I've played it just one time years ago, so I cannot tell anything.
And I got a bit sceptical about the BGR mechanisms, you may read my opinions here.
I've played it just one time years ago, so I cannot tell anything.
And I got a bit sceptical about the BGR mechanisms, you may read my opinions here.
Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
..............................................................................................................................................................................
If you want to play a historical mod in the medieval setting the best are:
Stainless Steel Historical Improvement Project and Broken Crescent.
Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
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Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
Follow home rules for playing a game without exploiting the M2TW engine deficiencies.
Hints for Medieval 2 moders: forts, merchants, AT-NGB bug, trade fleets.
Thrones of Britannia: review, opinion on the battles, ideas for modding. Shieldwall is promising!
Dominant strategy in Rome2, Attila, ToB and Troy: “Sniping groups of armies”. Still there, alas!
Yes, in BGRV cities and castles have the same recruitment pools, but you can only recruit high level units in your capital, therefore either a city or a castle may be your capital.
I have tried many different mods, but I much prefer BGRV to anything else.
1. The fact that mounted knights cost four recruitment pool points and you are likely to get only 14 to 24 recruitment pool points every 12 turns makes them so much more dear and makes it so much more vital to preserve them in battle. Just having them be more expensive or less available as in other mods is not nearly enough. In BGRV, you have to choose between recruiting 4 local or militia units or one mounted knight. It makes for much more intriguing choices.
2. In BGRV your generals age at one year per 12 turns. This means that your starting family tree will stay alive for much of the game, and you will have only two or at most three generations from beginning to end. This really gives one time to become familiar with and feel attached to one's quite small and therefore precious royal family.
The only real drawbacks are that it is quite confusing much of the time trying to figure out why you sometimes can't recruit the upper tier units as there are of number of possible reasons. Also, since the buildings no longer effect the recruitment pool, castles actually become unnecessary (though I play with the house rule that as the AI doesn't convert castles to cities, neither can I), nor does one really need to build any of the recruitment line of buildings (other than for the fairly irrelevant experience points). And finally, the constant transferring of the various ancillaries that your king and heir, war councilors and administrators need in order to recruit, build, or go on offensive campaign, especially if one of them is assassinated or dies in battle or of the plague, requires a lot of micro-management. However, I believe that all of the trouble is well worth it.
Finally, I would only caution against using the BGRV No Mercy AI, as this is an extremely backstabbing and human hating AI, and this coupled with fact that you are always the vastly weaker player in the early part of the game due to the extremely limited number of units you are able to recruit can make for a very frustrating experience as you will be hunted and dog-piled mercilessly. Any other AI is much preferable, especially for a BGRV novice.
Last edited by Kilgore Trout; January 20, 2020 at 08:51 AM.
Roland searched the continent for the man who'd done him in
He found him in Mombasa in a barroom drinking gin
Roland aimed his Thompson gun. He didn't say a word
But he blew Van Owen's body from there to Johannesburg
- Warren Zevon - Roland the Headless Thompson Gunner - 1978
Given the fact that the castles in BGRV have almost lost their main meaning, I did not play it. A preferred BGR IV
There is another bug / feature that I found in BGRV. If the hiring pool is zero, you can hire any unit in each city with a General every turn.
After all this time playing BGRV, I hadn't quite figured out what that problem was all about yet. Thanks for the info! Now that you are apparently playing a fair bit of BGRV, how do you like it so far?
Also, I don't convert castles to cities no matter what mod I play, as the AI doesn't do it.
Roland searched the continent for the man who'd done him in
He found him in Mombasa in a barroom drinking gin
Roland aimed his Thompson gun. He didn't say a word
But he blew Van Owen's body from there to Johannesburg
- Warren Zevon - Roland the Headless Thompson Gunner - 1978
Hi, i got a 2 questions for somebody with modding experience.
My first question is how to change the manpower requirements of units (i want to make the system based on a 3 point scale instead of 4)?
And secondly, the 12 turns per year system makes family members come of age only after some 150 turns. This is too long for my taste and playstyle.
So is there any way to keep the 12 turn per year system but make child family members come of age sooner than 150+ turns, like having them being "born" as teenagers?
