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  1. #1

    Default Some useful Kingdoms information

    Hey guys just finished installing Kingdoms, after buying it about an hour ago.

    Naturally I'm about to start playing, the only question is whether to play as Norway first, or the Apaches...or Wales...or the Byzantines...or New Spain...or Egypt...hmm nm.

    Anyway, I thought I'd post some interesting info from the manual and the readme for those of you who have yet to get your greedy hands on it.

    First, the manual is great. Besides explaining the new features it has a nice faction breakdown of each campaign, with a unit roster present for all of the different initially playable factions.

    Of course, the first new feature is that of "controlling reinforcement armies." Gameplay wise you do not have direct control ala your original 20 unit army, but instead have several option buttons to check which are alongside the reinforcement army unit card on the right side of the screen.

    The three buttons allow you to set the army in a "defensive stance" where they defend the position they are in, don't chase routers, etc. The "aggressive stance" button tells them to move to engage if the enemy comes within close proximity, fire at will, etc. The "shootout stance" tells them to fire missiles without engaging in melee. Melee units will defend the missile units.

    Lots of great new units, but also (at first glance) a good balance to the factions. Because the timeframes are more specific, you get (for instance) a "zoomed in" version of mid-level Turkey as they no longer have janissaries but get the Ahdath, Kurdish auxiliary, and Hasham infantry units as well as crossbows and some more cavalry. Egypt is loaded for bear as well. Other factions have relatively spare unit rosters (like the Apaches) but this makes plenty of sense.

    Whats great is how different all the campaigns are, both their objectives and specific rules and variations. For instance, in the Crusades campaign I like that you have to hold an enemy power center for 30 turns to complete game objectives, giving the enemy a chance to stop the "human wins" countdown and hopefully make for some dynamic gameplay.

    Spain, besides calling on the mother land must utilize ports effectively, as they are a prerequisite to troop-recruiting buildings. In practice, this means you are going to be having a hard time gathering armies in the American interior, instead having to assemble them near your coastal colonies before marching them off into the wilderness. Also, New Spain can only recruit the best mercs by being allied to native factions. So you are gonna have to divide and conquer with your smaller troops and managed mercenary alliances.

    It's also cool how certain American factions get some guns only by defeating enemies in battle who use them (after hitting a certain limit of these, gun troops become recruitable, much like the "sword master" allowing the recruitment of No-Dachi in STW). This isn't for all, but for some like the Apache and Chicimec.

    Speaking of South America, lets talk about human sacrifice.

    All of the Mesoamericans can do sacrifice. They can sacrifice captives after a battle, the population of settlements, AND their own units. Doing so increases the happiness of settlements. The Apaches get Ceremonial Dances and Warpaths.

    Also in the New World, taxation is less effective (reflecting the lack of basic civil infrastructure and systems of currency) so instead trading with merchants and settlements is more lucrative, and more money is gained by sacking settlements.

    That pretty much comes from the manual, but here is the addendum from the readme. More good stuff. The manual originally said that the Teutonic Knights can't upgrade cities past the city level.

    Crusades:

    The map for the Crusades Campaign has changed slightly, resulting in the
    Manual displaying an incorrect map for this campaign.


    Teutonic:

    Teutonic Campaign: Playing as the Teutonic Order
    Castle-Driven Build Options

    The Teutonic Order is capable of upgrading its city settlements past the
    level of City and converting castles to cities; however the Order does not
    endorse the construction of the Brothel, Pleasure Palace and other buildings
    in the Tavern chain which encourage impious behaviour amongst its citizens.
    The Teutonic Order will instead need to maintain public order with an iron
    fist, and rely on its Castle Libraries and Academies to recruit Spies,
    Diplomats and Assassins. These buildings can be constructed in castles
    above the level of Wooden Castle.

    Britannia:

    Culture
    In the British Isles, each faction spreads its unique culture rather than a
    religion. The amount and type of culture present in a settlement determines
    which units can be recruited from that settlement and how much unrest is
    created by insurgents within the population.

    Many units require that a certain level of their faction’s culture be
    present in a settlement before they can be recruited there. The level of culture
    required to recruit a specific unit can be viewed on the Building
    information screen of the structure which trains the unit. Conversely, while a foreign
    faction’s culture remains within a captured settlement; mercenary variants
    of that faction’s units may be drawn directly from the population. The quality
    and variety of mercenary units available are determined by the size of the
    settlement and level of foreign culture present.

    Settlements with high levels of foreign culture will suffer greater unrest
    caused by insurgents within the population. While the culture in each
    settlement will shift in favour of the settlement owner over time, the most
    efficient way to minimize the unrest caused by insurgents and speed the
    spread of the controlling faction’s culture is to install a Governor in the
    settlement.

    Governors in the Britannia campaign receive the “Management attribute in
    place of “Piety: The greater the Governors management skill, the faster his
    culture will spread within the settlement and the lesser the effect insurgents will
    have on public order. While second to Governors, spies are also able to increase
    the spread of their faction’s culture when stationed within the walls of a
    settlement their faction controls.

    Religious buildings can still be constructed in the Britannia campaign,
    However they no longer allow the recruitment of the Priest agent type and instead
    serve as a means to boost population happiness and increase the spread of culture.



    So, hope that you guys who still have a few days or weeks or whatever to wait, or who are waiting to hear about certain aspects (like reinforcements) have something to enjoy! I really like the AoR concept of culture and unit recruitment they implemented in the Brittania campaign, among a lot of other things.
    Last edited by crazyj; August 29, 2007 at 03:47 PM.


    A good plan today is better than a perfect plan tomorrow.
    --George Patton

    Hell hath no fury like a non-combatant.
    --Charles Edward Montague

    Oscar Wilde was a child molester. Quoting him doesn't mean that you're smart...you're just promoting a homosexual pedophile.
    --Sgt. Schultz

  2. #2
    CtrlAltDe1337's Avatar Praepositus
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    Default Re: Some useful Kingdoms information

    The culture stuff sounds awsome, thanks for posting.


  3. #3

    Default Re: Some useful Kingdoms information

    Tanks, cant wait to get hold of my manual
    ''I always made one prayer to God, a very short one: "O Lord, make my enemies ridiculous." God granted it. ''

    -Voltaire

  4. #4
    Black Francis's Avatar -IN-NOMINE-XPI-VINCAS-
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    Default Re: Some useful Kingdoms information

    So culture is only in the Britannia campaign?

    It would be awesome to get a list of units available for say... Wales! I am really interested to know what units I will get to use to crush the English once and for all!

    IN-HOC-SIGNO-VINCES

  5. #5
    Pallad1um's Avatar Laetus
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    Default Re: Some useful Kingdoms information

    Wow. Very good post, with a lot of useful information. Thanks for sharing it. Kingdoms really looks like is gona be the best expansion pack ever released for a PC game.

  6. #6

    Default Re: Some useful Kingdoms information

    Quote Originally Posted by Black Francis View Post
    So culture is only in the Britannia campaign?
    Yea it looks like only in the Britannia campaign, but what is very encouraging is that it was implemented as a feature at all. I can't wait to see how different modders combine different features in the future.

    But each campaign is unique; there is the culture war in the UK, in America it seems to be a religious between Catholicism, Sun God worshipers, and Great Spirit worshipers. Crusades is of course Islam vs Christianity, and Teutonic is Christian vs. Pagan vs. Christian.

    Quote Originally Posted by Black Francis View Post
    It would be awesome to get a list of units available for say... Wales! I am really interested to know what units I will get to use to crush the English once and for all!

    Enjoy! Can't wait to play as Wales either.
    Wales
    Difficulty: Hard
    Strengths: Has a number of units fighting in multiple roles
    Weaknesses: Lacks heavy cavalry

    Infantry:
    Peasants
    Welsh Militiamen
    Gwent Raiders
    Spear Militia
    Rhyfelwyr
    Meirionnydd Spearmen
    Morgannwg Spearmen

    Cavalry:
    Merchant Cav Militia
    Teulu Skirmishers
    Mathrafal Horsemen
    Mailed Knights
    Teulu

    Missiles:
    Welsh Skirmishers
    Helwyr
    Saethwyr
    Magnelwyr

    Artillery:
    Ballista
    Catapult
    Trebuchet
    Ribault
    Bombard
    Mortar
    Culverin

    Additionally, the manual mentions under "Rebellion on the Welsh Border" that early in the campaign, "while Llywelyn has a strong position on the Welsh throne, each border settlement he captures from the English will cement his power."


    Also, forts are automatically repaired after battles.

    Quote Originally Posted by Syntax Error View Post
    Thanks for the info!

    I was curious about the new "control reinforcement armies" feature Kingdoms had, is that all you can do? At least reinforcements will behave smarter than the AI controlled crap you previously had to do if you wanted more than one of your armies in the field, albeit, however crappily managed they were.
    Yea I was hoping for total control, but this is still much better than before. You can let the AI do its generalship as usual, but tell it to basically stop and hold (to align your forces with it) then go aggressive, or just go missile, and coordinate a bit better.


    A good plan today is better than a perfect plan tomorrow.
    --George Patton

    Hell hath no fury like a non-combatant.
    --Charles Edward Montague

    Oscar Wilde was a child molester. Quoting him doesn't mean that you're smart...you're just promoting a homosexual pedophile.
    --Sgt. Schultz

  7. #7

    Default Re: Some useful Kingdoms information

    Quote Originally Posted by crazyj View Post
    Yea I was hoping for total control, but this is still much better than before. You can let the AI do its generalship as usual, but tell it to basically stop and hold (to align your forces with it) then go aggressive, or just go missile, and coordinate a bit better.
    I think it's good enough though. I think it would've been extremely difficult to manage more than 1 army on the field.

    For siege battles we can coordinate the "seige armies" to bombard the fort and then cease firing when we want to invade.

    Though from the looks of it Kingdoms is really 4 different games..

  8. #8
    Syntax Error's Avatar Miles
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    Default Re: Some useful Kingdoms information

    Thanks for the info!

