Page 1 of 3 123 LastLast
Results 1 to 20 of 66

Thread: PRO DEO ET REGE: Regional Area of Recruitment System

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Socal_infidel's Avatar PDER Piper
    Join Date
    Jan 2007
    Location
    Brooklyn USA
    Posts
    2,563

    Default PRO DEO ET REGE: Regional Area of Recruitment System

    PRO DEO ET REGE:
    AREA OF RECRUITMENT SYSTEM & REGIONAL RECRUITMENT SYSTEM


    AREA OF RECRUITMENT SYSTEM
    OVERVIEW: Upon conquering a foreign province, a faction will find itself as strangers in a strange land. Looked upon with suspicion and faced with hostility, much work will need to be done to bring a new province into the fold. To this end, Pro Deo et Rege implements a fully-realized Regional Area of Recruitment System that limits and restricts the amount and types of troops available to a faction in a newly conquered foreign province.

    FACTION-SPECIFIC AUXILIARY LINE OF BUILDINGS:
    Unless the newly conquered region is closely-aligned in culture (e.g. Spain and Portugal), a faction will find the existing military structures in this region useless and unable to provide for the recruitment of troops. In order to begin recruiting troops, a faction must begin the process of incorporating the region into its fold.

    Step 1: Auxiliary Hall
    The first step in Pro Deo et Rege's AoR system that will allow for the eventual limited recruitment of a faction’s own roster of troops is an Auxiliary Hall. An Auxiliary Hall serves as a local governour's residence, a regional assembly hall and public meeting place. Consider it a place to show the locals that life under a new regime won't be so bad...or at least no worse than life under the old one…

    An auxiliary hall does not allow for the recruitment of troops but does provided a boost to public happiness and public order.

    Step 2: Auxiliary Levy Buildings

    After the locals have grown accustomed to life under a new regime, a faction may build Auxiliary Levy Buildings that allow for the recruitment of regional levy troops. Provinces can now be entrusted with their own local levies as garrisons. A faction’s main troops can be moved back to the front-lines from the rather mundane task of garrison-duty.

    Upon completion of an Auxiliary Hall, a faction may build any or all of the following buildings prior to moving on to the next step of the AoR system:

    Auxiliary Levy Barracks: A Levy Barrack allows for the recruitment of basic local levy infantry units.

    Auxiliary Levy Stables: An Auxiliary Levy Stable allows for the recruitment of a newly conquered region's local light cavalry units.

    Auxiliary Levy Bowyer: An Auxiliary Levy Bowyer allows for the recruitment of basic local missile units.

    CULTURE-SPECIFIC GOVERNMENT BUILDINGS
    With the newly conquered region subdued and capable of providing for its own garrison, a faction may begin the process of further absorbing this region into its own culture by developing its government line of buildings. This will eventually allow for the limited recruitment of a faction's own roster of units.

    Step 3: Regional Assembly Hall:
    Able to be built in either a city or castle, an Assembly Hall acts as a regional adminstrative center for a newly conquered province. It also allows for the recruitment of Governours and Generals to oversee the development and to provide for the security of a faction's new region.

    It is also a necessary requirement to allow for the recruitment of a faction's own roster of troops.

    *Please note that under this system, a faction may utilize another faction's government buildings provided they are closely aligned in culture. So for example, England could utilize an French Assembly Hall as they are both Western monarchies. However, England would not be able to utilize an Egyptian Assembly Hall, as Egypt is an Islamic-state.

    FACTION-SPECIFIC MILITARY BUILDINGS

    Step 4: Faction-Specific Military Buildings: After an Assembley Hall is built, a faction may now begin to develop and construct its own regular line of military recruitment buildings. These buildings will allow a faction to recruit its own roster of units subject to certain regional limitations.

    Faction-Specific Barracks: The Barracks line of buildings allow for the recruitment of a faction's own roster of infantry units (either militia or castle units) in provinces outside its home province.

    Faction-Specific Ranges: The Range line of buildings allow for the recruitment of a faction's own roster of missile units (either militia or castle units) in provinces outside its home province.

