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  1. #1

    Default 0 build time units

    Great mod, I prefer o build time for units [ except naval ], have edited units stats to 0, can any ex players rec why this is a bad idea? Are their any bad side effects beacause of this mod? )0 build time works well with spqr/bbw mods, thx Budd.

  2. #2

    Default Re: 0 build time units

    No idea why its a bad idea.The AI doesnt seem to use it (at least at m/m,but maybe they are just broke ?) .But the only bad thing that if you have a lot of cash,you build up fast,and the game might become rather too easy.No other ideas

  3. #3
    Tiberius Nero's Avatar Biarchus
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    Default Re: 0 build time units

    Quote Originally Posted by BiggBudd View Post
    Great mod, I prefer o build time for units [ except naval ], have edited units stats to 0, can any ex players rec why this is a bad idea? Are their any bad side effects beacause of this mod? )0 build time works well with spqr/bbw mods, thx Budd.
    Unless you have some complementing scripts like EB where AI towns get a population growth boost, the AI will simply bleed its manpower dry and go broke, while any cities you will be taking over from the AI, you will be needing about 2-3 soldiers to guard them without rebelling, so you can steamroll the world quickly, while fighting 10 uber stacks per turn, which the AI doesn't know how to use anyway as it has less talent than a deffective brick etc etc. You get the idea I guess.

  4. #4
    dvk901's Avatar Consummatum est
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    Default Re: 0 build time units

    The reason it might be a 'bad' idea in this mod is because the mod needs to be adjusted in terms of population growth. It seems less a problem of money as it is 'people', for the AI to recruit. If population growth is too small, the AI will strip it's cities and towns of people, and then stall. My guess is that RTR was configured for '1' turn recruitment, mainly...so '0' turn will result in a lot of battles at first, but then you'll be conquering many towns and cities with no people in them.

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  5. #5

    Default Re: 0 build time units

    Thx very much 4 replies. Am looking at population issue, doesnt seem to be a problem yet [am 20 yrs into campaign], have had several battles with 2 stacks, most are just 1, and with nightbattles on u can attack 1 stack at a time with some effort. However, i am "turtleing" my campaign, and because of the ax phase system it takes several yrs to produce troops in new cities which also prevents you from "steamrolling".
    However, i was expecting it too be a two edged sword, it might be easier to steamroll yourself, but is it not the same for the ai? I was hopeing for 1 faction to became a major power, and give me a run for my money!

  6. #6

    Default Re: 0 build time units

    AFAIK, the AI doen't build more a one unit at a time per city, even if with 0 turn recruitment. Therefore, 0 turn recruitment is only making the game easier for the player.

  7. #7
    dvk901's Avatar Consummatum est
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    Default Re: 0 build time units

    Quote Originally Posted by Herpes View Post
    AFAIK, the AI doen't build more a one unit at a time per city, even if with 0 turn recruitment. Therefore, 0 turn recruitment is only making the game easier for the player.
    Is that something specific to RTR?

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
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  8. #8

    Default Re: 0 build time units

    I find the 0-turn recruitment is no problem and, in fact, since your units do not show up until the next turn anyway, the term o-turn recruitment is a bit of a misnomer.

    What it does is give you the opportunity to raise more than one unit per turn.

    If you are concerned about population levels you can always pick a couple of building and bump up the population growth bonuses or something. I always use 0-turn (for basically everything) and it isn't a problem.

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