Here is the way I do it in descr_strat in the BGRV sub campaign. I use my own chosen names, so I have to mess with a few other names files, but you can just use vanilla names from the proper faction from the descr_names.txt. Be sure to make the leader at least 16 years older than his oldest son, and I think you have to put the sons in descending order of age if they are already 14 or older. I just have the one son - Ulysses - of age at the start as it is too expensive using BGRV to have to many family members of age at the start. I also have removed other starting named characters (generals) as they also require funding using BGRV.
character Ruggero, named character, male, leader, age 30, x 174, y 118, portrait ruggero
traits Factionleader 1 , GovernorInclination 1 , NaturalMilitarySkill 1 , GoodCommander 1 , Intelligent 1 , ReligionStarter 1
army
unit SE Bodyguard exp 3 armour 0 weapon_lvl 0
unit Norman Cavalry exp 1 armour 0 weapon_lvl 0
unit Norman Cavalry exp 0 armour 0 weapon_lvl 0
unit Armored Sergeants exp 1 armour 0 weapon_lvl 0
unit Armored Sergeants exp 1 armour 0 weapon_lvl 0
unit Sicilian Muslim Archers exp 2 armour 0 weapon_lvl 0
unit Sicilian Muslim Archers exp 2 armour 0 weapon_lvl 0
unit Sicilian Muslim Archers exp 1 armour 0 weapon_lvl 0
unit Sicilian Muslim Archers exp 0 armour 0 weapon_lvl 0
unit Mounted Sergeants exp 0 armour 0 weapon_lvl 0
character Ulysses, named character, male, heir, age 14, x 182, y 139, portrait ulysses
traits Factionheir 1 , LoyaltyStarter 1 , MilitaryInclination 1 , GoodCommander 1 , Rabblerouser 2 , GoodAdministrator 2 , ReligionStarter 1
army
unit SE Bodyguard exp 2 armour 0 weapon_lvl 0
unit Pavise Spear Militia exp 2 armour 0 weapon_lvl 0
unit Pavise Spear Militia exp 1 armour 0 weapon_lvl 0
unit Urban Crossbow Militia exp 0 armour 0 weapon_lvl 0
unit Urban Crossbow Militia exp 0 armour 0 weapon_lvl 0
unit Urban Spear Militia exp 1 armour 0 weapon_lvl 0
character Serlo, admiral, male, age 29, x 170, y 120
army
unit war galley exp 3 armour 0 weapon_lvl 0
unit war galley exp 2 armour 0 weapon_lvl 0
unit war galley exp 1 armour 0 weapon_lvl 0
unit galley exp 2 armour 0 weapon_lvl 0
character Pietro Vallano, spy, male, age 23, x 185, y 146
traits NaturalSpySkill 2
character Niccolo di_Palermo, priest, male, age 28, x 172, y 119
traits NaturalPriestSkill 2 , StrongFaith 2 , PriestLevel 1
character Alberto d_Ottaviano, general, male, age 25, x 186, y 113
traits LoyaltyStarter 1 , MilitaryInclination 1 , NaturalMilitarySkill 2 , ReligionStarter 1
army
unit Pavise Spear Militia exp 2 armour 0 weapon_lvl 0
unit Pavise Spear Militia exp 1 armour 0 weapon_lvl 0
unit Urban Crossbow Militia exp 1 armour 0 weapon_lvl 0
unit Sicilian Muslim Archers exp 0 armour 0 weapon_lvl 0
unit Sicilian Muslim Archers exp 2 armour 0 weapon_lvl 0
character Niccolo Rocca, general, male, age 49, x 200, y 140
traits LoyaltyStarter 1 , GovernorInclination 1 , GoodAdministrator 2 , ReligionStarter 1
army
unit Armored Sergeants exp 1 armour 0 weapon_lvl 0
unit Armored Sergeants exp 1 armour 0 weapon_lvl 0
unit Sicilian Muslim Archers exp 1 armour 0 weapon_lvl 0
unit Sicilian Muslim Archers exp 1 armour 0 weapon_lvl 0
unit Mounted Sergeants exp 0 armour 0 weapon_lvl 0
character_record Leonora, female, age 30, alive, never_a_leader
character_record Achilles, male, age 11, alive, never_a_leader
character_record Hector, male, age 8, alive, never_a_leader
character_record Ajax, male, age 5, alive, never_a_leader
relative Ruggero, Leonora, Ulysses, Achilles, Hector, Ajax, end
Roland searched the continent for the man who'd done him in
He found him in Mombasa in a barroom drinking gin
Roland aimed his Thompson gun. He didn't say a word
But he blew Van Owen's body from there to Johannesburg
- Warren Zevon - Roland the Headless Thompson Gunner - 1978
In the campaign_script in BGRV sub campaign, manipulate these entries, though I am not sure exactly how would be best. If it were me, I think I would start by leaving the entry for Manpower Cost 4, and just moving all the units I wanted to make manpower cost of 3 to Manpower Cost 3. Same for the manpower cost 3 units that I wanted to make manpower cost 2. And for the manpower cost 2 units that you want to make manpower cost 1, just remove them from entirely as units listed as manpower cost of 1 seemingly don't need to be listed at all.