    Faction-Specific Stables: The Stables line of buildings allow for the recruitment of a faction's own roster of cavalry units (either militia or castle units) in provinces outside its home province.

    REGIONAL RECRUITMENT SYSTEM


    OVERVIEW: In addition to an Area of Recruitment System, Pro Deo et Rege implements a Regional Recruitment System. This system restricts the availability of certain troops based on region.

    So for example, even after having brought an Iberian province firmly under its control, the Moors would not be able to recruit Tuareg Camel Spearmen in Iberia.

    Or by way of another example, the English would not be able to recruit Longbowmen in the Middle East nor would Viking Raiders be available in Anatolia for Denmark.
    Last edited by Socal_infidel; August 01, 2007 at 08:08 PM.

  2. #2

    Icon14 Re: PRO DEO ET REGE: Regional Area of Recruitment System

    Bravo Socal_infidel

    I was looking for this feature in MTW2 mods since RTR

    To me it is utterly historically unrealistic that in a newly conquered province of different nationality or religion the best units can be trained in a turn or two.

    In the case of different nationality and religion the conqueror never could recruit local units. Mercenaries yes, but for a LOT of money and low loyalty. E.g. the Turks and the Moors never could recruit Christian units on the Balkans and Spain respectively.

    The cases of different nationality and same religion took centuries e.g. the English and the Welsh and the Scots.

    For me RTR was a step forward, but didn’t go far enough, because after building of 3 buildings and about 10 years (20 turns) the conqueror could recruit the best local units, this was too fast.
    Last edited by todorp; June 30, 2007 at 09:19 PM.

  3. #3

    Default Re: PRO DEO ET REGE: Regional Area of Recruitment System

    wow, yyou started a thread in here?? i just noticed!!

    +rep for me if you agree with me , i might give it right back to you

  4. #4

    Default Re: PRO DEO ET REGE: Regional Area of Recruitment System

    Auxiliary Levy Barracks: A Levy Barrack allows for the recruitment of basic local levy infantry units.

    Auxiliary Levy Stables: An Auxiliary Levy Stable allows for the recruitment of a newly conquered region's local light cavalry units.

    Auxiliary Levy Bowyer: An Auxiliary Levy Bowyer allows for the recruitment of basic local missile units.



    Why just basic units? A Conquering foreign power usually had more influence by the locals then the locals had on them. The Vikings is one example of being absorbed into local cultures, taking their weapons and tactics and either improving on them or merging. The English Longbowmen was another example of taking a foreign weapon and improving on it.

    Why only the weakest regional units? And will someone please get rid of the Robin Hood unit, geez.

  5. #5
    Socal_infidel's Avatar PDER Piper
    Join Date
    Jan 2007
    Location
    Brooklyn USA
    Posts
    2,563

    Default Re: PRO DEO ET REGE: Regional Area of Recruitment System

    Quote Originally Posted by Buggsy View Post
    Auxiliary Levy Barracks: A Levy Barrack allows for the recruitment of basic local levy infantry units.


    Auxiliary Levy Stables: An Auxiliary Levy Stable allows for the recruitment of a newly conquered region's local light cavalry units.

    Auxiliary Levy Bowyer: An Auxiliary Levy Bowyer allows for the recruitment of basic local missile units.



    Why just basic units? A Conquering foreign power usually had more influence by the locals then the locals had on them. The Vikings is one example of being absorbed into local cultures, taking their weapons and tactics and either improving on them or merging. The English Longbowmen was another example of taking a foreign weapon and improving on it.

    Why only the weakest regional units? And will someone please get rid of the Robin Hood unit, geez.
    The thought is I don't want all factions to have access to all units. They need to keep their individual identities to an extent. So the AoR levy units are the initial units a faction will be able to recruit after conquering a settlement.

    As the settlement is integrated into a faction's culture through the Auxiliary and Culture-Specific Government Buildings, a faction can begin recruiting its own stronger roster of units, subjec to regional limitations of course. The levy units can then be used to bolster a faction's army abroad and to act as fairly inexpensive garrisons to maintain order.

    I'm certainly open to and am currently working on ways to improve the system. So any suggestions you have, by all means share them.

