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  1. #1

    Default Combat mechanics

    While looking at how to make combat last longer, i gave all AI units an extra hp, and put all player faction at 1 hp, ie palyer has 1 hp and AI has 2, and player unit sizes were pulled down a third in number of men, cost of mant and purchase, doubled missile ammo for all. upped slots for recruitment to acomadate increased unit numbers.

    Now when i tested it to see the battlefield effect, i found archery was vastly reduced, no longer did men fall easily to missile fire, so i wondered what exactly does 2 hps mean?, does it mean after a hit you need to kill twice to effect a kill?, or is each individual logged with 2hps and only dropped when both are reoved?, in which case missile fire is preparing a number of 1 hp men to be dispatched later when they are hit again, i dont know how to test this, any ideas?.

  2. #2
    tornnight's Avatar Forum Bot
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    Default Re: Combat mechanics

    Yep, that has been the big issue with modifying HP. I'm not sure which it is.
    To test it, just raise the attack value of the archer to double or greater.

    How did you manage to give the AI 1 more hp? As far as I know, if you give a unit more hp, then both the player and AI get that change.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  3. #3

    Default Re: Combat mechanics

    Ok done some testing and heres my current thinking.

    The chance to hit for missiles is range dependednt, ie short and long, and both have abase % for fatality if a hit overmatches armour defense, so it goes something like 4 attack v4 armour is 50% to hit, 33% of hits cause death, remove 1 HP from target, it appears that each individual is a target, so missile firee in my present system cuases 2 hp men to lose a hp, untill they are hit again (product of missile fire targetting is random amongst unit) which means missile fire reduces units nicley rather than kills men quickly, so im happy with that approach as its what im after.

    Close combat takes longer, you can frontally pin and envelop before combat is resolved, will reduce weapon kill rates to make it last still longer, but will do that last of all when everything else is ironed out.

    biggest battles so far was 3 Byz stacks against 2 turks on a crusade, 34 turk units against a central 20 with flanks of 6 and 8, on the crossing point from asia to europe, if i could rely on the AI allies to act better id have given them more men, but this is the kind of thing i want from the game.

    So the players faction has only units to itself, this means mercs system is not used and needs repalcing by factiion specific mercs, no real problem, just takes alittle time. everyone else factiosn have 2 hps to your one, meaning battlefield circamstances are a little more tricky for the player.

    Torn, i propose that the difficulty function access the faction file for a human player, each faction Human file has all the human factions units with lower hps than the others, since ive just started this concept for BYZ it may take a while to work out all the ramifications, but if it comes out good, then ill do it for other factions i like to play, but essentially you need a seperate file for the human player that is looked at to get the human to AI hp difference.

    Byzantium Long Road, (TLR Build 2.0)
    Aim, to have increased unit numbers in play, for larger battles, by increasing moentry from buildings, and reducing unit sizes and cost to purchase and maintain, is BYZ units themed to be smaller than AI but cost reductions are uniformly applied for this, so more smaller units, other factions could be themed along differnt designs.

    Intention to play only at VH/VH with large or Huge setting, as unit sizes increase with representation, it makes it harder to play as the AI gains more men per unit with each step increase, as all its base units are now base 25% larger in foot and 50% mounted over the player factions units sizes, so increased representation, acordingly just makes the imbalnce more pronounced, and battlefield more tricky.

    Byz Mounted Units reduced in size to 12 or 16, Foot Units reduced in size to 20-36, and HP per man adjusted so that most do not have 2, but 1 only, ( Byz Inf/Varangarian/Bodyguard/lancer/Kataphract have 2 and the resat 1 hp)all AI factions gain 1 more HP, so are all 2, all missile ammo doubled for all factions to allow less chance of running out of ammo. ( may redo with themed faction ammo levels for each faction, ie a missile dominated army woud have more ammo than a combat orientated army, as its bow cases are larger, and resuuply was organised to keep it firing) lose peasants, but are repalced by Byz spear of double manpower size available late barracks, lose town guard and repalce with double size Byz Infantry late game barracks.

    Inreasing income from base by adding an income to almost all buildings, to put more money in the factions control, and allow more units in game, reduction of AI faction build repalcementtimes so that not only do they have bigger units, they get them quicker than does the human faction. Increase in slots for castles/citysto alow more units upgrading and purchase. High income bonuses for the commericail revolution of markets/fairs and from the Church buildings, lose the kings purse advantage the AI used to have as it gets enough from the buildings and increases income expodentualy as the buidings are created, rather than the static kings purse.
    Last edited by Hanny; June 08, 2007 at 04:24 AM.

  4. #4

    Default Re: Combat mechanics

    force mixture.

    since it takes a while to obtain a barracks of each type, the AI will furnish odd force mixes untill it gets around to haveing one of each type, as a stop gap, what i did was to add for the AI the basic missile and cav unit of that faction to the first inf barracks for it, so it produces balanced force admisxtures, when it gets the actual right barracks it gets more production capacity of the unit, so instead of waiting 5 turns it waits 1 turn for an archer now it has a dedicated archery barracks instread of a do it all barracks.

  5. #5
    tornnight's Avatar Forum Bot
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    Default Re: Combat mechanics

    Hmm, I'm glad it has that added benefit.

    I'm going to merge the units into one barracks tree when I do faction AORs anyway.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  6. #6

    Default Re: Combat mechanics

    Quote Originally Posted by tornnight View Post
    Hmm, I'm glad it has that added benefit.

    I'm going to merge the units into one barracks tree when I do faction AORs anyway.
    Torn, im sure you have your own ideas, but heres the route i tird out over the weekend for BYZ, Varingian gaurd start at tier 2 town with 40 turns build, and time to build is reduced by city size and or barracks being present, ditto for all units.

    Towns (urbanized regions) Castle (rural regions) have x number of levels based on population, barracks are for increasing capacity of a unit type. Urban have better infantry and archer units, castle infantry and cav progression, thye siege equp stays with a barracks, but fundamentaly all units are availble to a city based on its size, for the rate it can produce them, and the barracks meerly replaces slower build times with fastser ones, adds exp, number of units, only the highest number is used by the routine for unit production, so you cant get better than 1 of type per turn, but you can rack up a lot of stocks of that unit by having multiple entrys, ie double entry of a 1 0.025 1 unit does not make them arive any quicker, it makes 2 in stock, rather than 1.

    All unit types are linked to city size, what they lack is the infrastucture to produce in volume, so for instance a tier one town builds its first spearman/Archer unit available to its faction in 40 turns, next level in 20 turns, third level 10 turns, 4th level 5 turns, 5th level 2 turns. the second type of spearmen (ie more advanced) takes twice as long and starts one level of up in pop size up in the town/castle progression, and so on.

    so what you get when you add a barracks?, well that building increases the long build times by a lot, so that an archer barracks halves the turns taken to build a unit and adds more of them, second archer barracks halves it again, as do other barracks.

    whoever, simply growing in size means you have access to a wider range of unit types, you just lack the infrastuctiure to capitalise on it, so what ive done is allow the non played faction to do just that, it will have more units than you as its base default start point and just gets bigger as you try and match it.


    I also started to look at placing mercs in this same file, for the player only, and having the in game merc only for the AI to pull up as it wants.

  7. #7
    tornnight's Avatar Forum Bot
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    Default Re: Combat mechanics

    I'd really like to see your files. I'm not sure I see how you did some of that.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  8. #8

    Default Re: Combat mechanics

    Ok, ive got the BYZ faction functing close to intended but not finlay balanced within itself or agianst the other factions, but it all works so i can mail you the files ive changed along with an explantion of methods used, alternativly ill post them here and anyone can look and see what and how to do it for there fav faction, and save me the time of doing all the other factions!!.

    Ok, i had with me 3 files i was working at, so they should give you an idea of where im going, http://hosted.filefront.com/HannyIOW/ copy over existing build and select BYZ, as played faction, all other factions have been crudely upped so they have plenty of units, but you can see from Byz the kind of thing im going for, dont know if the files actualy work mind you as im playing with them at another puter and wont know if its all working as intended till tonight when i get in, but you should be able to see from the Build and units files the kind of things im doing.
    Last edited by Hanny; June 12, 2007 at 08:44 AM.