MANPOWER COST 4
and not UnitType Archontopoulai
and not UnitType Armats
and not UnitType Armored Clergy
and not UnitType Boyars
and not UnitType Broken Lances
and not UnitType Chivalric Knights
and not UnitType Christ Knights
and not UnitType Christian Guard
and not UnitType Constable of Jerusalem
and not UnitType Demi Lancers
and not UnitType Dievas Guard
and not UnitType E Chivalric Knights
and not UnitType English Knights
and not UnitType Famiglia Ducale
and not UnitType Feudal Knights
and not UnitType French Chivalric Knights
and not UnitType French Feudal Knights
and not UnitType Gendarmes
and not UnitType German Feudal Knights
and not UnitType Gothic Knights
and not UnitType Granadine Lancers
and not UnitType Halbbruder
and not UnitType Heavy Boyars
and not UnitType Heavy Hussars
and not UnitType Imperial Guard
and not UnitType Imperial Knights
and not UnitType Italian MAA
and not UnitType Khagan Druzhina
and not UnitType Khassaki
and not UnitType Knights Hospitaller
and not UnitType Knights of Antioch
and not UnitType Knights of Jerusalem
and not UnitType Knights of Montesa
and not UnitType Knights of Santiago
and not UnitType Knights Templar
and not UnitType Kwarezmian Cavalry
and not UnitType L Regular Cavalry
and not UnitType Lancers
and not UnitType Latinikon
and not UnitType Mailed Knights
and not UnitType Mamluks
and not UnitType Mercenary Frankish Knights
and not UnitType Noble Cavalry
and not UnitType Noble Knights
and not UnitType Norman Cavalry
and not UnitType Norman Knights
and not UnitType Polish Guard
and not UnitType Polish Knights
and not UnitType Polish Nobles
and not UnitType Portuguese Knights
and not UnitType Pronoiarii
and not UnitType Quapukulu
and not UnitType Ritterbruder
and not UnitType Royal Banderium
and not UnitType Royal Mamluks
and not UnitType Scholarii
and not UnitType Templar Confrere Knights
and not UnitType Turhagut Lancers
and not UnitType Turkish Ghulams
and not UnitType Khorchi Horse Archers
and not UnitType Early Reiters
and not UnitType iqta'dar
and not UnitType Behk Druzhina
and not UnitType Sipahis
and not UnitType Polotsk Boyar Druzhina
and not UnitType Sibyan al Khass
and not UnitType Hungarian Nobles
inc_event_counter type -1
end_monitor
monitor_event AddedToTrainingQueue FactionIsLocal
MANPOWER COST 3
and not UnitType Ghulams
and not UnitType Huscarls
and not UnitType Druzhina
and not UnitType Polish Retainers
and not UnitType Sipahi Lancers
and not UnitType Hoschuchi Lancers
and not UnitType Hussars
and not UnitType Stradiots
and not UnitType Polish Shooters
and not UnitType Mounted Luchniki
and not UnitType Noble Sons Cavalry
and not UnitType Granadine CB Cav
and not UnitType Junior Druzhina
and not UnitType Lithuanian Cavalry
and not UnitType Mounted Calivermen
and not UnitType Mounted Crossbowmen
and not UnitType Camel Gunners
and not UnitType Cavalarii
and not UnitType Yasi Archers
and not UnitType Skythikoi
and not UnitType Reiters
and not UnitType Hoshiga Horse Archers
and not UnitType Mamluk Archers
and not UnitType Armored Horsearchers
and not UnitType Lubchiten Horse Archers
and not UnitType Nukeri Horse Archers
and not UnitType Dismounted Armored Clergy
and not UnitType Dismounted Ghulams
and not UnitType Al Haqa Infantry
and not UnitType Noble Spearmen
and not UnitType Templar Guard
and not UnitType Dismounted Mailed Knights
and not UnitType Dismounted Polish Nobles
and not UnitType Dismounted Sipahi Lancers
and not UnitType Dismounted KM
and not UnitType Dismounted Knights of Antioch
and not UnitType Dismounted Imperial Knights
and not UnitType Edessan Guard
and not UnitType Norse Axemen
and not UnitType Papal Guard
and not UnitType Scandinavian Guard
and not UnitType Aventuros
and not UnitType Armored Spearmen
and not UnitType Berdiche Axemen
and not UnitType Venetian Heavy Infantry
and not UnitType Varangian Guard
and not UnitType Giltines Chosen
and not UnitType Dismounted Khagan Druzhina
and not UnitType Halberd MAA
and not UnitType Dismounted Portuguese Knights
and not UnitType Dismounted Noble Knights
and not UnitType Dismounted English Knights
and not UnitType ME Heavy Spearmen
and not UnitType Kievan Palace Guard
and not UnitType Dismounted Halbbruder
and not UnitType Tabardariyya
and not UnitType Janissary Heavy Inf
and not UnitType Swiss Guard
and not UnitType Obudshaer
and not UnitType Noble Pikemen
and not UnitType Dismounted Imperial Guard
and not UnitType Novgorod Home Guard
and not UnitType Norse Swordsmen
and not UnitType Sword Brethren
and not UnitType Dismounted Norman Cavalry
and not UnitType Highland Nobles
and not UnitType Lithuanian Noble Infantry
and not UnitType Spartharii tou Vasileos
and not UnitType Dismounted Boyars
and not UnitType Dismounted Knights Of Jerusalem
and not UnitType Templar Zweihander
and not UnitType Alamanoi
and not UnitType Dismounted Feudal Knights
and not UnitType Dismounted Polish Knights
and not UnitType Dismounted Christian Guard
and not UnitType Castrophilakae
and not UnitType Dismounted Armats
and not UnitType Scoutatoi Swordsmen
and not UnitType Dismounted Norman Knights
and not UnitType Dismounted Italian MAA
and not UnitType Gotland Footmen
and not UnitType Dismounted Chivalric Knights
and not UnitType Armored Swordsmen
and not UnitType Dismounted Ritterbruder
and not UnitType Noble Swordsmen
and not UnitType Dismounted E Chivalric Knights
and not UnitType Dismounted Knights Hospitaller
and not UnitType Dismounted Knights of Santiago
and not UnitType Zweihander
and not UnitType Dismounted Knights Templar
and not UnitType Dismounted Hasham
and not UnitType Canons of the Holy Sepulcher
and not UnitType L Regular Infantry
and not UnitType Dismounted Gothic Knights
and not UnitType Dismounted Broken Lances
and not UnitType Lithuanian Noble Sons
and not UnitType Dismounted Bekh Druzhina
and not UnitType Janissary Arquebusiers
and not UnitType Janissary Archers
and not UnitType Janissary Musketeers
and not UnitType Noble Highland Archers
and not UnitType Scots Guard
and not UnitType Dismounted Khorchi Archers
and not UnitType NE Monster Ribault
and not UnitType ME Monster Bombard
and not UnitType Carroccio Standard M
and not UnitType Carroccio Standard V
and not UnitType Great Cross
and not UnitType AS Rocket Launcher
and not UnitType NE Basilisk
and not UnitType NE Serpentine
and not UnitType NE Cannon
and not UnitType ME Cannon
and not UnitType NE Grand Bombard
and not UnitType ME Grand Bombard
and not UnitType NE Bombard
and not UnitType ME Bombard
and not UnitType NE Culverin
and not UnitType Siphonatores
and not UnitType Naffatun
and not UnitType NE Trebuchet
and not UnitType ME Trebuchet
and not UnitType NE Catapult
and not UnitType ME Catapult
and not UnitType Mangonel
and not UnitType NE Mortar
and not UnitType baghlah
and not UnitType caravel
and not UnitType carrack
and not UnitType cog
and not UnitType dhow
and not UnitType dragon boat
and not UnitType dromon
and not UnitType fire ship
and not UnitType galleass
and not UnitType galley
and not UnitType grande carrack
and not UnitType gun holk
and not UnitType holk
and not UnitType ladya
and not UnitType lanternas
and not UnitType longboat
and not UnitType war galley
and I_EventCounter type = 3
inc_event_counter type -1
end_monitor
monitor_event AddedToTrainingQueue FactionIsLocal
MANPOWER COST 2
and not UnitType Prussian Auxillia
and not UnitType SE Late Bodyguard
and not UnitType NE Late Bodyguard
and not UnitType ME Cavalry Militia
and not UnitType Merchant Cavalry Militia
and not UnitType Tartar Lancers
and not UnitType Knechten
and not UnitType Stratiotae
and not UnitType Italian Cavalry Militia
and not UnitType L Cavalry Militia
and not UnitType Turkish Horse Archers
and not UnitType Desert Cavalry
and not UnitType Pechenegs
and not UnitType Cossack Gunners
and not UnitType Turkopoles
and not UnitType Mounted Arquebusiers
and not UnitType Jinetes
and not UnitType Mounted Acritae
and not UnitType Turkomans
and not UnitType Cuman Horse Militia
and not UnitType Granadine Jinetes
and not UnitType Magyar Cavalry
and not UnitType Hashishim
and not UnitType Menaulatoi
and not UnitType Highland Pikemen
and not UnitType Burgher Pikemen
and not UnitType Pike Militia
and not UnitType Pikemen
and not UnitType Partisan Militia
and not UnitType Light Men at Arms
and not UnitType Light Swordsmen
and not UnitType Prussian Infantry
and not UnitType Swordsmen Militia
and not UnitType Smolensk Infantry
and not UnitType Urban Spear Militia
and not UnitType Dismounted Tartar Lancers
and not UnitType Urban Militia
and not UnitType Swordstaff Militia
and not UnitType Dismounted Druzhina
and not UnitType Persian Spearmen
and not UnitType Baltic Spearmen
and not UnitType Disamounted Turhagut
and not UnitType Halberd Militia
and not UnitType Rus Senior Militia
and not UnitType Armored Sergeants
and not UnitType Pavise Spearmen
and not UnitType Norman Serjeants
and not UnitType Ducal Spearmen
and not UnitType Voulgier
and not UnitType Ducal Axe
and not UnitType Templar Sergeant
and not UnitType ME Halberd Militia
and not UnitType English Huscarls
and not UnitType Lamtuna Spearmen
and not UnitType Dismounted Arab Cavalry
and not UnitType Pavise Spear Militia
and not UnitType Kasogi Senior Militia
and not UnitType Dismounted Huscarls
and not UnitType Order Spearmen
and not UnitType Militia Serjeants
and not UnitType Saracen Militia
and not UnitType Sword and Buckler Men
and not UnitType Tercio Pikemen
and not UnitType Heavy Pike Militia
and not UnitType Heavy Billmen
and not UnitType Scoutatoi
and not UnitType Late Pikemen
and not UnitType Halberdiers
and not UnitType Late Lithuanian Spearman
and not UnitType Late Tercio Pikemen
and not UnitType Turkish Crossbowmen
and not UnitType Latin Handgunners
and not UnitType Late Musketeers
and not UnitType Templar Crossbowmen
and not UnitType Genoese Crossbowmen
and not UnitType Calivermen
and not UnitType Khabutu Archers
and not UnitType Persian Archers
and not UnitType ME Hand Gunners
and not UnitType Mourtatoi
and not UnitType Portuguese Arquebusiers
and not UnitType Gasmuli
and not UnitType Arquebusiers
and not UnitType Genoese Crossbow Militia
and not UnitType Dismounted Junior Druzhina
and not UnitType Templar Longbowmen
and not UnitType Cossack Musketeers
and not UnitType Dismounted French Archers
and not UnitType Merguen Archers
and not UnitType Spanish Arquebusiers
and not UnitType Hussites
and not UnitType Hand Gunners
and not UnitType Musketeers
and not UnitType Ottoman Infantry
and not UnitType Aventurier
and not UnitType Venetian Archers
and not UnitType Dismounted Longbowmen
and not UnitType ME Heavy Archers
and not UnitType Luchniki
and not UnitType Yeoman Archers
and not UnitType NE Ballista
and not UnitType ME Ballista
and I_EventCounter type = 2
inc_event_counter type -1
end_monitor
Last edited by Kilgore Trout; February 04, 2020 at 12:45 PM.
Roland searched the continent for the man who'd done him in
He found him in Mombasa in a barroom drinking gin
Roland aimed his Thompson gun. He didn't say a word
But he blew Van Owen's body from there to Johannesburg
- Warren Zevon - Roland the Headless Thompson Gunner - 1978
thank you for the reply my man. I am not sure if I understand your solution to the "coming of age" problem. I want family members born throughout the campaign to be 'born' as 12/13 years old (assuming they come of age at 14 years old.