    One thing I'm looking to do is create new slightly stronger levy units - one of the ones being the Levy Sergeants. There are also Levy Auxiliary Knights. My thought, though, is that any of the new levy units should have slightly lower morale. These guys ain't going to be fighting to the death for you.

    I attached to the main post a revised chart of the units currently in the AoR system. As it changes, I'll refresh it.

    Cheers!

  6. #6
    Dogma75's Avatar Civis
    Join Date
    Dec 2006
    Location
    south of Benztown - home of tha star
    Posts
    124

    Default Re: PRO DEO ET REGE: Regional Area of Recruitment System

    What about making the units avaiable after you destroyed / conquered a nation completly?

    Or giving them then away as mercenaries. Should be logical after the defeat of a nation that their soldiers are out of work and searching for "a new job".

    Maybe its even possible to let them use their original army suits colour?!?!


  7. #7
    Socal_infidel's Avatar PDER Piper
    Join Date
    Jan 2007
    Location
    Brooklyn USA
    Posts
    2,563

    Default Re: PRO DEO ET REGE: Regional Area of Recruitment System

    Quote Originally Posted by Dogma75 View Post
    What about making the units avaiable after you destroyed / conquered a nation completly?

    Or giving them then away as mercenaries. Should be logical after the defeat of a nation that their soldiers are out of work and searching for "a new job".

    Maybe its even possible to let them use their original army suits colour?!?!
    Hmm. First idea certainly sounds interesting and I'm fairly certain something like that can be done. The only thing I'm not sure would work would be if you conquered a faction before they even got around to developing a certain unit.

    Say you conquered France within 100 years as the HRE, should you be able to recruit Gendarmes and Lancers if France did not even have access to them at the time you obliterated them?

    I don't think it's possible to add them as mercenaries after they're defeated though.

    Good ideas though! I like the way you think!

  8. #8
    Manuel Komnenos's Avatar Senator
    Join Date
    Feb 2007
    Location
    Pula, Croatia
    Posts
    1,088

    Default Re: PRO DEO ET REGE: Regional Area of Recruitment System

    Hello! I don't knew where to post this, so i posted in this thread. Do you need byzantine historian, great knowledge about byzantine army, and LOT of material, pics, concept arts and other?
    Why we dig up the past? To understand it.

  9. #9
    Libertus
    Join Date
    Jan 2007
    Location
    Florida
    Posts
    54

    Default Re: PRO DEO ET REGE: Regional Area of Recruitment System

    Keegan (1994) argues in A History of Warfare that while it was quite common for expanding empires to incorporate conquered peoples into their militaries, this occurred most often when the traditional methods of warfare of the specific conquered society filled a significant gap in the military abilities of the empire in question. For instance, the Romans had exceptional heavy infantry, and so supplemented their forces with horsemen from Gaul, Macedonia, Anatolia, and Sarmatia, and with missile troops from North Africa and the Middle East. They did not, however, incorporate pikemen from Macedonia or hoplites from Greece, because they saw no need to incorporate foreign close-order heavy infantry traditions that might disrupt their already exceptional capabilities in this area. So when William the Conqueror established a Norman state in England, he did not recruit armored huscarls from the native population, but instead replaced them with Norman knights. By contrast, when Norman England conquered Wales, they adopted the longbow and Welsh method of archery, and in fact continued to recruit archers from these regions. Currently, I think PDER models this very well- one slight improvement I might suggest is to prevent certain units from being recruited in certain regions by certain powers. For instance, the English, with very strong ranged foot units, probably shouldn’t be able to recruit such units from conquered territories (highland archers, for instance), but should be able to recruit light horse and spear infantry units from Scotland (as they were historically better than their southern neighbors), and heavy cavalry units from France, because the French nobility had a much stronger Heavy Cavalry tradition. Equally, the Mongols shouldn’t be able to recruit polish horse archer units, but should definitely be able to recruit heavy infantry from anywhere they can conquer. However, given that it’s very unlikely that a player would bother to recruit units that were inferior to their own (French missile infantry, anyone?), this is a pretty small change that may not be worth the trouble to implement.

