legions at all. Why? Your levy size decreases SO much from switching to the legion law, it's not even funny. This means your troops may be specialised at that point. But they are expensive as hell and you will have maybe half of the troop count that you had before. Also: Training troops might be worth it for small realms with a limited legion size. On larger empires training them becomes super expensive and you'll have to train all of them to gain a significant amount of military experience. While playing without them doubles your cohorts that participate in fights and in larger wars that gives you MUCH more military experience after the war that however much you lose from not being able to train troops.
Solution 4: Nerf the amount of army experience you get from dispanding levies or make it scale with your empire size. That way it becomes more meaningful for small realms (where it basically doesn't have any effect at all) and less overpowered for larger realms. Also, make legions cheaper or decrease the impact on levy size multiplier - a more interesting way to deal with this would be to exclude a pop group from being able to join regular levies, while still counting for legion size and being able to be deployed in legions. It's hard to give a great solution here, but this needs to be rebalanced somehow.

Problem 5: (Migratory) Tribes don't have a good way to generate army experience in the early to mid game. Since they can't tech efficiently they don't have any advantage over more civiliced nations.
Solution 5: Basically see above. Since they are not able to recruit legions ever and their armies start out as very small they have no efficient way of getting army experience. Making them get more army experience would be a cool way to balance the fact they can't tech up very well (having not a lot of starting cities and getting a debuff for tech points while having below 100% centralization). Maybe give tribes just a big modifier to army experience gain or allow them to gain army experience from raiding cities. Alternatevly buff the amount of research points they get from raizing cities of more advanced neighbours/scale the amount with the amount of techs you are behind the target nation. Basically making teching through stealing and looting tech somewhat viable.

Problem 6: Spawned levies default to shock tactics and have their cohort arrangement defaulted. This is super annoying to micro for larger empires and tribes with a lot of individual non mergable stacks.
Solution 6: Either allow us to fill out a template for every culture or region or alternativly save previously filled out tactics till the next time you raise the same troops.

Problem 7: The alexander cb and its other iterations are terrible and don't do what they are supposed to. What I mean with that is, that the cb is supposed to conquer a lot of land without hitting the 100% warscore limit. This doesn't work and is more annoying than it should be for 2 reasons: Provinces need to be sieged manually again instead of being sieged as a whole once you conquer the capital and everytime you resiege some random province that your enemy occupied you get ae again. This results in the war giving you MUCH more ae than a regular conquest war would have, while increasing the tedium a lot. Example: The seleucids and the antigonids wage war using this cb. The fighting is a back and forth and bot sides take the border provinces and lose them again. Result: Both sides ammassing massive amounts of ae for no gain at all.
Solution 7: First, please make provinces flip ownership as a whole instead of cities flipping individually. Second, give each province a cooldown modifier, so that if you conquer a province, it flips, gives you ae, then it gets a cd modifier for let's say 2 years, in which this province can be flipped back and forth by both sides without giving them more ae.

Problem 8: Migratory tribes needing stab to migrate provinces is clunky and turnes the whole early game into a boring waiting game and don't forget you need stab on changing laws too.
Solution 8: Introducing a new ressource for tribal nations - like cohesion or sth that is affected by migrating instead of stab. Maybe link that to army experience somehow (see above). (Maybe even replacing stab as a whole for migratory tribes

Problem 9: The Rome AI never conquers southern Gaul and very rarely iberia. They always go for greece first (that makes sense, so good), then Illyria (also nice), sometimes they get some stuff from carthage in northern africa and spain (after being dragged into a war, not really by choice), and then they just conquer the tribes north of illyria instead of conquering the more useful cities on the mediteranian coastline. This makes the game even more eastern centric than it allready is, there's barely anything goin gon in the west. Britains doing nothing all game, spain is boring and after carthage loses the rome (they always do), it becomes even more stale and gaul is super non interventional too.
Solution 9: Incentivise the Rome AI to take their mission trees that lead to gaul/iberia. I think that would hint them in the right direction. Also give tribes a way to form a sort of coalition against larger civilised threats like rome - rn confederations are lackluster for tackling larger foes in a more preemptive/aggressive way.