  9. #9

    Default Re: Combat mechanics

    Progress report, as before, the aim is to have vastly more units in play. Intrestingly, haveing buildings able to produce advanced units at along build time actually allows the game to create the events, so instead of the events losely dicating the allowance of unit builds, you could nowe have wjhat the palyer does create those events in teh first palce, ie, blitz the 2 smithy buildings at Constatinople and you boost heavy armoured unit production, have a script counting this and you create the event that is dispalyed, since its in game events that dicate the progresion, its to my minda better method than the existing one which forces a historical time line progresion, since the script can then add at the AI capital the smithy that has become the new norm, because the human player has created this new norm, its a two edged sword for the player!!.

    Each settlement size increase range of units, at a base rate of time to produce, example:
    wooden_pallisade city requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 1
    capability
    {
    wall_level 0
    tower_level 1
    free_upkeep bonus 2
    law_bonus bonus 1
    recruitment_slots 2
    recruit_pool "Varangian Guard" 1 0.025 1 0 requires factions { byzantium, }
    recruit_pool "Alan Light Cavalry" 0 0.025 1 0 requires factions { byzantium, } and hidden_resource aor_constantinople
    recruit_pool "Cuman Horse Archers" 0 0.025 1 0 requires factions { byzantium, } and hidden_resource aor_constantinople
    recruit_pool "S Archer Militia" 1 0.025 1 0 requires factions { byzantium, }
    recruit_pool "Trebizond Archers" 0 0.05 1 0 requires factions { byzantium, }
    recruit_pool "SE Spear Militia" 1 0.025 1 0 requires factions { byzantium, }
    recruit_pool "Constantinople Town Guard" 0 0.025 1 0 requires factions { byzantium, } and event_counter MAIL_ARMOR 1 and hidden_resource aor_constantinople
    recruit_pool "Aux Greek Spearmen" 0 0.025 1 0 requires factions { all, } and hidden_resource aor_greek
    recruit_pool "Byzantine Infantry" 0 0.0125 1 0 requires factions { byzantium, } and event_counter
    MAIL_ARMOR 1
    recruit_pool "Byzantine Spearmen" 1 0.025 1 0 requires factions { byzantium, }
    recruit_pool "S Archer Militia" 1 0.025 1 0 requires factions { byzantium, }
    recruit_pool "NE Bodyguard" 0 0.25 1 0 requires factions { england, scotland, france, hre, denmark, poland, hungary, slave, }
    recruit_pool "SE Bodyguard" 0 0.25 1 0 requires factions { spain, portugal, milan, venice, papal_states, sicily, }
    recruit_pool "EE Bodyguard" 0 0.25 1 0 requires factions { russia, kiev, }
    recruit_pool "ME Bodyguard" 0 0.25 1 0 requires factions { moors, egypt, turks, syria, abbassid, }
    recruit_pool "Mongol Bodyguard" 0 0.25 1 0 requires factions { mongols, timurids, khwarezm, }
    recruit_pool "Hobilars" 0 0.066 4 0 requires factions { england, }
    recruit_pool "Border Horse" 0 0.066 4 0 requires factions { scotland, }
    recruit_pool "Mounted Sergeants" 0 0.066 4 0 requires factions { france, hre, milan, venice, papal_states, sicily, }
    recruit_pool "Scouts" 0 0.066 4 0 requires factions { denmark, }
    recruit_pool "Jinetes" 0 0.066 4 0 requires factions { spain, portugal, }
    recruit_pool "Polish Shooters" 0 0.066 4 0 requires factions { poland, }
    recruit_pool "Kazaks" 0 0.066 4 0 requires factions { russia, kiev, }
    recruit_pool "Magyar Cavalry" 0 0.066 4 0 requires factions { hungary, }
    recruit_pool "Desert Cavalry" 0 0.066 4 0 requires factions { moors, egypt, }
    recruit_pool "Turkish Horse Archers" 0 0.066 4 0 requires factions { turks, syria, abbassid, timurids, khwarezm, }
    recruit_pool "Mongol Horse Archers" 0 0.066 4 0 requires factions { mongols, }
    recruit_pool "Town Militia" 1 0.25 4 0 requires factions { england, scotland, france, hre, denmark, spain, portugal, }
    recruit_pool "Italian Militia" 1 0.25 4 0 requires factions { milan, venice, papal_states, sicily, }
    recruit_pool "EE Town Militia" 1 0.25 4 0 requires factions { poland, hungary, }
    recruit_pool "ME Town Militia" 1 0.25 4 0 requires factions { moors, turks, syria, abbassid, mongols, timurids, khwarezm, }
    recruit_pool "Peasant Archers" 1 0.25 6 0 requires factions { england, scotland, france, hre, denmark, spain, portugal, milan, venice, papal_states, }
    recruit_pool "S Peasant Archers" 1 0.25 6 0 requires factions { sicily, hungary, }
    recruit_pool "EE Peasant Archers" 1 0.25 6 0 requires factions { poland, russia, kiev, }
    recruit_pool "ME Peasant Archers" 1 0.25 6 0 requires factions { moors, egypt, turks, syria, abbassid, mongols, timurids, khwarezm, }
    }
    stone_wall
    }
    }
    stone_wall city requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    capability
    {
    wall_level 2
    tower_level 1
    gate_strength 1
    income_bonus bonus 100
    free_upkeep bonus 6
    law_bonus bonus 1
    recruitment_slots 5
    recruit_pool "Varangian Guard" 1 0.025 1 0 requires factions { byzantium, }
    recruit_pool "Alan Light Cavalry" 0 0.025 1 0 requires factions { byzantium, } and hidden_resource aor_constantinople
    recruit_pool "Cuman Horse Archers" 0 0.025 1 0 requires factions { byzantium, } and hidden_resource aor_constantinople
    recruit_pool "Trebizond Archers" 0 0.05 1 0 requires factions { byzantium, }
    recruit_pool "SE Spear Militia" 1 0.025 3 0 requires factions { byzantium, }
    recruit_pool "Constantinople Town Guard" 0 0.025 3 0 requires factions { byzantium, } and event_counter MAIL_ARMOR 1 and hidden_resource aor_constantinople
    recruit_pool "Aux Greek Spearmen" 0 0.025 3 0 requires factions { all, } and hidden_resource aor_greek
    recruit_pool "Byzantine Infantry" 0 0.0125 3 0 requires factions { byzantium, } and event_counter
    MAIL_ARMOR 1
    recruit_pool "Byzantine Spearmen" 1 0.025 3 0 requires factions { byzantium, }
    recruit_pool "S Archer Militia" 1 0.025 1 0 requires factions { byzantium, }
    recruit_pool "NE Bodyguard" 0 0.25 1 0 requires factions { england, scotland, france, hre, denmark, poland, hungary, } and event_counter FULL_PLATE 0
    recruit_pool "SE Bodyguard" 0 0.25 1 0 requires factions { spain, portugal, milan, venice, papal_states, sicily, } and event_counter FULL_PLATE 0
    recruit_pool "EE Bodyguard" 0 0.25 1 0 requires factions { russia, kiev, } and event_counter FULL_PLATE 0
    recruit_pool "ME Bodyguard" 0 0.25 1 0 requires factions { moors, egypt, turks, syria, abbassid, } and event_counter FULL_PLATE 0
    recruit_pool "NE Bodyguard" 0 0.25 1 0 requires factions { slave, }
    recruit_pool "Mongol Bodyguard" 0 0.25 1 0 requires factions { mongols, timurids, khwarezm, }
    recruit_pool "NE Late Bodyguard" 0 0.25 1 0 requires factions { england, scotland, france, hre, denmark, poland, hungary, } and event_counter FULL_PLATE 1
    recruit_pool "SE Late Bodyguard" 0 0.25 1 0 requires factions { spain, portugal, milan, venice, papal_states, sicily, } and event_counter FULL_PLATE 1
    recruit_pool "EE Late Bodyguard" 0 0.25 1 0 requires factions { russia, kiev, } and event_counter FULL_PLATE 1
    recruit_pool "ME Late Bodyguard" 0 0.25 1 0 requires factions { moors, egypt, turks, syria, abbassid, } and event_counter FULL_PLATE 1
    recruit_pool "Dismounted NE Bodyguard" 0 0.25 1 0 requires factions { england, scotland, france, hre, denmark, poland, hungary, } and event_counter FULL_PLATE 1
    recruit_pool "SE Town Militia" 0 0.025 1 0 requires factions { byzantium, }
    recruit_pool "Mounted Crossbowmen" 0 0.066 4 0 requires factions { hre, denmark, spain, portugal, milan, venice, papal_states, sicily, } and event_counter MAIL_ARMOR 0 and event_counter MOUNTED_CROSSBOWS 0
    recruit_pool "Granadine CB Cav" 0 0.066 4 0 requires factions { moors, } and event_counter MAIL_ARMOR 0 and event_counter MOUNTED_CROSSBOWS 0
    recruit_pool "Feudal Knights" 0 0.066 4 0 requires factions { england, scotland, france, hre, denmark, spain, portugal, milan, venice, papal_states, hungary, } and event_counter HEAVY_MAIL_ARMOR 0
    recruit_pool "Norman Knights" 0 0.066 4 0 requires factions { sicily, } and event_counter HEAVY_MAIL_ARMOR 0
    recruit_pool "Druzhina" 0 0.066 4 0 requires factions { russia, kiev, poland, } and event_counter MAIL_ARMOR 0
    recruit_pool "Granadine Jinetes" 0 0.066 4 0 requires factions { moors, } and event_counter MAIL_ARMOR 0
    recruit_pool "Mamluk Archers" 0 0.066 4 0 requires factions { egypt, abbassid, } and event_counter MAIL_ARMOR 0
    recruit_pool "Sipahis" 0 0.066 4 0 requires factions { turks, syria, } and event_counter MAIL_ARMOR 0
    recruit_pool "Mongol Heavy Archers" 0 0.066 4 0 requires factions { mongols, timurids, } and event_counter MAIL_ARMOR 0
    recruit_pool "Ghurid Mounted Archers" 0 0.066 4 0 requires factions { khwarezm, } and event_counter MAIL_ARMOR 0
    recruit_pool "Kwarizmian Cavalry" 0 0.066 4 0 requires factions { khwarezm, } and event_counter HEAVY_MAIL_ARMOR 0
    recruit_pool "Andalusian Knights" 0 0.066 4 0 requires factions { moors, } and event_counter MAIL_ARMOR 0
    recruit_pool "Mailed Knights" 0 0.066 6 0 requires factions { england, scotland, france, hre, spain, portugal, milan, venice, papal_states, sicily, } and event_counter MAIL_ARMOR 0
    recruit_pool "Huscarls" 0 0.066 6 0 requires factions { denmark, } and event_counter MAIL_ARMOR 0
    recruit_pool "Polish Nobles" 0 0.066 6 0 requires factions { poland, } and event_counter MAIL_ARMOR 0
    recruit_pool "Boyar Sons" 0 0.066 6 0 requires factions { russia, kiev, } and event_counter MAIL_ARMOR 0
    recruit_pool "Hungarian Nobles" 0 0.066 6 0 requires factions { hungary, } and event_counter MAIL_ARMOR 0
    recruit_pool "Arab Cavalry" 0 0.066 6 0 requires factions { moors, egypt, }
    recruit_pool "Turkomans" 0 0.066 6 0 requires factions { turks, syria, abbassid, timurids, khwarezm, }
    recruit_pool "Turkoman Lancers" 0 0.066 6 0 requires factions { abbassid, khwarezm, }
    recruit_pool "Mongol Light Lancers" 0 0.066 6 0 requires factions { mongols, }
    recruit_pool "Hobilars" 0 0.066 6 0 requires factions { england, }
    recruit_pool "Border Horse" 0 0.066 6 0 requires factions { scotland, }