  10. #10
    VirusITA's Avatar Tiro
    Join Date
    Apr 2007
    Location
    Modena, ITA
    Posts
    240

    Default Re: PRO DEO ET REGE: Regional Area of Recruitment System

    Nice point of view.. However it's easier (and more realistic) let the player decide: it's natural that a faction with stronger militia (italians) will not recruit stupid french spearmen levy because at the same cost you can have much more from yours.. On the other hand french obviously will not recruit the weakest cavalry from italy

    So, right now it's up to the player.. I think it's the better way!

  11. #11
    Socal_infidel's Avatar PDER Piper
    Join Date
    Jan 2007
    Location
    Brooklyn USA
    Posts
    2,563

    Default Re: PRO DEO ET REGE: Regional Area of Recruitment System

    Quote Originally Posted by cave sexte View Post
    Keegan (1994) argues in A History of Warfare that while it was quite common for expanding empires to incorporate conquered peoples into their militaries, this occurred most often when the traditional methods of warfare of the specific conquered society filled a significant gap in the military abilities of the empire in question. For instance, the Romans had exceptional heavy infantry, and so supplemented their forces with horsemen from Gaul, Macedonia, Anatolia, and Sarmatia, and with missile troops from North Africa and the Middle East. They did not, however, incorporate pikemen from Macedonia or hoplites from Greece, because they saw no need to incorporate foreign close-order heavy infantry traditions that might disrupt their already exceptional capabilities in this area. So when William the Conqueror established a Norman state in England, he did not recruit armored huscarls from the native population, but instead replaced them with Norman knights. By contrast, when Norman England conquered Wales, they adopted the longbow and Welsh method of archery, and in fact continued to recruit archers from these regions. Currently, I think PDER models this very well- one slight improvement I might suggest is to prevent certain units from being recruited in certain regions by certain powers. For instance, the English, with very strong ranged foot units, probably shouldn’t be able to recruit such units from conquered territories (highland archers, for instance), but should be able to recruit light horse and spear infantry units from Scotland (as they were historically better than their southern neighbors), and heavy cavalry units from France, because the French nobility had a much stronger Heavy Cavalry tradition. Equally, the Mongols shouldn’t be able to recruit polish horse archer units, but should definitely be able to recruit heavy infantry from anywhere they can conquer. However, given that it’s very unlikely that a player would bother to recruit units that were inferior to their own (French missile infantry, anyone?), this is a pretty small change that may not be worth the trouble to implement.
    Quote Originally Posted by VirusITA View Post
    Nice point of view.. However it's easier (and more realistic) let the player decide: it's natural that a faction with stronger militia (italians) will not recruit stupid french spearmen levy because at the same cost you can have much more from yours.. On the other hand french obviously will not recruit the weakest cavalry from italy

    So, right now it's up to the player.. I think it's the better way!
    I agree with VirusITA, nice post cave sexte!

    I tend to agree but I guess my concern is what happens in the case where England is pushed out of its English provinces by France and is holed up in Scotland. If I were to restrict their recruitment of Highland Archers and they did not yet have their own regular line of Range buildings up yet, they wouldn't be able to recruit ANY missile units from the Auxiliary Bowyer.

    Plus, as VirusITA points out it's up to the player right now. You could say the HRE has better cavalry than Hungary, but what if HRE player wanted to try his hand at an army consisting of Magyar Cavalry and Serbian Hussars as the cavalry instead of Imperial Knights and Mounted Sergeants.

    The one thing though that I would like to do is introduce new unit into the AOR pool!

    Thanks for the feedback! Really appreciate it! Very interesting and informative! Cheers!

  12. #12
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,679
    Blog Entries
    35

    Default Re: PRO DEO ET REGE: Regional Area of Recruitment System

    AOR is the best thing since the invention of brown bread! Have been dying to play that way since I tasted it first in RTR. It will be fun to fine tune the system. Any more bright ideas? Maybe I can be of help.