And in case you are wondering i devalued all units by 1, using the method you proposed, with some exceptions that should reflect economic progression. These are the units I kept at the original man power level:
- All gunpowder units
- All spear wall units
- Heavy archers
- ottoman archers
- french foot archers
- arbalasters
- pesante archers
- yeoman archers
- retinue longbowmen
- viking huskarls
- obudshaer
- ducal axe infantry
- lithuanian regular spearmen
- knechten
- italian cavalry militia
- scoutatoi
- stratiotae
- scholarii
- gendarmes
- gothic knights
- genoese patricians
- polish guards
- armored horse archers
And then I have some units I am uncertain should receive 1 manpower reduction or not:
- grenadine jinetes
- magyar cavalry
- turkoman cavalry
- merchant cavalry militia
And then I also have 1 unit I think should get a manpower nerf:
- aldari druzhina (alani)
Finally I have some units I think should get an extra manpower buff, that is decrease their manpower level by 2 instead of 1:
- Miles
- st. lazarus knights
- knights of jerusalem
- templar confrere knights
I hope this will make the mod more interesting by breaking down the spearmen/best 1 manpower faction infantry and mounted sergeants/best 1 manpower cavalry meta.
Would love me some input if possible.
edit: I did as suggested but with no effect. Need advice
Last edited by Larsel; February 05, 2020 at 10:33 AM.
I'm pretty certain that what you are asking about the family members cannot be done.
Roland searched the continent for the man who'd done him in
He found him in Mombasa in a barroom drinking gin
Roland aimed his Thompson gun. He didn't say a word
But he blew Van Owen's body from there to Johannesburg
- Warren Zevon - Roland the Headless Thompson Gunner - 1978
That is something I will have to live with then. It is a minor concern anyway.
But do you have any idea as to why your suggestion of changing the manpower system does not work?
I have double checked I did it correctly. I started a new campaign. I ran the ss-setup and reselected bgrv. But without success.
Can you make it work yourself?
There may be another step necessary that I am now aware of. The easiest thing to do would be to change the following entries in the same file, though it is not exactly what you wanted to do:
monitor_event SettlementTurnStart FactionIsLocal
and I_EventCounter distribution = 1
console_command add_money -200
end_monitor
monitor_event SettlementTurnStart FactionIsLocal
and I_EventCounter distribution = 2
console_command add_money -400
end_monitor
monitor_event SettlementTurnStart FactionIsLocal
and I_EventCounter distribution = 3
console_command add_money -600
end_monitor
monitor_event SettlementTurnStart FactionIsLocal
and I_EventCounter distribution = 4
console_command add_money -800
end_monitor
You can lower the manpower costs to you liking, perhaps -100, -200, -300, -400. This will make it much less expensive to recruit 4 manpower cost units. If you change the costs, the changes will not show up when you press f4 on the manpower pool replenishment turn (13, 25, 37, etc), but they will take effect and reduce the cost as intended.
Roland searched the continent for the man who'd done him in
He found him in Mombasa in a barroom drinking gin
Roland aimed his Thompson gun. He didn't say a word
But he blew Van Owen's body from there to Johannesburg
- Warren Zevon - Roland the Headless Thompson Gunner - 1978
The manpower costs are irrelevant to me. I am only concerned about re-balancing the manpower costs of units.
Can this even be done then?
I thought that maybe I made it work when I changed just one unit from a cost of 2 to a cost of 1 by simply removing it, but I'm not really too sure (and now I do in fact believe that there must be another step necessary which I am not yet aware of). However, if that alone does work, be aware that units will still be listed in the export-units.text file as costing the same amount of manpower as BYG originally intended as you did not change anything in that file. The only way to test it would be to recruit that unit and see to what degree it reduces your available manpower pool. I prefer simply changing the recruitment replenishment costs as I mentioned just above.
Roland searched the continent for the man who'd done him in
He found him in Mombasa in a barroom drinking gin
Roland aimed his Thompson gun. He didn't say a word
But he blew Van Owen's body from there to Johannesburg
- Warren Zevon - Roland the Headless Thompson Gunner - 1978
you were correct. The manpower display does not correspond to the real manpower cost after modifying the entries mentioned above.
I gotta say, it is much more enjoyable to play bgrv with the unit variety a more balanced (imo) manpower system brings.
Thanks for your service!
Does anyone have access to a version of BGR that can be implemented into other mods? All the links seem to be dead.
Hi everyone! I would like to ask you, this mod in in the SS mod or we must to download it separately? Thank you!
Frei zu sein, bedarf ist wenig, nur wer frei ist, ist ein König.
Current Hotseat:
Britannia: The Isles of Chaos
I'm aware that BGR V is not compatible with SSHIP, but is BGR IV?
Much appreciation to everyone responsible for Stainless Steel, BGR and SSHIP!
You guys make this game and community flourish.