    recruit_pool "Mounted Sergeants" 0 0.066 6 0 requires factions { france, hre, milan, venice, papal_states, sicily, }
    recruit_pool "Scouts" 0 0.066 6 0 requires factions { denmark, }
    recruit_pool "Jinetes" 0 0.066 6 0 requires factions { spain, portugal, }
    recruit_pool "Polish Shooters" 0 0.066 6 0 requires factions { poland, }
    recruit_pool "Kazaks" 0 0.066 6 0 requires factions { russia, kiev, }
    recruit_pool "Magyar Cavalry" 0 0.066 6 0 requires factions { hungary, }
    recruit_pool "Desert Cavalry" 0 0.066 6 0 requires factions { moors, egypt, }
    recruit_pool "Turkish Horse Archers" 0 0.066 6 0 requires factions { turks, syria, abbassid, timurids, khwarezm, }
    recruit_pool "Mongol Horse Archers" 0 0.066 6 0 requires factions { mongols, }
    recruit_pool "Bill Militia" 0 0.066 1 0 requires factions { england, }
    recruit_pool "Partisan Militia" 0 0.066 1 0 requires factions { france, } and event_counter MAIL_ARMOR 1
    recruit_pool "Halberd Militia" 0 0.066 1 0 requires factions { hre, papal_states, sicily, poland, hungary, }
    recruit_pool "Swordstaff Militia" 0 0.066 1 0 requires factions { denmark, } and event_counter HEAVY_MAIL_ARMOR 1
    recruit_pool "Swordsmen Militia" 0 0.066 1 0 requires factions { spain, portugal, } and event_counter MAIL_ARMOR 1
    recruit_pool "Italian Cavalry Militia" 0 0.066 1 0 requires factions { milan, venice, } and event_counter HEAVY_MAIL_ARMOR 1
    recruit_pool "EE Cavalry Militia" 0 0.066 1 0 requires factions { russia, kiev, }
    recruit_pool "Urban Militia" 0 0.066 1 0 requires factions { moors, } and event_counter MAIL_ARMOR 1
    recruit_pool "ME Halberd Militia" 0 0.066 1 0 requires factions { egypt, turks, syria, abbassid, timurids, khwarezm, } and event_counter MAIL_ARMOR 1
    recruit_pool "Scots Pike Militia" 0 0.066 1 0 requires factions { scotland, } and event_counter PIKEMEN 1
    recruit_pool "Saracen Militia" 0 0.066 1 0 requires factions { egypt, turks, syria, abbassid, } and event_counter MAIL_ARMOR 1
    recruit_pool "Spear Militia" 1 0.066 4 0 requires factions { england, scotland, france, hre, denmark, spain, portugal, }
    recruit_pool "Italian Spear Militia" 1 0.066 4 0 requires factions { milan, venice, papal_states, sicily, }
    recruit_pool "EE Spear Militia" 1 0.066 4 0 requires factions { poland, russia, kiev, hungary, }
    recruit_pool "ME Spear Militia" 1 0.066 4 0 requires factions { moors, egypt, turks, syria, abbassid, timurids, khwarezm, }
    recruit_pool "ME Spear Militia" 1 0.066 6 1 requires factions { mongols, }
    recruit_pool "Town Militia" 1 0.066 4 0 requires factions { england, scotland, france, hre, denmark, spain, portugal, }
    recruit_pool "Italian Militia" 1 0.066 4 0 requires factions { milan, venice, papal_states, sicily, }
    recruit_pool "EE Town Militia" 1 0.066 4 0 requires factions { poland, hungary, }
    recruit_pool "ME Town Militia" 1 0.066 4 0 requires factions { moors, turks, syria, abbassid, mongols, timurids, khwarezm, }
    ;----------------------------------------------------------------------------------------
    recruit_pool "Sergeant Swordsmen" 0 0.066 1 0 requires factions { england, france, milan, venice, papal_states, sicily, } and event_counter MAIL_ARMOR 1
    recruit_pool "Swabian Swordsmen" 0 0.066 1 0 requires factions { hre, } and event_counter MAIL_ARMOR 1
    recruit_pool "Axemen" 0 0.066 1 0 requires factions { denmark, russia, kiev, } and event_counter MAIL_ARMOR 1
    recruit_pool "Andalusian Swordsmen" 0 0.066 1 0 requires factions { moors, } and event_counter MAIL_ARMOR 1
    recruit_pool "Dismounted Light Lancers" 0 0.066 1 0 requires factions { mongols, }
    recruit_pool "Billmen" 0 0.066 1 0 requires factions { england, }
    recruit_pool "Highland Nobles" 0 0.066 1 0 requires factions { scotland, } and event_counter MAIL_ARMOR 1
    recruit_pool "Norse Swordsmen" 0 0.066 1 0 requires factions { denmark, } and event_counter MAIL_ARMOR 1
    recruit_pool "Almughavars" 0 0.066 1 0 requires factions { spain, portugal, }
    recruit_pool "Armored Sergeants" 0 0.066 1 0 requires factions { france, hre, milan, venice, papal_states, sicily, england, } and event_counter MAIL_ARMOR 1
    recruit_pool "EE Spearmen" 0 0.066 1 0 requires factions { poland, russia, kiev, }
    recruit_pool "Croat Axemen" 0 0.066 1 0 requires factions { hungary, }
    recruit_pool "Nubian Spearmen" 0 0.066 1 0 requires factions { moors, egypt, }
    recruit_pool "Azabs" 0 0.066 1 0 requires factions { turks, syria, abbassid, }
    recruit_pool "Dismounted Huscarls" 0 0.066 1 0 requires factions { denmark, } and event_counter MAIL_ARMOR 1
    recruit_pool "Afghan Javelinmen" 0 0.066 1 0 requires factions { timurids, khwarezm, }
    recruit_pool "Dismounted Mailed Knights" 1 0.066 4 0 requires factions { england, scotland, france, hre, spain, portugal, milan, venice, papal_states, sicily, } and event_counter MAIL_ARMOR 1
    recruit_pool "Sudanese Javelinmen" 1 0.066 4 0 requires factions { moors, }
    recruit_pool "Levy Spearmen" 1 0.066 4 0 requires factions { england, }
    recruit_pool "Highlanders" 1 0.066 4 0 requires factions { scotland, }
    recruit_pool "Sergeant Spearmen" 1 0.066 4 0 requires factions { france, hre, milan, venice, papal_states, sicily, }
    recruit_pool "Viking Raiders" 1 0.066 4 0 requires factions { denmark, }
    recruit_pool "Javelinmen" 1 0.066 4 0 requires factions { spain, }
    recruit_pool "Lusitanian Javelinmen" 1 0.066 4 0 requires factions { portugal, }
    recruit_pool "Woodsmen" 1 0.066 4 0 requires factions { poland, russia, kiev, }
    recruit_pool "Slav Levies" 1 0.066 4 0 requires factions { hungary, }
    recruit_pool "Berber Spearmen" 1 0.066 4 0 requires factions { moors, }
    recruit_pool "Kurdish Javelinmen" 1 0.066 4 0 requires factions { egypt, }
    recruit_pool "Turkish Javelinmen" 1 0.066 4 0 requires factions { turks, syria, abbassid, }
    recruit_pool "ME Levy Spearmen" 1 0.066 4 0 requires factions { mongols, timurids, khwarezm, }
    recruit_pool "Dismounted Polish Nobles" 1 0.066 4 0 requires factions { poland, } and event_counter MAIL_ARMOR 1
    recruit_pool "ME Crossbow Militia" 1 0.25 4 0 requires factions { moors, } and event_counter MAIL_ARMOR 1
    recruit_pool "Genoese Crossbow Militia" 1 0.25 4 0 requires factions { milan, } and event_counter HEAVY_MAIL_ARMOR 1 and event_counter PAVISE_SHIELDS 1
    recruit_pool "Pavise Crossbow Militia" 1 0.25 4 0 requires factions { venice, papal_states, sicily, hungary, } and event_counter MAIL_ARMOR 1 and event_counter PAVISE_SHIELDS 1
    recruit_pool "EE Archer Militia" 1 0.25 4 1 requires factions { russia, kiev, }
    recruit_pool "ME Archer Militia" 1 0.25 4 1 requires factions { egypt, }
    recruit_pool "Archer Militia" 1 0.25 4 1 requires factions { england, }
    recruit_pool "Crossbow Militia" 1 0.25 4 1 requires factions { france, hre, denmark, spain, portugal, }
    recruit_pool "EE Crossbow Militia" 1 0.25 4 1 requires factions { poland, russia, kiev, }
    recruit_pool "ME Crossbow Militia" 1 0.25 4 1 requires factions { moors, } and event_counter MAIL_ARMOR 1
    recruit_pool "Sabadar Militia" 1 0.25 4 1 requires factions { timurids, khwarezm, } and event_counter MAIL_ARMOR 1
    ;----------------------------------------------------------------------------------------
    recruit_pool "Dismounted French Archers" 1 0.25 6 0 requires factions { france, } and event_counter HEAVY_MAIL_ARMOR 1
    recruit_pool "Yeoman Archers" 1 0.25 6 0 requires factions { england, }
    recruit_pool "Noble Highland Archers" 1 0.25 6 0 requires factions { scotland, } and event_counter MAIL_ARMOR 1
    recruit_pool "Crossbowmen" 1 0.25 6 0 requires factions { france, denmark, hungary, } and event_counter MAIL_ARMOR 1
    recruit_pool "Pavise Crossbowmen" 1 0.25 6 0 requires factions { hre, spain, portugal, papal_states, sicily, } and event_counter MAIL_ARMOR 1 and event_counter PAVISE_SHIELDS 1
    recruit_pool "Genoese Crossbowmen" 1 0.25 6 0 requires factions { milan, } and event_counter HEAVY_MAIL_ARMOR 1 and event_counter PAVISE_SHIELDS 1
    recruit_pool "Venetian Archers" 1 0.25 6 0 requires factions { venice, } and event_counter HEAVY_MAIL_ARMOR 1
    recruit_pool "Dismounted Dvor" 1 0.25 6 0 requires factions { russia, kiev, } and event_counter MAIL_ARMOR 1
    recruit_pool "ME Peasant Crossbowmen" 1 0.25 6 0 requires factions { moors, }
    recruit_pool "Nubian Archers" 1 0.25 6 0 requires factions { egypt, }
    recruit_pool "Ottoman Infantry" 1 0.25 6 0 requires factions { turks, syria, } and event_counter MAIL_ARMOR 1
    recruit_pool "Ghurid Archers" 1 0.25 6 0 requires factions { khwarezm, abbassid, } and event_counter MAIL_ARMOR 1
    recruit_pool "Dismounted Lithuanian Cavalry" 1 0.25 6 0 requires factions { poland, }
    recruit_pool "Dismounted Archers" 1 0.25 6 0 requires factions { mongols, timurids, khwarezm, }
    recruit_pool "Longbowmen" 1 0.25 6 1 requires factions { england, }
    recruit_pool "Highland Archers" 1 0.25 6 1 requires factions { scotland, }
    recruit_pool "Peasant Crossbowmen" 1 0.25 6 1 requires factions { france, hre, spain, portugal, milan, venice, papal_states, }
    recruit_pool "Norse Archers" 1 0.25 6 1 requires factions { denmark, }
    recruit_pool "Sicilian Muslim Archers" 1 0.25 6 1 requires factions { sicily, }
    recruit_pool "Lithuanian Archers" 1 0.25 6 1 requires factions { poland, }
    recruit_pool "Bosnian Archers" 1 0.25 6 1 requires factions { hungary, }
    recruit_pool "Desert Archers" 1 0.25 6 1 requires factions { moors, egypt, }
    recruit_pool "Turkish Archers" 1 0.25 6 1 requires factions { turks, syria, abbassid, timurids, khwarezm, }
    recruit_pool "Mongol Foot Archers" 1 0.25 6 1 requires factions { mongols, }
    recruit_pool "Peasant Archers" 1 0.25 6 2 requires factions { england, scotland, france, hre, denmark, spain, portugal, milan, venice, papal_states, }
    recruit_pool "EE Peasant Archers" 1 0.25 6 2 requires factions { poland, russia, kiev, }
    recruit_pool "ME Peasant Archers" 1 0.25 6 2 requires factions { moors, egypt, turks, syria, abbassid, mongols, timurids, khwarezm, }