  13. #13
    Socal_infidel's Avatar PDER Piper
    Join Date
    Jan 2007
    Location
    Brooklyn USA
    Posts
    2,563

    Default Re: PRO DEO ET REGE: Regional Area of Recruitment System

    Quote Originally Posted by gigantus View Post
    AOR is the best thing since the invention of brown bread! Have been dying to play that way since I tasted it first in RTR. It will be fun to fine tune the system. Any more bright ideas? Maybe I can be of help.
    My brain must have been fried yesterday from reuploading that Patch literally four times! (or maybe I'm just getting old), as it took me the longest time to understand your point about the free upkeep. Basically, you'd just make the initial low-level City/Castle barracks Town Watch unit available with free upkeep everywhere, correct.

    And yes, I'd love to hear any thoughts you have on fine-tuning this system! I was in law school when Rome came out and was just generally away from PC games for a long time, so never had the chance to play RTR and experience their AOR system.

    Finally broke down and purchased Rome before I started working on this mod as I had heard good things about RTR and EB. Both are certainly impressive!

    I like EB's idea on government types and linking that to troop recruitment, however I don't think the Medieval era really lends itself to it.

    Cheers!

  14. #14
    No, that isn't a banana
    Join Date
    Aug 2004
    Location
    Ontario, Canada
    Posts
    5,216

    Default Re: PRO DEO ET REGE: Regional Area of Recruitment System

    I just noticed this mod - someone had mentioned it in the Area of Recruitment mod I just released for Stainless Steel. This looks good!

    How difficult was it to get the new buildings in game?

  15. #15
    Socal_infidel's Avatar PDER Piper
    Join Date
    Jan 2007
    Location
    Brooklyn USA
    Posts
    2,563

    Default Re: PRO DEO ET REGE: Regional Area of Recruitment System

    Quote Originally Posted by OTZ View Post
    I just noticed this mod - someone had mentioned it in the Area of Recruitment mod I just released for Stainless Steel. This looks good!

    How difficult was it to get the new buildings in game?
    Not very - check out this thread. Basically, follow the instructions on how to add a guild but ignore the guild specific stuff. Good luck with your mod.

  16. #16
    qnzkid711's Avatar Senator
    Join Date
    Jan 2005
    Location
    Queens, New York
    Posts
    1,125

    Default Re: PRO DEO ET REGE: Regional Area of Recruitment System

    Serbian Hussars
    Btw, I cant seem to be able to recruit Serbian hussars as the Byzantines for some reason. Even with areas such as Belgrade, Scupi and Zeta under my control. Is there any reason for this? I think that I Serbs should be recruitable as far down as Thessaloniki.

    Also, are there any future plans Serbian knights or Croat horsemen?

  17. #17
    izanagi11's Avatar Semisalis
    Join Date
    Jul 2006
    Location
    Chicago, IL
    Posts
    417

    Default Re: PRO DEO ET REGE: Regional Area of Recruitment System

    Quote Originally Posted by qnzkid711 View Post
    Btw, I cant seem to be able to recruit Serbian hussars as the Byzantines for some reason. Even with areas such as Belgrade, Scupi and Zeta under my control. Is there any reason for this? I think that I Serbs should be recruitable as far down as Thessaloniki.

    Also, are there any future plans Serbian knights or Croat horsemen?
    Greetings! Serbian Hussars and Knights are only available once you get the Discovery of Half-Plate Armour around mid 13th to late 13th century. I dont think there is Croat Horsemen.
    "The shape of you, the shape of me, the shape of everything I see.."

  18. #18
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,679
    Blog Entries
    35

    Default Re: PRO DEO ET REGE: Regional Area of Recruitment System

    I FOUND A GAMEBREAKER! I FOUND A GAMEBREAKER! I FOUND A GAMEBREAKER!

    1. Unless I am mistaken there were no recruitment buildings (archery, barracks and stables) for the Timurids and the Mongols. Well that is fixed now. See the attachment.
    Mongols are added to the Russian line of buildings and the Timurids to the Turkish line. Can't have the Timurids profiting from Mongol buildings and vice versa, can we?