    I was curious about the new "control reinforcement armies" feature Kingdoms had, is that all you can do? At least reinforcements will behave smarter than the AI controlled crap you previously had to do if you wanted more than one of your armies in the field, albeit, however crappily managed they were.

  9. #9

    Default Re: Some useful Kingdoms information

    Nice information, thank you!

  10. #10

    Default Re: Some useful Kingdoms information

    good stuff...any details on how the statick buildable castles work?? is it just a plop on like the old watchtowers and forts? doe they go anywhere? and can they be upgraded for defence?

  11. #11

    Default Re: Some useful Kingdoms information

    Can you inform me on the egyptians new units?

    (with explanation for each)

  12. #12
    finneys13's Avatar *Insert Generic Title*
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    Default Re: Some useful Kingdoms information

    Maybe the Irish units too, if you can. And are the Irish and Welsh names Anglicised again, or in Irish and Welsh?

  13. #13

    Default Re: Some useful Kingdoms information

    Quote Originally Posted by finneys13 View Post
    Maybe the Irish units too, if you can. And are the Irish and Welsh names Anglicised again, or in Irish and Welsh?
    Irish Units, infantry:
    Peasants
    Ceitherne
    Ostmen
    Cliathairi
    Ulster Swordsmen
    Galloglaich
    Muire

    Cavalry
    Merchant cavalry militia
    Horseboys (sounds kinky :S)
    Ridire
    Hobiguir
    Mounted calivermen
    Lords retinue

    Missles
    Deisi Javelinmen
    Saighdeoir
    Calivermen

    And they have all sorts of arty like in the grand campaign.

    Welsh units are also very Welsh:
    Peasants
    Welsh militiamen
    Gwent raiders
    Spear militia
    Rhyfelwyr
    Meirionydd spearmen
    Morgannwg spearmen

    Cavalry
    merchant cavalry militia
    teulu skirmishers
    Mathrafal horsemen
    Mailed knights
    teulu

    Missiles
    Welsh skirmishers
    Helwyr
    Saethwyr
    Magnelyr

    And heaps of arty.

  14. #14
    Firebat11's Avatar Semisalis
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    Default Re: Some useful Kingdoms information

    Are you allowed to change the tactics of the AI renforcements?

    Say you tell them to defend or simply "Shoot with their arrows". But what about when the enemy breaks? Will they just stand there? Or will they actually pursue.

    What I'm asking is, can you switch between defend, attack, shoot in mid battle?
    Co-Creator of Battle for the Baltic Mod for SS 6.1

  15. #15

    Default Re: Some useful Kingdoms information

    Yes.


    A good plan today is better than a perfect plan tomorrow.
    --George Patton

    Hell hath no fury like a non-combatant.
    --Charles Edward Montague

    Oscar Wilde was a child molester. Quoting him doesn't mean that you're smart...you're just promoting a homosexual pedophile.
    --Sgt. Schultz

  16. #16
    Hunter Makoy's Avatar We got 2 words for ya..
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    Default Re: Some useful Kingdoms information

    i think i prefer that to total control also.
    Under the patronage of Lord Condormanius (12.29.08)
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  17. #17
    Hellbent's Avatar Semisalis
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    Default Re: Some useful Kingdoms information

    Thanks for the info!

    I wish they would implement the AOR system on all the campaigns.


  18. #18
    Aeneas Veneratio's Avatar Protector Domesticus
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    Default Re: Some useful Kingdoms information

    Got one question for you, crazyj
    Do you know, how you will receive the special troops from having the Kalmar Union as Denmark(teutonic) yet? Will they be recruitable in certain cities, granted in your capital by the nobles or recruitable everywhere?


    Edit: Thanks for your reply
    Last edited by Aeneas Veneratio; August 30, 2007 at 10:54 AM.
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  19. #19
    Sol Invictus's Avatar Domesticus
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    Default Re: Some useful Kingdoms information

    I really like the new AI reinforcement commands. I never liked having to manually control tow armies at once. I also love the new ability to slow down the speed in the tactical battles. I have been hoping for this since MTW. This eliminates all the crazy modding of the terrain movement costs that many people always had to do in order to slow down the overly fast units. really liking Kingdoms so far. I think it is easily the best expansion yet for a TW game. The campaign AI seems better but I haven't fought enough tactical battles to make any judgements on that.

  20. #20

    Default Re: Some useful Kingdoms information

    Quote Originally Posted by Aeneas Veneratio View Post
    Got one question for you, crazyj
    Do you know, how you will receive the special troops from having the Kalmar Union as Denmark(teutonic) yet? Will they be recruitable in certain cities, granted in your capital by the nobles or recruitable everywhere?
    Once you conquer Scandinavia (Norway is a faction in the Teutonic campaign too) then Denmark's flag is changed and the Sami axemen, Gotland infantry (2 handed swords), and Svenner (light cav) are added to the new Union of Kalmar unit roster.


    A good plan today is better than a perfect plan tomorrow.
    --George Patton

    Hell hath no fury like a non-combatant.
    --Charles Edward Montague

    Oscar Wilde was a child molester. Quoting him doesn't mean that you're smart...you're just promoting a homosexual pedophile.
    --Sgt. Schultz

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