    Citys, being more urbanized have infantry and archery units included at a lower rate of production, while castle being more rural, have better horse and infantry.
    building equestrian
    {
    convert_to equestrian
    levels stables knights_stables barons_stables earls_stables kings_stables
    {
    stables requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and building_present_min_level castle_barracks mustering_hall or building_present_min_level barracks town_guard
    {
    capability
    {
    recruit_pool "Hobilars" 0 0.33 4 0 requires factions { england, }
    recruit_pool "Border Horse" 0 0.33 4 0 requires factions { scotland, }
    recruit_pool "Mounted Sergeants" 0 0.33 4 0 requires factions { france, hre, milan, venice, papal_states, sicily, }
    recruit_pool "Scouts" 0 0.33 4 0 requires factions { denmark, }
    recruit_pool "Jinetes" 0 0.33 4 0 requires factions { spain, portugal, }
    recruit_pool "Polish Shooters" 0 0.33 4 0 requires factions { poland, }
    recruit_pool "Kazaks" 0 0.33 4 0 requires factions { russia, kiev, }
    recruit_pool "Magyar Cavalry" 0 0.33 4 0 requires factions { hungary, }
    recruit_pool "Desert Cavalry" 0 0.33 4 0 requires factions { moors, egypt, }
    recruit_pool "Turkish Horse Archers" 0 0.33 4 0 requires factions { turks, syria, abbassid, timurids, khwarezm, }
    recruit_pool "Mongol Horse Archers" 0 0.33 4 0 requires factions { mongols, }
    recruit_pool "Skythikon" 1 0.025 1 0 requires factions { byzantium, }
    recruit_pool "Byzantine Cavalry" 1 0.025 1 0 requires factions { byzantium, }
    recruit_pool "Byzantine Lancers" 0 0.025 1 0 requires factions { byzantium, } and event_counter MAIL_ARMOR
    recruit_pool "Dismounted Byzantine Lancers" 0 0.025 1 0 requires factions { byzantium, } and event_counter MAIL_ARMOR 1
    recruit_pool "Vardariotai" 0 0.025 1 0 requires factions { byzantium, } and event_counter MAIL_ARMOR 1
    recruit_pool "Kataphractoi" 0 0.025 1 0 requires factions { byzantium, } and event_counter HALF_PLATE_ARMOR 1
    }
    material wooden
    construction 6
    cost 3000
    settlement_min village
    upgrades
    {
    knights_stables
    }
    }
    knights_stables requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and building_present_min_level castle_barracks garrison_quarters or building_present_min_level barracks city_watch
    {
    capability
    {
    recruit_pool "Mailed Knights" 0 0.33 4 0 requires factions { england, scotland, france, hre, spain, portugal, milan, venice, papal_states, sicily, } and event_counter MAIL_ARMOR 0
    recruit_pool "Huscarls" 0 0.33 4 0 requires factions { denmark, } and event_counter MAIL_ARMOR 0
    recruit_pool "Polish Nobles" 0 0.33 4 0 requires factions { poland, } and event_counter MAIL_ARMOR 0
    recruit_pool "Boyar Sons" 0 0.33 4 0 requires factions { russia, kiev, } and event_counter MAIL_ARMOR 0
    recruit_pool "Hungarian Nobles" 0 0.33 4 0 requires factions { hungary, } and event_counter MAIL_ARMOR 0
    recruit_pool "Arab Cavalry" 0 0.33 4 0 requires factions { moors, egypt, }
    recruit_pool "Turkomans" 0 0.33 4 0 requires factions { turks, syria, abbassid, timurids, khwarezm, }
    recruit_pool "Turkoman Lancers" 0 0.33 4 0 requires factions { abbassid, khwarezm, }
    recruit_pool "Mongol Light Lancers" 0 0.33 4 0 requires factions { mongols, }
    recruit_pool "Hobilars" 0 0.33 6 0 requires factions { england, }
    recruit_pool "Border Horse" 0 0.33 6 0 requires factions { scotland, }
    recruit_pool "Mounted Sergeants" 0 0.33 6 0 requires factions { france, hre, milan, venice, papal_states, sicily, }
    recruit_pool "Scouts" 0 0.33 6 0 requires factions { denmark, }
    recruit_pool "Jinetes" 0 0.33 6 0 requires factions { spain, portugal, }
    recruit_pool "Polish Shooters" 0 0.33 6 0 requires factions { poland, }
    recruit_pool "Kazaks" 0 0.33 6 0 requires factions { russia, kiev, }
    recruit_pool "Magyar Cavalry" 0 0.33 6 0 requires factions { hungary, }
    recruit_pool "Desert Cavalry" 0 0.33 6 0 requires factions { moors, egypt, }
    recruit_pool "Turkish Horse Archers" 0 0.33 6 0 requires factions { turks, syria, abbassid, timurids, khwarezm, }
    recruit_pool "Mongol Horse Archers" 0 0.33 6 0 requires factions { mongols, }
    recruit_pool "Skythikon" 1 0.033 1 0 requires factions { byzantium, }
    recruit_pool "Byzantine Cavalry" 1 0.033 1 0 requires factions { byzantium, }
    recruit_pool "Byzantine Lancers" 0 0.033 1 0 requires factions { byzantium, } and event_counter MAIL_ARMOR
    recruit_pool "Dismounted Byzantine Lancers" 0 0.033 1 0 requires factions { byzantium, } and event_counter MAIL_ARMOR 1
    recruit_pool "Vardariotai" 0 0.033 1 0 requires factions { byzantium, } and event_counter MAIL_ARMOR 1
    recruit_pool "Kataphractoi" 0 0.025 1 0 requires factions { byzantium, } and event_counter HALF_PLATE_ARMOR 1
    }

    Barracks increase the rate of units production, while adding another 1 to total of such units, while as usual the AI gets more and quicker, its units are also 2-4 times the numerical size of the plaers BYZ factions units, and each has 3 hps to the players 2 hps, the players units come in 2 sizes, a basic bandon of 30 men for horse/foot, and a double bandon of 60.

    Archery increases on the same principle,

    building missiles
    {
    convert_to missiles
    levels bowyer practice_range archery_range marksmans_range
    {
    bowyer requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and building_present_min_level castle_barracks mustering_hall or building_present_min_level barracks town_guard
    {
    capability
    {
    recruit_pool "Peasant Archers" 1 0.5 4 0 requires factions { england, scotland, france, hre, denmark, spain, portugal, milan, venice, papal_states, }
    recruit_pool "S Peasant Archers" 1 0.5 4 0 requires factions { sicily, hungary, }
    recruit_pool "EE Peasant Archers" 1 0.5 4 0 requires factions { poland, russia, kiev, }
    recruit_pool "ME Peasant Archers" 1 0.5 4 0 requires factions { moors, egypt, turks, syria, abbassid, mongols, timurids, khwarezm, }
    recruit_pool "Skythikon" 1 0.05 1 0 requires factions { byzantium, }
    recruit_pool "Trebizond Archers" 0 0.05 1 0 requires factions { byzantium, }
    }
    material wooden
    construction 4
    cost 3000
    settlement_min village
    upgrades
    {
    practice_range
    }
    }
    practice_range requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and building_present_min_level castle_barracks garrison_quarters or building_present_min_level barracks militia_drill_square
    {
    capability
    {
    recruit_pool "EE Archer Militia" 1 0.5 4 0 requires factions { russia, kiev, }
    recruit_pool "ME Archer Militia" 1 0.5 4 0 requires factions { egypt, }
    recruit_pool "Archer Militia" 1 0.5 4 0 requires factions { england, }
    recruit_pool "Crossbow Militia" 1 0.5 4 0 requires factions { france, hre, denmark, spain, portugal, }
    recruit_pool "EE Crossbow Militia" 1 0.5 4 0 requires factions { poland, russia, kiev, }
    recruit_pool "Sabadar Militia" 1 0.5 4 0 requires factions { timurids, khwarezm, } and event_counter MAIL_ARMOR 1
    recruit_pool "Skythikon" 1 0.066 1 0 requires factions { byzantium, }
    recruit_pool "S Peasant Archers" 1 0.05 1 1 requires factions { byzantium, }
    recruit_pool "Trebizond Archers" 0 0.066 1 0 requires factions { byzantium, }
    recruit_pool "Byzantine Guard Archers" 0 0.025 1 0 requires factions { byzantium, } and event_counter MAIL_ARMOR 1

    each entry of the same type is added up and that is the rate of production, so multiple entrys of the same type increase its production rate, by using a 40 turn base rate to produce, you can then have a wide range of production times, decreased by whats built in the city, some buildings, have a bigger effect of some troop types, for instance the smithy, increases heavily armoured unit production more than it does less armoured uniuts (while town halls do bouble sized units of less armour quicker):
    building smith
    {
    convert_to castle_smith
    levels leather_tanner blacksmith armourer heavy_armourer plate_armourer gothic_armourer
    {
    leather_tanner city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and building_present_min_level barracks town_guard
    {
    convert_to 0
    capability
    {
    armour 1
    recruit_pool "Constantinople Town Guard" 0 0.033 1 0 requires factions { byzantium, } and event_counter MAIL_ARMOR 1 and hidden_resource aor_constantinople
    recruit_pool "Varangian Guard" 1 0.033 1 0 requires factions { byzantium, } and event_counter HEAVY_MAIL_ARMOR 1
    recruit_pool "Byzantine Cavalry" 1 0.033 1 0 requires factions { byzantium, }
    recruit_pool "Byzantine Lancers" 0 0.033 1 0 requires factions { byzantium, } and event_counter MAIL_ARMOR
    recruit_pool "Dismounted Byzantine Lancers" 0 0.033 1 0 requires factions { byzantium, } and event_counter MAIL_ARMOR 1
    recruit_pool "Vardariotai" 0 0.033 1 0 requires factions { byzantium, } and event_counter MAIL_ARMOR 1
    recruit_pool "Kataphractoi" 0 0.033 1 0 requires factions { byzantium, } and event_counter HALF_PLATE_ARMOR 1
    recruit_pool "Byzantine Infantry" 0 0.033 1 0 requires factions { byzantium, } and event_counter MAIL_ARMOR 1
    recruit_pool "Skythikon" 1 0.025 1 0 requires factions { byzantium, }
    recruit_pool "Aux Greek Spearmen" 0 0.025 1 0 requires factions { all, } and hidden_resource aor_greek
    recruit_pool "SE Spear Militia" 1 0.025 1 0 requires factions { byzantium, }
    recruit_pool "S Peasant Archers" 1 0.025 1 1 requires factions { byzantium, }
    recruit_pool "Byzantine Spearmen" 1 0.025 1 0 requires factions { byzantium, }
    recruit_pool "S Archer Militia" 1 0.025 1 0 requires factions { byzantium, }
    recruit_pool "Byzantine Infantry" 0 0.025 1 0 requires factions { byzantium, } and event_counter
    MAIL_ARMOR 1
    recruit_pool "Southern Peasants" 0 0.025 1 0 requires factions { byzantium, }
    recruit_pool "S Archer Militia" 1 0.025 1 0 requires factions { byzantium, }
    recruit_pool "Trebizond Archers" 0 0.025 1 0 requires factions { byzantium, }
    recruit_pool "Byzantine Guard Archers" 0 0.025 1 0 requires factions { byzantium, } and event_counter MAIL_ARMOR 1
    recruit_pool "Town Militia" 0 0.5 2 0 requires factions { england, scotland, france, hre, denmark, spain, portugal, }
    recruit_pool "Italian Militia" 0 0.5 2 0 requires factions { milan, venice, papal_states, sicily, }
    recruit_pool "EE Town Militia" 0 0.5 2 0 requires factions { poland, hungary, }
    recruit_pool "ME Town Militia" 0 0.5 2 0 requires factions { moors, turks, syria, abbassid, mongols, timurids, khwarezm, }
    recruit_pool "Hobilars" 0 0.33 2 0 requires factions { england, }
    recruit_pool "Border Horse" 0 0.33 2 0 requires factions { scotland, }
    recruit_pool "Mounted Sergeants" 0 0.33 2 0 requires factions { france, hre, milan, venice, papal_states, sicily, }
    recruit_pool "Scouts" 0 0.33 2 0 requires factions { denmark, }
    recruit_pool "Jinetes" 0 0.33 2 0 requires factions { spain, portugal, }
    recruit_pool "Polish Shooters" 0 0.33 2 0 requires factions { poland, }
    recruit_pool "Kazaks" 0 0.33 2 0 requires factions { russia, kiev, }
    recruit_pool "Magyar Cavalry" 0 0.33 2 0 requires factions { hungary, }
    recruit_pool "Desert Cavalry" 0 0.33 2 0 requires factions { moors, egypt, }
    recruit_pool "Turkish Horse Archers" 0 0.33 2 0 requires factions { turks, syria, abbassid, timurids, khwarezm, }
    recruit_pool "Mongol Horse Archers" 0 0.33 2 0 requires factions { mongols, }
    recruit_pool "Peasant Archers" 0 0.5 2 0 requires factions { england, scotland, france, hre, denmark, spain, portugal, milan, venice, papal_states, }
    recruit_pool "S Peasant Archers" 0 0.5 2 0 requires factions { sicily, hungary, }
    recruit_pool "EE Peasant Archers" 0 0.5 2 0 requires factions { poland, russia, kiev, }
    recruit_pool "ME Peasant Archers" 0 0.5 2 0 requires factions { moors, egypt, turks, syria, abbassid, mongols, timurids, khwarezm, }


    }
    material wooden
    construction 6
    cost 3000
    settlement_min town
    upgrades
    {
    blacksmith
    }
    }
    blacksmith city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter MAIL_ARMOR 1
    {
    convert_to 1
    capability
    {
    armour 2
    recruit_pool "Constantinople Town Guard" 0 0.04 1 0 requires factions { byzantium, } and event_counter MAIL_ARMOR 1 and hidden_resource aor_constantinople
    recruit_pool "Varangian Guard" 1 0.04 1 0 requires factions { byzantium, } and event_counter HEAVY_MAIL_ARMOR 1
    recruit_pool "Byzantine Cavalry" 1 0.04 1 0 requires factions { byzantium, }
    recruit_pool "Byzantine Lancers" 0 0.04 1 0 requires factions { byzantium, } and event_counter MAIL_ARMOR
    recruit_pool "Dismounted Byzantine Lancers" 0 0.04 1 0 requires factions { byzantium, } and event_counter MAIL_ARMOR 1
    recruit_pool "Vardariotai" 0 0.04 1 0 requires factions { byzantium, } and event_counter MAIL_ARMOR 1
    recruit_pool "Kataphractoi" 0 0.04 1 0 requires factions { byzantium, } and event_counter HALF_PLATE_ARMOR 1
    recruit_pool "Byzantine Infantry" 0 0.04 1 0 requires factions { byzantium, } and event_counter MAIL_ARMOR 1
    recruit_pool "Skythikon" 1 0.033 1 0 requires factions { byzantium, }
    recruit_pool "Aux Greek Spearmen" 0 0.033 1 0 requires factions { all, } and hidden_resource aor_greek
    recruit_pool "SE Spear Militia" 1 0.033 1 0 requires factions { byzantium, }
    recruit_pool "S Peasant Archers" 1 0.033 1 1 requires factions { byzantium, }
    recruit_pool "Byzantine Spearmen" 1 0.033 1 0 requires factions { byzantium, }
    recruit_pool "S Archer Militia" 1 0.025 1 0 requires factions { byzantium, }
    recruit_pool "SE Town Militia" 0 0.025 1 0 requires factions { byzantium, }
    recruit_pool "Byzantine Infantry" 0 0.033 1 0 requires factions { byzantium, } and event_counter
    MAIL_ARMOR 1
    recruit_pool "Southern Peasants" 0 0.033 1 0 requires factions { byzantium, }
    recruit_pool "S Archer Militia" 1 0.033 1 0 requires factions { byzantium, }
    recruit_pool "Trebizond Archers" 0 0.033 1 0 requires factions { byzantium, }
    recruit_pool "Byzantine Guard Archers" 0 0.033 1 0 requires factions { byzantium, } and event_counter MAIL_ARMOR 1
    recruit_pool "Spear Militia" 0 0.5 2 0 requires factions { england, scotland, france, hre, denmark, spain, portugal, }
    recruit_pool "Italian Spear Militia" 0 0.5 2 0 requires factions { milan, venice, papal_states, sicily, }
    recruit_pool "EE Spear Militia" 0 0.5 2 0 requires factions { poland, russia, kiev, hungary, }
    recruit_pool "ME Spear Militia" 0 0.5 2 0 requires factions { moors, egypt, turks, syria, abbassid, timurids, khwarezm, }
    recruit_pool "ME Spear Militia" 0 0.5 2 0 requires factions { mongols, }
    recruit_pool "Dismounted Mailed Knights" 0 0.5 2 0 requires factions { england, scotland, france, hre, spain, portugal, milan, venice, papal_states, sicily, } and event_counter MAIL_ARMOR 0
    recruit_pool "Sudanese Javelinmen" 0 0.5 2 0 requires factions { moors, }
    recruit_pool "Levy Spearmen" 0 0.5 2 0 requires factions { england, }
    recruit_pool "Highlanders" 0 0.5 2 0 requires factions { scotland, }
    recruit_pool "Sergeant Spearmen" 0 0.5 2 0 requires factions { france, hre, milan, venice, papal_states, sicily, }
    recruit_pool "Viking Raiders" 0 0.5 2 0 requires factions { denmark, }
    recruit_pool "Javelinmen" 0 0.5 2 0 requires factions { spain, }
    recruit_pool "Lusitanian Javelinmen" 0 0.5 2 0 requires factions { portugal, }
    recruit_pool "Woodsmen" 0 0.5 2 0 requires factions { poland, russia, kiev, }
    recruit_pool "Slav Levies" 0 0.5 2 0 requires factions { hungary, }
    recruit_pool "Berber Spearmen" 0 0.5 2 0 requires factions { moors, }
    recruit_pool "Kurdish Javelinmen" 0 0.5 2 0 requires factions { egypt, }
    recruit_pool "Turkish Javelinmen" 0 0.5 2 0 requires factions { turks, syria, abbassid, }
    recruit_pool "ME Levy Spearmen" 0 0.5 2 0 requires factions { mongols, timurids, khwarezm, }
    recruit_pool "Dismounted Polish Nobles" 0 0.5 2 0 requires factions { poland, } and event_counter MAIL_ARMOR 0
    recruit_pool "Town Militia" 0 0.5 2 0 requires factions { england, scotland, france, hre, denmark, spain, portugal, }
    recruit_pool "Italian Militia" 0 0.5 2 0 requires factions { milan, venice, papal_states, sicily, }
    recruit_pool "EE Town Militia" 0 0.5 2 0 requires factions { poland, hungary, }
    recruit_pool "ME Town Militia" 0 0.5 2 0 requires factions { moors, turks, syria, abbassid, mongols, timurids, khwarezm, }
    recruit_pool "Mailed Knights" 0 0.33 2 0 requires factions { england, scotland, france, hre, spain, portugal, milan, venice, papal_states, sicily, } and event_counter MAIL_ARMOR 0
    recruit_pool "Huscarls" 0 0.33 2 0 requires factions { denmark, } and event_counter MAIL_ARMOR 0
    recruit_pool "Polish Nobles" 0 0.33 2 0 requires factions { poland, } and event_counter MAIL_ARMOR 0
    recruit_pool "Boyar Sons" 0 0.33 2 0 requires factions { russia, kiev, } and event_counter MAIL_ARMOR 0
    recruit_pool "Hungarian Nobles" 0 0.33 2 0 requires factions { hungary, } and event_counter MAIL_ARMOR 0
    recruit_pool "Arab Cavalry" 0 0.33 2 0 requires factions { moors, egypt, }
    recruit_pool "Turkomans" 0 0.33 2 0 requires factions { turks, syria, abbassid, timurids, khwarezm, }
    recruit_pool "Turkoman Lancers" 0 0.33 2 0 requires factions { abbassid, khwarezm, }
    recruit_pool "Mongol Light Lancers" 0 0.33 2 0 requires factions { mongols, }
    recruit_pool "Hobilars" 0 0.33 6 0 requires factions { england, }
    recruit_pool "Border Horse" 0 0.33 6 0 requires factions { scotland, }
    recruit_pool "Mounted Sergeants" 0 0.33 6 0 requires factions { france, hre, milan, venice, papal_states, sicily, }
    recruit_pool "Scouts" 0 0.33 6 0 requires factions { denmark, }
    recruit_pool "Jinetes" 0 0.33 6 0 requires factions { spain, portugal, }
    recruit_pool "Polish Shooters" 0 0.33 6 0 requires factions { poland, }
    recruit_pool "Kazaks" 0 0.33 6 0 requires factions { russia, kiev, }
    recruit_pool "Magyar Cavalry" 0 0.33 6 0 requires factions { hungary, }
    recruit_pool "Desert Cavalry" 0 0.33 6 0 requires factions { moors, egypt, }
    recruit_pool "Turkish Horse Archers" 0 0.33 6 0 requires factions { turks, syria, abbassid, timurids, khwarezm, }
    recruit_pool "Mongol Horse Archers" 0 0.33 6 0 requires factions { mongols, }
    recruit_pool "EE Archer Militia" 0 0.5 2 0 requires factions { russia, kiev, }
    recruit_pool "ME Archer Militia" 0 0.5 2 0 requires factions { egypt, }
    recruit_pool "Archer Militia" 0 0.5 2 0 requires factions { england, }
    recruit_pool "Crossbow Militia" 0 0.5 2 0 requires factions { france, hre, denmark, spain, portugal, }
    recruit_pool "EE Crossbow Militia" 0 0.5 2 0 requires factions { poland, russia, kiev, }
    recruit_pool "Sabadar Militia" 0 0.5 2 0 requires factions { timurids, khwarezm, } and event_counter MAIL_ARMOR 0
    recruit_pool "Longbowmen" 0 0.5 6 0 requires factions { england, }
    recruit_pool "Highland Archers" 0 0.5 6 0 requires factions { scotland, }
    recruit_pool "Peasant Crossbowmen" 0 0.5 6 0 requires factions { france, hre, spain, portugal, milan, venice, papal_states, }
    recruit_pool "Norse Archers" 0 0.5 6 0 requires factions { denmark, }
    recruit_pool "Sicilian Muslim Archers" 0 0.5 6 0 requires factions { sicily, }
    recruit_pool "Lithuanian Archers" 0 0.5 6 0 requires factions { poland, }
    recruit_pool "Bosnian Archers" 0 0.5 6 0 requires factions { hungary, }
    recruit_pool "Desert Archers" 0 0.5 6 0 requires factions { moors, egypt, }
    recruit_pool "Turkish Archers" 0 0.5 6 0 requires factions { turks, syria, abbassid, timurids, khwarezm, }
    recruit_pool "Mongol Foot Archers" 0 0.5 6 0 requires factions { mongols, }
    recruit_pool "Peasant Archers" 0 0.5 6 0 requires factions { england, scotland, france, hre, denmark, spain, portugal, milan, venice, papal_states, }
    recruit_pool "S Peasant Archers" 0 0.5 6 0 requires factions { sicily, hungary, }
    recruit_pool "EE Peasant Archers" 0 0.5 6 0 requires factions { poland, russia, kiev, }
    recruit_pool "ME Peasant Archers" 0 0.5 6 0 requires factions { moors, egypt, turks, syria, abbassid, mongols, timurids, khwarezm, }
    }

    all buildings produce something to increase production:
    building urban_equestrian
    {
    levels racing_track sultans_racing_track
    {
    racing_track city requires factions { middle_eastern, }
    {
    capability
    {
    heavy_cavalry_bonus bonus 1
    happiness_bonus bonus 1
    stage_races 1
    recruit_pool "Granadine Lancers" 0 0.33 4 0 requires factions { moors, } and event_counter MAIL_ARMOR 0
    recruit_pool "Mamluks" 0 0.33 4 0 requires factions { egypt, abbassid, } and event_counter HEAVY_MAIL_ARMOR 0
    recruit_pool "Sipahi Lancers" 0 0.33 4 0 requires factions { turks, syria, } and event_counter MAIL_ARMOR 0
    recruit_pool "Mongol Heavy Lancers" 0 0.33 4 0 requires factions { mongols, timurids, } and event_counter MAIL_ARMOR 0
    recruit_pool "Elephants" 0 0.33 4 0 requires factions { timurids, khwarezm, } and event_counter MATCHLOCK 0 and event_counter MAIL_ARMOR 0
    recruit_pool "Persian Heavy Cavalry" 0 0.33 4 0 requires factions { timurids, khwarezm, } and event_counter HALF_PLATE_ARMOR 0
    recruit_pool "Granadine CB Cav" 0 0.33 6 0 requires factions { moors, } and event_counter MAIL_ARMOR 0 and event_counter MOUNTED_CROSSBOWS 0
    recruit_pool "Granadine Jinetes" 0 0.33 6 0 requires factions { moors, } and event_counter MAIL_ARMOR 0
    recruit_pool "Mamluk Archers" 0 0.33 6 0 requires factions { egypt, abbassid, } and event_counter MAIL_ARMOR 0
    recruit_pool "Sipahis" 0 0.33 6 0 requires factions { turks, syria, } and event_counter MAIL_ARMOR 0
    recruit_pool "Mongol Heavy Archers" 0 0.33 6 0 requires factions { mongols, timurids, } and event_counter MAIL_ARMOR 0
    recruit_pool "Ghurid Mounted Archers" 0 0.33 6 0 requires factions { khwarezm, } and event_counter MAIL_ARMOR 0
    recruit_pool "Kwarizmian Cavalry" 0 0.33 6 0 requires factions { khwarezm, } and event_counter HEAVY_MAIL_ARMOR 0
    recruit_pool "Andalusian Knights" 0 0.33 6 0 requires factions { moors, } and event_counter MAIL_ARMOR 0
    recruit_pool "Arab Cavalry" 0 0.33 6 2 requires factions { moors, egypt, }
    recruit_pool "Turkomans" 0 0.33 6 2 requires factions { turks, syria, abbassid, timurids, khwarezm, }
    recruit_pool "Turkoman Lancers" 0 0.33 6 2 requires factions { abbassid, khwarezm, }
    recruit_pool "Mongol Light Lancers" 0 0.33 6 2 requires factions { mongols, }
    recruit_pool "Desert Cavalry" 0 0.33 6 2 requires factions { moors, egypt, }
    recruit_pool "Turkish Horse Archers" 0 0.33 6 2 requires factions { turks, syria, abbassid, timurids, khwarezm, }
    recruit_pool "Mongol Horse Archers" 0 0.33 6 2 requires factions { mongols, }

    some do more than others, Muslim churchs produce increased morale units, western euopreean bueracry increase the rate of double units production dramticly as the beurocracy exists to organise them.
    building city_hall
    {
    levels town_hall council_chambers city_hall mayors_palace
    {
    town_hall city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    capability
    {
    agent diplomat 1 requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    recruit_pool "Carroccio Standard M" 0 0.2 1 0 requires factions { milan, } and event_counter MAIL_ARMOR 1
    recruit_pool "Carroccio Standard V" 0 0.2 1 0 requires factions { venice, } and event_counter MAIL_ARMOR 1
    recruit_pool "NE Bodyguard" 0 0.05 1 0 requires factions { england, scotland, france, hre, denmark, poland, hungary, slave, }
    recruit_pool "SE Bodyguard" 0 0.05 1 0 requires factions { spain, portugal, milan, venice, papal_states, sicily, }
    recruit_pool "EE Bodyguard" 0 0.05 1 0 requires factions { russia, kiev, }
    recruit_pool "Greek Bodyguard" 0 0.025 1 0 requires factions { byzantium, }
    recruit_pool "ME Bodyguard" 0 0.05 1 0 requires factions { moors, egypt, turks, syria, abbassid, }
    recruit_pool "Mongol Bodyguard" 0 0.05 1 0 requires factions { mongols, timurids, khwarezm, }
    recruit_pool "Aztec Bodyguard" 0 0.05 1 0 requires factions { aztecs, }
    recruit_pool "S Archer Militia" 1 0.033 1 0 requires factions { byzantium, }
    recruit_pool "Trebizond Archers" 0 0.033 1 0 requires factions { byzantium, }
    recruit_pool "S Peasant Archers" 1 0.033 1 0 requires factions { byzantium, }
    recruit_pool "Byzantine Guard Archers" 0 0.033 1 0 requires factions { byzantium, } and event_counter MAIL_ARMOR 1
    recruit_pool "SE Town Militia" 0 0.033 1 0 requires factions { byzantium, }
    recruit_pool "Skythikon" 1 0.033 1 0 requires factions { byzantium, }
    recruit_pool "SE Spear Militia" 1 0.033 1 0 requires factions { byzantium, }
    recruit_pool "Byzantine Spearmen" 1 0.033 1 0 requires factions { byzantium, }
    recruit_pool "S Archer Militia" 1 0.033 1 0 requires factions { byzantium, }
    recruit_pool "Byzantine Infantry" 0 0.033 1 0 requires factions { byzantium, } and event_counter MAIL_ARMOR 1
    recruit_pool "Constantinople Town Guard" 0 0.033 1 0 requires factions { byzantium, } and event_counter MAIL_ARMOR 1 and hidden_resource aor_constantinople
    recruit_pool "Byzantine Cavalry" 1 0.033 1 0 requires factions { byzantium, }
    recruit_pool "Byzantine Lancers" 0 0.033 1 0 requires factions { byzantium, } and event_counter MAIL_ARMOR 1
    recruit_pool "Dismounted Byzantine Lancers" 0 0.033 1 0 requires factions { byzantium, } and event_counter MAIL_ARMOR 1
    recruit_pool "Vardariotai" 0 0.033 1 0 requires factions { byzantium, } and event_counter MAIL_ARMOR 1
    recruit_pool "Kataphractoi" 0 0.033 1 0 requires factions { byzantium, } and event_counter HALF_PLATE_ARMOR 1
    recruit_pool "Southern Peasants" 0 0.025 1 0 requires factions { byzantium, }

    Since every building, including guilds, increases unit production and or range of units, in some way, and has a commericial increase, brothels 200, inns 350, to simulate the commericail revolution, ports and churchs also increase income, the player gets 500 purse and a start 20k while the AI stays on 2500 purse.


    Whatd does it all mean?, well reagrdless of what the AI builds in acity, it can increase its units much faster than the player as it gets a higher rate of production and since all buildings increase the rate, you dont need a garrison script because the city has a stock it can build being built up and a slow to fast build time pertaining to that range of units. the palyer otoh, has long build times, and only gets partity by max out his bounus on buildings.

    merc for the player are now done through the building tree, themerc in regions are only for the AI, they are 4 times the number than stock, and the ai will pull them up for use in crusades, as Constinople will be the fiorst or second JIhad, around turn 20 or so, BYZ will be hard pressed to not lose the capital, if it does, it will be on the long road to creating an economy able to match the vastly increased AI unit production, which will see mutiple full stacks very soon.

    Comabat has changed a tad, since you will be using multiple stacks as a norm, ive found turing fatigue of is the best method, since one or more stacks will have to march almost full map distance to engage, since 3 hps means archery takes a while to prepare men for death rather than kill ouright, you will need most of the time the timer gives you, and the space on teh map, to wear down the enemy before engaging, hopefully with the rest of teh stacks doing there bit to help, your units are all 30 or 60 strong, while the AI arnge from 60 to 160, so your 30 man militia spear is counteredf by a 150 man turkic milita spear for instance, but as your settlemet grows in size, you can field 60 man unit, and field them quicker because of a range of buildings that make them quicker.

    Ive tried lowering all units rate of fatigue acumalation, the effect of climate in the first palce, but found that turning it off completly works out better.
    Last edited by Hanny; June 16, 2007 at 05:26 AM.

  10. #10

    Default Re: Combat mechanics

    Finalised the mercs for byz, in addition to the Syths, what they get are Hetaerataoi foot and mounted Bandons, reused the constainople guard slots and greek militia cav, these are the forgien mercs that the Empire hires out of a fee not to serve payed by the merchants and growing middle classes, so the build time for them is long at start, and reduced by buildings that increase economic activitly, as more Byz citizens are doing that activilty and becoming exempt from mil service and paying a fee to the Emperorer, which takes the money and hires regional mercs, which are the Hetaerotoi Bandons, being expensive to mantain in respect of native troops, and long build time early game, you wont see many untill later, when the economy can support them.

    Torn, apart from the new world units in the unit file, are there any other unused ones still present for reuse?, im looking to see how many free slots are avaliable to redo unit sizes for all factions so that all factions can be themed for unit sizes depending on settlemet size.

  11. #11
    tornnight's Avatar Forum Bot
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    Default Re: Combat mechanics

    With a limit of 512 and us at the mid 400s, there isn't much room for a ton of new units. We still need to conserve space for the next couple factions to be implemented.

    I don't think there are many unused ones. Elephant Rocket units, and some special named units.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  12. #12

    Default Re: Combat mechanics

    Sounds enough for my purpose, with merc coming in themed sizes already, and 12-15 reused in the file plus 40 or so free slots gives 2 per faction, if i used the siege engines as units instead that another 3 per culture, so im pretty sure a themed unit size per faction could be implemted.

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