    2. I have given it some thought with regards to the free upkeep unit in the city: at the moment each faction has at least one of them for every region. Here is a breakdown of the hidden_resource and recruit_pool specification. That way you could give each faction it's free upkeep unit specific to the region. It would just require some changes in the EDU. At the end you could set: requires factions { all, } not factions { aztecs, }

    hidden_resource by geographical area

    Code:
    1. aor_wales, aor_england, aor_scotland, aor_ireland, aor_france, aor_flanders, aor_germany, aor_switzerland, aor_iberia, aor_scandinavia 
    2. aor_n_italy, aor_s_italy
    3. aor_w_balkans, aor_e_balkans, aor_poland, aor_lithuania, aor_russia, aor_steppes, aor_alan_cumans
    4. aor_greece, aor_anatolia, aor_armenia, aor_levant
    5. aor_arabia, aor_egypt, aor_nubia, aor_n_africa, aor_w_africa
    recruit_pool by faction use
    Code:
    recruit_pool "Town Militia"  1   0.15   2  0  requires hidden_resource aor_wales or hidden_resource aor_england or hidden_resource aor_scotland or hidden_resource aor_ireland or hidden_resource aor_france or hidden_resource aor_flanders or hidden_resource aor_germany or hidden_resource aor_switzerland or hidden_resource aor_iberia or hidden_resource aor_scandinavia
    recruit_pool "Spear Militia"  1   0.15   2  0  requires hidden_resource aor_wales or hidden_resource aor_england or hidden_resource aor_scotland or hidden_resource aor_ireland or hidden_resource aor_france or hidden_resource aor_flanders or hidden_resource aor_germany or hidden_resource aor_switzerland or hidden_resource aor_iberia or hidden_resource aor_scandinavia
    
    recruit_pool "Italian Militia"  1   0.15   2  0  requires hidden_resource aor_n_italy or hidden_resource aor_s_italy
    recruit_pool "Italian Spear Militia"  1   0.1   4  0  requires hidden_resource aor_n_italy or hidden_resource aor_s_italy
    
    recruit_pool "EE Town Militia"  1   0.15   2  0  requires not factions { russia, } and hidden_resource aor_w_balkans or hidden_resource aor_e_balkans or hidden_resource aor_poland or hidden_resource aor_lithuania or hidden_resource aor_russia or hidden_resource aor_steppes or hidden_resource aor_alan_cumans
    recruit_pool "EE Spear Militia"  1   0.15   2  0  requires hidden_resource aor_w_balkans or hidden_resource aor_e_balkans or hidden_resource aor_poland or hidden_resource aor_lithuania or hidden_resource aor_russia or hidden_resource aor_steppes or hidden_resource aor_alan_cumans
    recruit_pool "Woodsmen"  1   0.15   2  0  requires factions { russia, } and hidden_resource aor_w_balkans or hidden_resource aor_e_balkans or hidden_resource aor_poland or hidden_resource aor_lithuania or hidden_resource aor_russia or hidden_resource aor_steppes or hidden_resource aor_alan_cumans
    
    recruit_pool "SE Town Militia"  1   0.15   2  0  requires hidden_resource aor_greece or hidden_resource aor_anatolia or hidden_resource aor_armenia or hidden_resource aor_levant
    recruit_pool "SE Spear Militia"  1   0.15   2  0  requires hidden_resource aor_greece or hidden_resource aor_anatolia or hidden_resource aor_armenia or hidden_resource aor_levant
    
    recruit_pool "ME Spear Militia"  1   0.15   2  0  requires hidden_resource aor_arabia or hidden_resource aor_egypt or hidden_resource aor_nubia or hidden_resource aor_n_africa or hidden_resource aor_w_africa
    recruit_pool "ME Town Militia"  1   0.15   2  0  requires not factions { egypt, } and hidden_resource aor_arabia or hidden_resource aor_egypt or hidden_resource aor_nubia or hidden_resource aor_n_africa or hidden_resource aor_w_africa

    Slow and Easy ver 1.1

    GENERAL:
    The aim of this modification is to give each faction at least one free upkeep unit for the city as well as the castle barracks.

    NOTE:
    It should be save compatible, but you might get some weird results. So beware!

