Hello All,
I'm working on a garrison script for your beloved DLV for the next release. A garrison script spawns additional units to defend a city or castle when it is besieged. Here are some of the features planned for the DLV version:
1. Each city will have it's own unique script
...this allows for some really cool stuff (though it will take a while to program)
2. Garrison strength will depend on cultural affinity...a northern European populace will turn out for a northern European overlord...but will be decidedly unenthusiastic when defending the city for say a middle eastern master.
3. Type of garrison units spawned depends on the buildings (wall/stables/archery range/garrison/city garrison/mason guild/merchant guild/knight orders/race track) and level of these buildings in the settlement. The more buildings, the greater the number of units...the higher the level...the better the quality of those units.
Example: English control York Castle with Knight's Stables and Practice Range (no other buildings). Garrison spawned: 2 Peasants, 1 Mailed Knight, 1 Longbow if the castle were besieged.
4. Regardless of cultural affinity, you can always depend on the merchants/masons, knight orders (assuming your faction qualifies for them) and the nobility (represented by high-level military buildings) to turn out to defend the city during a siege. All these folks had something to lose (property/honor/land) when control of the city was at stake.
5. Great cities & capitols will have extra strong or plentiful garrisons.
6. Middle eastern cities will get an extra boost when controlled by Islamic factions to give those crusading armies an appropriate challenge!
7. Cities at the border between two cultures (ex: Narbonne which borders northern European and southern European) may weakly support both cultures, or strongly support both cultures...this is the kind of cool stuff #1 allows.
8. Cities will have unique rebel garrisons (Welsh longbows for Wales, etc.) when controlled by the rebel/slave faction.
Cheers!
dd