Problem 10: Barbarian AI's don't build cities ever. Resulting in them never teching and being a joke overall. Playing in gaul makes you the only one needing to build cities, so you'll have to reach a similiar city density in gaul like it is in italy or greece for example. Which is tedious, annoying and gives you a massive disadvantage.
Solution 10: Give Settled Tribes a new generic mission tree focused on improving their home province (not state, province!), that gives you a choice in the end to make your capital a city or get some temporary buffs instead. (maybe focus it around cohesion and army experience too?). Maybe allow this mission tree to pop up for any province as long as an accepted culture is in the majority in that province or sth. This would make gaul, hispania, britain and germania much more interesting and increase the population size for the late game a lot. (I mean rome DID have a hard time fending off some germanic tribes even at the height of their power. (More pops, cohesion system or at least better army experience gain, coalition/confederation system and potential way to tech by raiding would gibe them a much better shot in the later stages of the game.)
 
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Hi guys! Been playing the hell out of imperator rome since 2.0 hit and it's massivly cool. This is going to be a pretty random list of more or less minor things that kept popping up that need to be addressed somehow. These include mostly smaller issues and should be relativly easy to address (I think). Everything is ofc only my own experience with the game so pls correct me if I'm in the wrong at any of this. I'll include small suggestions or ideas how to fix them as well. If you have some other problem that I missed, feel free to answer on this thread and I'll add them to the list.

Problem 1: There is no way to check if client states of other nations are loyal or not.
Solution 1: Add an icon and a number.

Problem 2: Disloyal vassals don't act passivly in a defensive war - even tho they should according to the wiki or like in eu4.
Solution 2: This just seems like a bug tbh. Should be easily fixable. Came up a lot while playing parnia - the event to kick off a war with the seleucids gives bactria a massive loyalty malus. They still go out of their way to siege you out. Confirmation for their disloyalty was given by them joining a seleucid revolt/civil war on the civil wars side a few months into the war. Which they only do if they are disloyal. (This happened every time)

Problem 3: Big empires are too stable right now. You never see them collapse. They rarely have civil wars, that most of the time don't really hinder them much - especially in the long term. Regular provincial revolts don't do anything at all. (Applies to players, too.)
Solution 3: Bunch provincial revolts up or buff them is some way, so they become more deadly than an annoyance. Give more meaningful ways to interact with enemy governors or civil war factions. Maybe something like supporting them and becoming an automatic ally with them if the civil war fires. (Getting land in return maybe?) Also there needs to be a way to actually break an empire with internal revolts. They bounce back way to easily after winning (or losing for that matter) against a civil war.

Problem 4: There is no incentive to go for legions at all. Why? Your levy size decreases SO much from switching to the legion law, it's not even funny. This means your troops may be specialised at that point. But they are expensive as hell and you will have maybe half of the troop count that you had before. Also: Training troops might be worth it for small realms with a limited legion size. On larger empires training them becomes super expensive and you'll have to train all of them to gain a significant amount of military experience. While playing without them doubles your cohorts that participate in fights and in larger wars that gives you MUCH more military experience after the war that however much you lose from not being able to train troops.
Solution 4: Nerf the amount of army experience you get from dispanding levies or make it scale with your empire size. That way it becomes more meaningful for small realms (where it basically doesn't have any effect at all) and less overpowered for larger realms. Also, make legions cheaper or decrease the impact on levy size multiplier - a more interesting way to deal with this would be to exclude a pop group from being able to join regular levies, while still counting for legion size and being able to be deployed in legions. It's hard to give a great solution here, but this needs to be rebalanced somehow.

Problem 5: (Migratory) Tribes don't have a good way to generate army experience in the early to mid game. Since they can't tech efficiently they don't have any advantage over more civiliced nations.
Solution 5: Basically see above. Since they are not able to recruit legions ever and their armies start out as very small they have no efficient way of getting army experience. Making them get more army experience would be a cool way to balance the fact they can't tech up very well (having not a lot of starting cities and getting a debuff for tech points while having below 100% centralization). Maybe give tribes just a big modifier to army experience gain or allow them to gain army experience from raiding cities. Alternatevly buff the amount of research points they get from raizing cities of more advanced neighbours/scale the amount with the amount of techs you are behind the target nation. Basically making teching through stealing and looting tech somewhat viable.

Problem 6: Spawned levies default to shock tactics and have their cohort arrangement defaulted. This is super annoying to micro for larger empires and tribes with a lot of individual non mergable stacks.
Solution 6: Either allow us to fill out a template for every culture or region or alternativly save previously filled out tactics till the next time you raise the same troops.

Problem 7: The alexander cb and its other iterations are terrible and don't do what they are supposed to. What I mean with that is, that the cb is supposed to conquer a lot of land without hitting the 100% warscore limit. This doesn't work and is more annoying than it should be for 2 reasons: Provinces need to be sieged manually again instead of being sieged as a whole once you conquer the capital and everytime you resiege some random province that your enemy occupied you get ae again. This results in the war giving you MUCH more ae than a regular conquest war would have, while increasing the tedium a lot. Example: The seleucids and the antigonids wage war using this cb. The fighting is a back and forth and bot sides take the border provinces and lose them again. Result: Both sides ammassing massive amounts of ae for no gain at all.
Solution 7: First, please make provinces flip ownership as a whole instead of cities flipping individually. Second, give each province a cooldown modifier, so that if you conquer a province, it flips, gives you ae, then it gets a cd modifier for let's say 2 years, in which this province can be flipped back and forth by both sides without giving them more ae.

Problem 8: Migratory tribes needing stab to migrate provinces is clunky and turnes the whole early game into a boring waiting game and don't forget you need stab on changing laws too.
Solution 8: Introducing a new ressource for tribal nations - like cohesion or sth that is affected by migrating instead of stab. Maybe link that to army experience somehow (see above). (Maybe even replacing stab as a whole for migratory tribes

Problem 9: The Rome AI never conquers southern Gaul and very rarely iberia. They always go for greece first (that makes sense, so good), then Illyria (also nice), sometimes they get some stuff from carthage in northern africa and spain (after being dragged into a war, not really by choice), and then they just conquer the tribes north of illyria instead of conquering the more useful cities on the mediteranian coastline. This makes the game even more eastern centric than it allready is, there's barely anything goin gon in the west. Britains doing nothing all game, spain is boring and after carthage loses the rome (they always do), it becomes even more stale and gaul is super non interventional too.
Solution 9: Incentivise the Rome AI to take their mission trees that lead to gaul/iberia. I think that would hint them in the right direction. Also give tribes a way to form a sort of coalition against larger civilised threats like rome - rn confederations are lackluster for tackling larger foes in a more preemptive/aggressive way.

Problem 10: Barbarian AI's don't build cities ever. Resulting in them never teching and being a joke overall. Playing in gaul makes you the only one needing to build cities, so you'll have to reach a similiar city density in gaul like it is in italy or greece for example. Which is tedious, annoying and gives you a massive disadvantage.
Solution 10: Give Settled Tribes a new generic mission tree focused on improving their home province (not state, province!), that gives you a choice in the end to make your capital a city or get some temporary buffs instead. (maybe focus it around cohesion and army experience too?). Maybe allow this mission tree to pop up for any province as long as an accepted culture is in the majority in that province or sth. This would make gaul, hispania, britain and germania much more interesting and increase the population size for the late game a lot. (I mean rome DID have a hard time fending off some germanic tribes even at the height of their power. (More pops, cohesion system or at least better army experience gain, coalition/confederation system and potential way to tech by raiding would gibe them a much better shot in the later stages of the game.)
Those are my thoughts:
1) Now I don’t remember correctly but I’m pretty sure that there is an icon in the diplomatic screen, but probably I’m wrong
2) I totally agree and it happened also to me in my last Parnia gameplay (abandoned for this reason). I think the whole vassals system should be reworked. Now is like impossible for them to revolt against their overlord. I would like along with a new whole mechanic rework a much more dynamic and intelligent vassal loyalty, so that when they have the opportunity they would revolt. When a vassal revolts the overlord would have two options: declare war for conquest or subjugation (the latter without any aggressive expansion hit) or grant indipendence (with negative hits on legitimacy/senate approval). That would come along with my Rebellions rework.
3) See my ^^^rebellions rework^^^
4) I think it is fine that the player would have to decide if go for a numerous but unexperienced army or for a smaller but professional (and much more expensive) one. Also it is right for big empires to develop more military traditions as they are more multicultural and there is much more experience (more men that go to war+more different cultures that are involved=better and more developed military tradition) However I would prefer a system were military experience is mostly gained from battles and sieges and the amount received from disbanding levies and training legions is reduced.
5) I agree, tribes, especially migratory ones, need a deep rework and more dedicated mechanics and I also agree that razing should be a priority for tribes but I disagree on the tech thing, as for me it is right that tribes have a slower technological development.
6) I think they should start with the most efficient one for the army composition
7) I TOTALLY agree and also it causes orribile bordergore all the time. I think that developers, instead of changing how the warscore/peace deals system work they preferred to introduce this terrible feature. It is a step back from the “whole province siege if the capital is sieged”introduction that instead was perfect especially for diadochi wars. But I would like also your suggestion. I think that currently the peace deals of IR are worst of all paradox games.
8) I agree
9) I would prefer if it is the senate that give short missions to the player relatively to his current situation but I can agree with it. In general conflict between same power nations should be more incentivised, both for the AI and the player.
Also read my Leagues and coalitions rework suggestion for more powerful local powers/city-states.
10) I think it is right that tribes don’t want to build cities because they aren’t a civilised nation. Instead tribes would receive more dedicated mechanics for a more unique gameplay.
 
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Those are my thoughts:
1) Now I don’t remember correctly but I’m pretty sure that there is an icon in the diplomatic screen, but probably I’m wrong
2) I totally agree and it happened also to me in my last Parnia gameplay (abandoned for this reason). I think the whole vassals system should be reworked. Now is like impossible for them to revolt against their overlord. I would like along with a new whole mechanic rework a much more dynamic and intelligent vassal loyalty, so that when they have the opportunity they would revolt. When a vassal revolts the overlord would have two options: declare war for conquest or subjugation (the latter without any aggressive expansion hit) or grant indipendence (with negative hits on legitimacy/senate approval). That would come along with my Rebellions rework.
3) See my ^^^rebellions rework^^^
4) I think it is fine that the player would have to decide if go for a numerous but unexperienced army or for a smaller but professional (and much more expensive) one. Also it is right for big empires to develop more military traditions as they are more multicultural and there is much more experience (more men that go to war+more different cultures that are involved=better and more developed military tradition) However I would prefer a system were military experience is mostly gained from battles and sieges and the amount received from disbanding levies and training legions is reduced.
5) I agree, tribes, especially migratory ones, need a deep rework and more dedicated mechanics and I also agree that razing should be a priority for tribes but I disagree on the tech thing, as for me it is right that tribes have a slower technological development.
6) I think they should start with the most efficient one for the army composition
7) I TOTALLY agree and also it causes orribile bordergore all the time. I think that developers, instead of changing how the warscore/peace deals system work they preferred to introduce this terrible feature. It is a step back from the “whole province siege if the capital is sieged”introduction that instead was perfect especially for diadochi wars. But I would like also your suggestion. I think that currently the peace deals of IR are worst of all paradox games.
8) I agree
9) I would prefer if it is the senate that give short missions to the player relatively to his current situation but I can agree with it. In general conflict between same power nations should be more incentivised, both for the AI and the player.
Also read my Leagues and coalitions rework suggestion for more powerful local powers/city-states.
10) I think it is right that tribes don’t want to build cities because they aren’t a civilised nation. Instead tribes would receive more dedicated mechanics for a more unique gameplay.
Hi there :) Glad you agree to most of my list. I'll address some of your doubts.
I think it is fine that the player would have to decide if go for a numerous but unexperienced army or for a smaller but professional (and much more expensive) one. Also it is right for big empires to develop more military traditions as they are more multicultural and there is much more experience (more men that go to war+more different cultures that are involved=better and more developed military tradition) However I would prefer a system were military experience is mostly gained from battles and sieges and the amount received from disbanding levies and training legions is reduced.
You're right, there is a choice to be made and I don't have a problem with legions having downsides like being more expensive. The problem right now is, that the upsides they have are too small to outweigh their cost in any scenario. As a small realm they are so expensive, they are not worth the little bit of extra mil tradition and you will be able to punch above your weight much more with the law for 10% levy size multiplier. Example Epirus: Starting of with Macedon and Rome as direct competitors it is really important to being able to defeat them as early as possible, meaning you'll need to gobble up as much territory as possible quickly. You start with the Kings Guard Law giving you 2,5% levy size multiplier, plus gaining 2,5% from being Epirus. Resulting in 12,5% levy size multiplier. This gives you 10 cohorts at the start, you might be able to afford a somewhat decent legion with all 10 cohorts being claimed by it. If you instead go for the military service law, you reach 20% levy size multiplier resulting in 18 cohorts being available. That is nearly double what you start with. And especially in the early game more number = easier wars. This becomes even more pronounced if you have less levy size multiplier to start out with. (Epirus getting 2,5% for free dilutes the effect a bit). There needs to be a change here.
5) I agree, tribes, especially migratory ones, need a deep rework and more dedicated mechanics and I also agree that razing should be a priority for tribes but I disagree on the tech thing, as for me it is right that tribes have a slower technological development.
Well yes, If we get a deep rework for migratories, that would work. I was merely trying to give examples of quick and easy fixing to some inbalances. The tech thing would do that I reckon. Granted my proposal wouldn't allow them to ever outpace technological advances of civilized neighbours, because the amount of research points is supposed to scale off the difference in tech level. Example to clarify: Suebia with mil tech 0 razes a city of rome, being mil tech 10. Suebia will get a big amount of research points. Same Suebia razing a city of Epirus being at mil tech 2 will only get them a small amount of research points. Suebia then razing a city of the Averni who are also at mil tech zero would give them no research points at all. What this would do I think, is give you a shot at getting SOME research points through raiding, maybe unlocking a few techs at a time when razing large chunks of a big enemy empire. I think that's reasonable and somewhat realistic.

A big tribal rework would probably adress all the current issues with them anyways, but that would be the scale of a dlc I reckon.

10) I think it is right that tribes don’t want to build cities because they aren’t a civilised nation. Instead tribes would receive more dedicated mechanics for a more unique gameplay.
I disagree. For gamebalance it just puts settled tribes even further behind civilized nations than they already are. In multiplayers the only solution to that rn is to just seat a large amount of players in gaul and hispania, so that there are more people actively trying to improve the land - resulting in a more densely populated gaul if one of the players gobbles up all the others. This isn't exactly feesable for smaller mps - in single player it's probably fine, since a player can outgrind ai's more easily and they don't build up their empire as well. Secondly, I think it makes sense that migratory tribes wouldn't exactly build a lot of cities everywhere. But settled tribes did at least build some cities. (There are a bunch of them in brittania and gaul at gamestart - those didn't just pop out of thin air.) And we do have a lot of historical examples of settled tribes organizing themselves in larger communites and cities (obviously much smaller ones, but that is somewhat representated by them having a lower civilization value = lower population cap in cities.) In summary I'd like the settled tribal ai's to build more cities via mission trees for game balance and I don't think it would clash with historical accuracy a lot. As a bonus those objectives of a small mission trees for tribes that focus on improving single provinces instead of regions would be much easier to complete for tribes anyways than the generic improve region xy mission that they get right now - that often requires building a lot of cities manually, which is super expensive for tribes and the ai never saves up enough resources to do so. Giving players doable missions without going to much out of their way and without conquering vast amounts of land (which is super unhistorical for tribes btw - caesar conquered gaul around 50 bc, which is right at the end of imperator rome and was still facing a vastly splintered tribal landscape with douzens of small tribes opposing him. Who only stood a chance somewhat after they confederated against him)
 
7) Imperial wars are simply terrible...the horror, the horror.

4) Heh, I always steamroll armies more than double my legion's size.
You dont need legions at full capacity, when you have a sizeable legion you can leave it as it is for a while and focuse completely on expansion, 20 years in game time and your income will triple or more
 
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4) Heh, I always steamroll armies more than double my legion's size.
You dont need legions at full capacity, when you have a sizeable legion you can leave it as it is for a while and focuse completely on expansion, 20 years in game time and your income will triple or more
I got to admit that I haven't tested around with legions personally. I just presented the general consensus in the group of players I often interact with and the personal experiences I made. I'm sure you can have a good game while using (a) legion(s) and do well. It just doesn't seem optimal. Your take seems to be a rather personal experience, too tho. I'm kind of on the fence, but I do strongly believe that at LEAST the mil experience you get from disbanding levies is way too strong right now and you do not get that in full capacity while using legions. If I remember correctly Paradox stated in the 2.0 release notes, they added on disband experience to levies, to enable a levy playstyle to still gain mil experience as a playstlye with legions would. They overshot that goal by a lot.

Basically, not saying legions are weak. But levies are in a lot of ways superior and some tweaking would be necessary. I'll admit this could use some more discussion, but this is probably not the place for that.

Edit: Something to keep in mind regarding legions is, that they are substantially less usefull for nations using the barbarian traditions (and some other cultures too), since these traditions buff your light inf, cav and archers a lot - troops that make up your levy naturally.
Meanwhile cultures like the romans gain a lot of buffs in their traditions that don't apply to most of their levied troops, so a legion with manually crafted cohorts benefits you more.
 
I got to admit that I haven't tested around with legions personally. I just presented the general consensus in the group of players I often interact with and the personal experiences I made. I'm sure you can have a good game while using (a) legion(s) and do well. It just doesn't seem optimal. Your take seems to be a rather personal experience, too tho. I'm kind of on the fence, but I do strongly believe that at LEAST the mil experience you get from disbanding levies is way too strong right now and you do not get that in full capacity while using legions. If I remember correctly Paradox stated in the 2.0 release notes, they added on disband experience to levies, to enable a levy playstyle to still gain mil experience as a playstlye with legions would. They overshot that goal by a lot.

Basically, not saying legions are weak. But levies are in a lot of ways superior and some tweaking would be necessary. I'll admit this could use some more discussion, but this is probably not the place for that.

Edit: Something to keep in mind regarding legions is, that they are substantially less usefull for nations using the barbarian traditions (and some other cultures too), since these traditions buff your light inf, cav and archers a lot - troops that make up your levy naturally.
Meanwhile cultures like the romans gain a lot of buffs in their traditions that don't apply to most of their levied troops, so a legion with manually crafted cohorts benefits you more.
I find the military tradition gain from disbanding klevies to be very low...0,40 after a long war?
You can train your legion to the max and get double the amount every single month PLUS the military tradition gain from disbanding your levies
 
I find the military tradition gain from disbanding klevies to be very low...0,40 after a long war?
You can train your legion to the max and get double the amount every single month PLUS the military tradition gain from disbanding your levies
First: This is true for very small countries. It scales linear with the amount of cohorts disbanded. A war as the seleucids for exampe with 200-300 cohorts can net you over 100 army experience in one swoop easily. Second: Yes you can still disband levies while having legions. Since you will lose up to 7,5% levy size multiplier by even having that law tho, you will have sometimes only half the amount of cohorts to disband (see epirus example above). Minus the cohorts that are tied up in legions ofc. So you gain less per war.

Edit: I got to say I like having huge swings of mil experience after a war and I think it's even historically accurate that after a big war, you could instantly pass a "reform" or sth to change your military. The training mil exp from legions is just pitiful and super expensive in contrast to that. So I'd rather have them buff legions tbh.
 
First: This is true for very small countries. It scales linear with the amount of cohorts disbanded. A war as the seleucids for exampe with 200-300 cohorts can net you over 100 army experience in one swoop easily. Second: Yes you can still disband levies while having legions. Since you will lose up to 7,5% levy size multiplier by even having that law tho, you will have sometimes only half the amount of cohorts to disband (see epirus example above). Minus the cohorts that are tied up in legions ofc. So you gain less per war.

Edit: I got to say I like having huge swings of mil experience after a war and I think it's even historically accurate that after a big war, you could instantly pass a "reform" or sth to change your military. The training mil exp from legions is just pitiful and super expensive in contrast to that. So I'd rather have them buff legions tbh.
I have yet to reach late game with marius (I like to restart when I feel to and early game is my fav) but I can tell you I had a maximum of 1 tradition passive gain each month, without even trying. With a single legion and still using levies.
I also doubt there will be many wars where 300 cohorts fight at their full potential...unless you are fighting against another player or taking down Egypt/Maurya
 
I have yet to reach late game with marius (I like to restart when I feel to and early game is my fav) but I can tell you I had a maximum of 1 tradition passive gain each month, without even trying. With a single legion and still using levies.
I also doubt there will be many wars where 300 cohorts fight at their full potential...unless you are fighting against another player or taking down Egypt/Maurya
well regarding that. Turns out you do not need to fight at all. Get some techs with starting exp plus, trade in pelts, get some techs with -% to cohort experience. Then raise your armies, wait 6 months, get mil exp when you disband them without fighting. 100 years into rome, had like 200 cohorts - doing this gave me roughly 180 mil experience everytime - so every year or so. Finished 6 tradition trees in a few years. (Both of the roman, greek and barbarian ones)
 
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well regarding that. Turns out you do not need to fight at all. Get some techs with starting exp plus, trade in pelts, get some techs with -% to cohort experience. Then raise your armies, wait 6 months, get mil exp when you disband them without fighting. 100 years into rome, had like 200 cohorts - doing this gave me roughly 180 mil experience everytime - so every year or so. Finished 6 tradition trees in a few years. (Both of the roman, greek and barbarian ones)
Looks like an oversight from the devs...time to abuse it until it lasts
 
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