    CONTENTS:
    - Slow and Easy 1.1.txt (The file you are reading)
    - export_descr_units.txt (EDU)
    - export_descr_buildings.txt (EDB)

    INSTALLATION:
    Extract the files into the data directory of PDER (C:\..\Medieval II Total War\PDER_v.0.4_Beta\data).

    HISTORY:

    Change log version 1.1
    - Added recruitment buildings\units for Timurids and Mongols.
    - Cleared up the double infos for archery and stables.
    - Made the following units available everywhere:
    - Desert Cavalry
    - Desert Archers
    - Khazaks

    Change log version 1.0
    - Sorted out the unavailability of free city upkeep units for Italian factions.
    - Cleared up the double infos for barracks



    Attachment removed. Updated version is here.
    Last edited by Gigantus; August 14, 2007 at 09:24 PM.










  19. #19
    Socal_infidel's Avatar PDER Piper
    Join Date
    Jan 2007
    Location
    Brooklyn USA
    Posts
    2,563

    Default Re: PRO DEO ET REGE: Regional Area of Recruitment System

    Quote Originally Posted by gigantus View Post
    I FOUND A GAMEBREAKER! I FOUND A GAMEBREAKER! I FOUND A GAMEBREAKER!

    1. Unless I am mistaken there were no recruitment buildings (archery, barracks and stables) for the Timurids and the Mongols. Well that is fixed now. See the attachment.
    Mongols are added to the Russian line of buildings and the Timurids to the Turkish line. Can't have the Timurids profiting from Mongol buildings and vice versa, can we?
    A little excited, are we?

    Thanks for correcting that! Appreciate it!

    Quote Originally Posted by gigantus View Post
    2. I have given it some thought with regards to the free upkeep unit in the city: at the moment each faction has at least one of them for every region. Here is a breakdown of the hidden_resource and recruit_pool specification. That way you could give each faction it's free upkeep unit specific to the region. It would just require some changes in the EDU. At the end you could set: requires factions { all, } not factions { aztecs, }

    hidden_resource by geographical area
    Code:
    1. aor_wales, aor_england, aor_scotland, aor_ireland, aor_france, aor_flanders, aor_germany, aor_switzerland, aor_iberia, aor_scandinavia 
    2. aor_n_italy, aor_s_italy
    3. aor_w_balkans, aor_e_balkans, aor_poland, aor_lithuania, aor_russia, aor_steppes, aor_alan_cumans
    4. aor_greece, aor_anatolia, aor_armenia, aor_levant
    5. aor_arabia, aor_egypt, aor_nubia, aor_n_africa, aor_w_africa
    recruit_pool by faction use
    Code:
    recruit_pool "Town Militia"  1   0.15   2  0  requires hidden_resource aor_wales or hidden_resource aor_england or hidden_resource aor_scotland or hidden_resource aor_ireland or hidden_resource aor_france or hidden_resource aor_flanders or hidden_resource aor_germany or hidden_resource aor_switzerland or hidden_resource aor_iberia or hidden_resource aor_scandinavia
    recruit_pool "Spear Militia"  1   0.15   2  0  requires hidden_resource aor_wales or hidden_resource aor_england or hidden_resource aor_scotland or hidden_resource aor_ireland or hidden_resource aor_france or hidden_resource aor_flanders or hidden_resource aor_germany or hidden_resource aor_switzerland or hidden_resource aor_iberia or hidden_resource aor_scandinavia
     
    recruit_pool "Italian Militia"  1   0.15   2  0  requires hidden_resource aor_n_italy or hidden_resource aor_s_italy
    recruit_pool "Italian Spear Militia"  1   0.1   4  0  requires hidden_resource aor_n_italy or hidden_resource aor_s_italy
     
    recruit_pool "EE Town Militia"  1   0.15   2  0  requires not factions { russia, } and hidden_resource aor_w_balkans or hidden_resource aor_e_balkans or hidden_resource aor_poland or hidden_resource aor_lithuania or hidden_resource aor_russia or hidden_resource aor_steppes or hidden_resource aor_alan_cumans
    recruit_pool "EE Spear Militia"  1   0.15   2  0  requires hidden_resource aor_w_balkans or hidden_resource aor_e_balkans or hidden_resource aor_poland or hidden_resource aor_lithuania or hidden_resource aor_russia or hidden_resource aor_steppes or hidden_resource aor_alan_cumans
    recruit_pool "Woodsmen"  1   0.15   2  0  requires factions { russia, } and hidden_resource aor_w_balkans or hidden_resource aor_e_balkans or hidden_resource aor_poland or hidden_resource aor_lithuania or hidden_resource aor_russia or hidden_resource aor_steppes or hidden_resource aor_alan_cumans
     
    recruit_pool "SE Town Militia"  1   0.15   2  0  requires hidden_resource aor_greece or hidden_resource aor_anatolia or hidden_resource aor_armenia or hidden_resource aor_levant
    recruit_pool "SE Spear Militia"  1   0.15   2  0  requires hidden_resource aor_greece or hidden_resource aor_anatolia or hidden_resource aor_armenia or hidden_resource aor_levant
     
    recruit_pool "ME Spear Militia"  1   0.15   2  0  requires hidden_resource aor_arabia or hidden_resource aor_egypt or hidden_resource aor_nubia or hidden_resource aor_n_africa or hidden_resource aor_w_africa
    recruit_pool "ME Town Militia"  1   0.15   2  0  requires not factions { egypt, } and hidden_resource aor_arabia or hidden_resource aor_egypt or hidden_resource aor_nubia or hidden_resource aor_n_africa or hidden_resource aor_w_africa
    Haven't had a chance to download this yet, but is this with the free upkeep AOR units? If not, will it allow for any free upkeep units outside a faction's home region?

    Eg. Will Italian factions get any free upkeep militia units outside Italy?

    I'm thinking more and more to possibly just making all the Town and Spear militia units available to all factions in those regions.

    So Denmark would get EE Spear Militia units in Vilnius. Or Holy Roman Empire would only get Italian Militia Units in Italy.

    That would allow all factions free upkeep units in all regions and would also allow for the removal of free upkeep for the AOR units. And may better depict medieval migration patterns. Like how likely would it be for England to repopulate North Africa with English settlers? In all likelihood, the miltia would be comprised of native peoples, i.e. ME Spear Militia.

    Cheers! thanks as always for the feedback/assistance! Very helpful!

  20. #20
    aduellist's Avatar Push the button Max!
    Join Date
    Mar 2005
    Location
    Shenandoah Valley
    Posts
    1,822

    Default Re: PRO DEO ET REGE: Regional Area of Recruitment System

    Quote Originally Posted by Socal_infidel View Post
    I'm thinking more and more to possibly just making all the Town and Spear militia units available to all factions in those regions.

    So Denmark would get EE Spear Militia units in Vilnius. Or Holy Roman Empire would only get Italian Militia Units in Italy.

    That would allow all factions free upkeep units in all regions and would also allow for the removal of free upkeep for the AOR units. And may better depict medieval migration patterns. Like how likely would it be for England to repopulate North Africa with English settlers? In all likelihood, the miltia would be comprised of native peoples, i.e. ME Spear Militia.
    Well, the question is not so much "would England repopulate North Africa with Englishmen" but "would England equip their North African militias like Englishmen". I still think the answer would likely be no. They'd be more likely to "use the local" to equip their bottom tier forces. So making the militia class units (local, spear, archer, crossbow) universally available as you suggested would make perfect sense and, I'd think, make your job easier into the bargain.
    Last edited by aduellist; August 13, 2007 at 10:15 PM.
    Under the patronage of TheFirstONeill
    Proud team member of
    THERA, A New Beginning


    "The trouble with fighting for human freedom is that one spends most of one's time defending scoundrels. For it is against scoundrels that oppressive laws are first aimed, and oppression must be stopped at the beginning if it is to be stopped at all." H. L. Mencken

    "Liberty is meaningless where the right to utter one’s thoughts and opinions has ceased to exist. That, of all rights, is the dread of tyrants. It is the right which they first of all strike down." Frederick Douglass

Page 1 of 3 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •