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  1. #1
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    Default Re: BC: Buildings, Traits, Ancillaries, Titles & Historical Characters

    Quote Originally Posted by jermagon View Post
    Traits,Ancillaries,titles for the Eastern Islamic factions

    1-Salar Ghilaman:
    this man is the commander of the Ghilman (slave warriors) corps in the Ghaznavid army.

    2- Ghulam Saray: the commander of the Sultan's personal bodyguards who were mostly of Ghulams.--- Sulatante of Ghazni.

    3- Spah Salar: this man is the commander in chief of the Sultanate's armies--- Ghurids,Ghaznavids,Great Seljuks,Khwarezmids

    4- Khwajah Barzak: literally means the great vizier in Persian,this man is the the great Vizier of the Sultanate,one of the most senior office in the state,besides his administrative duties,some viziers commanded the armies of the Sultanate. Ghaznavids,Ghurids,Khwarezmids,Great Seljuks

    5- Bendar: Land taxes was one of the major incomes of the Sultanate's treasury,this man is in charge of collecting the land taxes.
    Ghaznavids,Ghurids,Khwarezmids,Great Seljuks

    6-
    Mustawfi :chancellor of the exchequer.this person is in charge of the Sultanate's Treasury,Ghaznavids,Ghurids,Khwarezmids,Great Seljuks,Turkish Sultanate.

    7-Selahdar: this person is in charge of the army's treasury,he was assigned by the sultan to pay off the troops,and provide them with weapons and amours,
    Ghaznavids,Ghurids,Khwarezmids,Great Seljuks,Turkish Sultanate.

    8- Akusalar: the master of the sultan's Stables.
    Ghaznavids,Ghurids,Khwarezmids,Great Seljuks,Turkish Sultanate.

    9- Chief of the Shuhna:literally means the chief of the police forces,he's responsible for Establishing Security and law in the city and fighting crime and rebels in the city.
    ----All Muslim factions

    10- Dezdar: a Persian word means the master of the castle,the ''Dezdar '' was appointed by the Sultan to defend the castle,and fortify it's fortifications,he was also the commander of the garrison of the castle---G
    haznavids,Ghurids,Khwarezmids,Great Seljuks,Turkish Sultanate.

    11- Meqati: the royal drummer or the Sultan's Drummer,he beats the drums when the Sultan enters the Council.
    Ghaznavids,Ghurids,Khwarezmids,Great Seljuks,Turkish Sultanate.

    12- Khwan Salar: the chief of the cooks.
    Ghaznavids,Ghurids,Khwarezmids,Great Seljuks,Turkish Sultanate.

    13- Mua'dib: the private tutor,it used to be that the Caliphs,the Sultans of the Muslim world would hire a Mua'dib to teach their children---All Muslim factions

    14- Naquib Al Mukhtareen: Arabic word means the commander of the chosen,he was the commander of the Sultan's parade body guard---- Great Seljuks

    15- Sunjuq Dar: it's a Turco-Persian word means the standard bearer,he holds the Royal Banner.

    16- Khazen Dar: this person is in charge of the Sultan's Closet,He prepares the Royal Cloths for the Sultan-----
    Ghaznavids,Ghurids,Khwarezmids,Great Seljuks,Turkish Sultanate.

    17-Hajeb Barzak:he is the Sultan's counsel,and the Chamberlain ---
    Ghaznavids,Ghurids,Khwarezmids,Great Seljuks,Turkish Sultanate.

    18- Tughra'y: the holder of the royal seals,he was assigned to deliver the letter and the messages to the Sultan,and when the Sultan writes a letter the Tughra'y seals the message with his own seal,so that the message is verified from the Sultan--
    Ghaznavids,Ghurids,Khwarezmids,Great Seljuks,Turkish Sultanate.

    19- Qadi al Askar: he's
    is a judge ruling in accordance with the Shariah law accompanies the army------ All Muslim Factions.

    Titles

    King of the east and the west: an honorific title which was given to the Ghurid/Ghaznavid/Seljuk/Khwarezmid Sultans,the caliphs by giving the sultan this title recognize his authority on the lands he rule.

    Shanenshah: Royal title means the king of kings--
    Ghaznavids,Ghurids,Khwarezmids,Great Seljuks,Turkish Sultanate.

    Al Sultan Al Mu'azzam: the great Sultan---for all Muslim factions

    Taj Al Umma
    : the Crown of the Muslim nation

    Shahenshah
    Al Mu'azzam: the great king of Kings.Ghurid/Ghaznavid/Seljuk/Khwarezmid
    Just requoting some awesome work by Jermo.

  2. #2
    Heinz Guderian's Avatar *takes off trousers
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    Default Re: BC: Buildings, Traits, Ancillaries, Titles & Historical Characters

    Quote Originally Posted by mirage41 View Post
    Once progress on BC 2.0 starts this april .
    :hmmm:..interesting

    from this i can deduce that JFK was shot by two separate gunmen sponsored by relatives of the alien that was killed by AirForce Intelligence when he crash landed in Roswell.

    OR..i'm gonna start being happy real soon.




  3. #3
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    Default Re: BC: Buildings, Traits, Ancillaries, Titles & Historical Characters

    About the whole ethnic "Quarters" discussion:

    It depends on where a given faction really is. For example, historically Jewish quarters can be found through out the Islamic world from central asia to Cairo. They were very big and quite important.

    Now in places like India, you would conversely find Muslim states like the Delhi Sultanate establishing "Muslim" quarters in majority hindu (ie >90%) settlments.

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    Default Re: BC: Buildings, Traits, Ancillaries, Titles & Historical Characters



    Jermagon, you are a madman! +REP!

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    Default Re: BC: Buildings, Traits, Ancillaries, Titles & Historical Characters

    Thank you mirage,and I 'll post more traits for W.Muslim faction later


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    Default Re: BC: Buildings, Traits, Ancillaries, Titles & Historical Characters

    The following are the types of building bonuses and capabilities that we can assign, so if you have building ideas then keep these limitations in mind.

    Code:
    religion_level		what percentage this building affects the specified religion of the region it is in		1 to 5	what percentage this tech tree building affects the specified religion of the region it is in
    agent_limit		How much this building increases the limit of a specified agent type.			Set values for [agent_string] [limit_int] to adjust global limits for a certain agent type.
    religion		Which religion the tech tree building affects			
    recruit_pool		Variables to determine the starting float, replenishment rate, experince, and max unit number			Set values for [unit_string] [starting_pool_float] [replenishment_rate_float] [max_units_float] [experience_int] requires { [faction_filters] }		
    	
    archer_bonus		adds to the base experience of archer troops produced here (units using bow or crossbow)		1 to 3	add experience to archer units created here
    archer_global_bonus		adds to the base experience of archer troops produced in all settlements (units using bow or crossbow)		1 to 3	add experience to archer units created in all settlements
    cavalry_bonus		adds to the base experience of cavalry troops produced here (all cavalry unit types)		1 to 3	add experience to cavalry units created here
    cavalry_global_bonus		adds to the base experience of cavalry troops produced in all settlements (all cavalry unit types)		1 to 3	add experience to cavalry units created in all settlements
    construction_cost_bonus_stone		decreases cost to construct stone buildings here		1 to 3	-10% cost to build stone buildings in this settlement for each level
    construction_cost_global_bonus_stone		decreases cost to construct stone buildings in all settlements		1 to 3	-10% cost to build stone buildings in all settlements for each level
    gun_bonus		adds to the base experience of gunpowder troops produced here		1 to 3	+1 experience to gunpowder units created in the settlement for each level
    gun_global_bonus		adds to the base experience of gunpowder troops produced in all settlements		1 to 3	+1 experience to sword units created in all settlements for each level
    income_bonus		settlement's income is increased by the specified amount		unlim	adds a lump sum amount to the treasury of the faction that creates the structure	
    heavy_cavalry_global_bonus		adds to the base experience of knights (heavy cavalry) produced in all settlements		1 to 3	+1 experience for heavy cavalry created in all settlements for each level	
    weapon_melee_blade		"upgrades 'weaponry' for units that use a 'non simple' weapon (sword, mace, axe, spear, etc). 
    In practise, this is ANY trained unit (non peasant)."		1	Applicable to units that are retrained in this settlement. Results in a X (pending combat mechanic design for final value) point combat attack bonus. (X was 2-6 in Rome - it will be a fixed value in M2TW).	
    			
    heavy_cavalry_bonus		adds to the base experience of knights (heavy cavalry) produced here		1 to 3	+1 experience for heavy cavalry created in this settlement for each level	
    recruitment_cost_bonus_naval		decreases cost to recruit naval units here		1 to 2 	multiplied by 10% to give reduction in cost to recruit naval units in this settlement	
    retrain_cost_bonus		decreases cost to retrain units here		1	20% reduction in cost to retrain units in this settlement	
    naval_bonus		adds to the base experience of naval units produced here		1 to 3	Note - unsure how experience modifier works in naval combat. Please contact design before applying.	
    amplify_religion_level		a multiplier for the religion_level effect		1.5 to 2 	multiplies the religion effect from religious buildings for either a 50% or 100% increase	
    
    weapon_artillery_mechanical		"upgrades 'weaponry' for all mechanical artillery (Trebuchet, Catapult, Ballista)" 1	Applicable to units that are retrained in this settlement. Results in a X (pending combat mechanic design for final value) point combat attack bonus. (X was 2-6 in Rome - it will be a fixed value in M2TW).	
    weapon_projectile		"upgrades 'weaponry' for all gunpowder units that are also land based 
    (w_t_artillery_gunpowder, w_t_artillery_mechanical,w_t_artillery_mechanical)"		1	Applicable to units that are retrained in this settlement. Results in a X (pending combat mechanic design for final value) point combat attack bonus. (X was 2-6 in Rome - it will be a fixed value in M2TW).	
    weapon_naval_gunpowder		upgrades 'weaponry' for naval units that use cannons		1	Applicable to units that are retrained in this settlement. Results in a X (pending combat mechanic design for final value) point combat attack bonus. (X was 2-6 in Rome - it will be a fixed value in M2TW).	
    weapon_missile_gunpowder		upgrades 'weaponry' for units that use handheld gunpowder weapons. (musket, etc)		1	Applicable to units that are retrained in this settlement. Results in a X (pending combat mechanic design for final value) point combat attack bonus. (X was 2-6 in Rome - it will be a fixed value in M2TW).
    weapon_artillery_gunpowder		upgrades 'weaponry' for units that use siege gunpowder weapons (cannons, etc).		1	Applicable to units that are retrained in this settlement. Results in a X (pending combat mechanic design for final value) point combat attack bonus. (X was 2-6 in Rome - it will be a fixed value in M2TW).
    Also don't forget we can make buildings depend on AORs, events, religion levels and natural resources.

  7. #7

    Default Re: BC: Buildings, Traits, Ancillaries, Titles & Historical Characters

    Mirage, can buildings effect the traits and ancillaries received? Or the recruitment of certain units while the governor is present?

  8. #8
    Taneda Santôka's Avatar Artifex
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    Default Re: BC: Buildings, Traits, Ancillaries, Titles & Historical Characters

    Yea they can, just like townhall gives education, big armoury give legandary armour or guilds give lots of diferent things, like in RTW...

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    Default Re: BC: Buildings, Traits, Ancillaries, Titles & Historical Characters

    It can do the first part, but not effect anything to do with recruitment.

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    Default Re: BC: Buildings, Traits, Ancillaries, Titles & Historical Characters

    Traits,Ancillaries,titles for the Eastern Islamic factions

    1-Salar Ghilaman:
    this man is the commander of the Ghilman (slave warriors) corps in the Ghaznavid army.

    2- Ghulam Saray: the commander of the Sultan's personal bodyguards who were mostly of Ghulams.--- Sulatante of Ghazni.

    3- Spah Salar: this man is the commander in chief of the Sultanate's armies--- Ghurids,Ghaznavids,Great Seljuks,Khwarezmids

    4- Khwajah Barzak: literally means the great vizier in Persian,this man is the the great Vizier of the Sultanate,one of the most senior office in the state,besides his administrative duties,some viziers commanded the armies of the Sultanate. Ghaznavids,Ghurids,Khwarezmids,Great Seljuks

    5- Bendar: Land taxes was one of the major incomes of the Sultanate's treasury,this man is in charge of collecting the land taxes.
    Ghaznavids,Ghurids,Khwarezmids,Great Seljuks,Turkish sultanate

    6-
    Mustawfi :chancellor of the exchequer.this person is in charge of the Sultanate's Treasury,Ghaznavids,Ghurids,Khwarezmids,Great Seljuks,Turkish Sultanate.

    7-Selahdar: this person is in charge of the army's treasury,he was assigned by the sultan to pay off the troops,and provide them with weapons and amours,
    Ghaznavids,Ghurids,Khwarezmids,Great Seljuks,Turkish Sultanate.Ayubids

    8- Akusalar: the master of the sultan's Stables.
    Ghaznavids,Ghurids,Khwarezmids,Great Seljuks,Turkish Sultanate,Ayyubids

    9- Chief of the Shehna:literally means the chief of the police forces,he's responsible for Establishing Security and law in the city and fighting crime and rebels in the city.
    ----All Muslim factions

    10- Dezdar: a Persian word means the master of the castle,the ''Dezdar '' was appointed by the Sultan to defend the castle,and fortify it's fortifications,he was also the commander of the garrison of the castle---G
    haznavids,Ghurids,Khwarezmids,Great Seljuks,Turkish Sultanate.

    11- Meqati: the royal drummer or the Sultan's Drummer,he beats the drums when the Sultan enters the Council.
    GGhaznavids,Ghurids,Khwarezmids,Great Seljuks,Turkish Sultanate.

    12- Khwan Salar: the chief of the cooks.
    Ghaznavids,Ghurids,Khwarezmids,Great Seljuks,Turkish Sultanate.

    13- Mua'dib: the private tutor,it used to be that the Caliphs,the Sultans of the Muslim world would hire a Mua'dib to teach their children---All Muslim factions

    14- Naquib Al Mukhtareen: Arabic word means the commander of the chosen,he was the commander of the Sultan's parade body guard---- Great Seljuks

    15- Sunjuq Dar: it's a Turco-Persian word means the standard bearer,he holds the Royal Banner----Ghaznavids,Ghurids,Khwarezmids,Great Seljuks,Turkish Sultanate,Abbasids,Ayyubids


    16- Khazen Dar: this person is in charge of the Sultan's Closet,He prepares the Royal Cloths for the Sultan-----
    Ghaznavids,Ghurids,Khwarezmids,Great Seljuks,Turkish Sultanate.

    17-Hajeb Barzak:he is the Sultan's counsel,and the Chamberlain ---
    Ghaznavids,Ghurids,Khwarezmids,Great Seljuks,Turkish Sultanate.

    18- Tughray: the holder of the royal seals,he was assigned to deliver the letter and the messages to the Sultan,and when the Sultan writes a letter the Tughray seals the message with his own seal,so that the message is verified from the Sultan--
    Ghaznavids,Ghurids,Khwarezmids,Great Seljuks,Turkish Sultanate.

    19- Qadi al Askar: he's
    is a judge ruling in accordance with the Shariah law accompanies the army------ All Muslim Factions.

    20- Atabeg Askar: The commander of the Army, Great Seljuks,Turkish Seljuks,Ayyubids.

    21-Vice Sultan: this man is the Vice Sultan,he practices the authorities of the Sultan when he's absent from the capital,this office was introduced by the Seljuk,because the Seljuk Sultans were used to be absent from their Kingdoms because of their Military Campaigns against their enemies,it was later adopted by the Majority of the Muslims Sultanates, Turkish Sultanate,Great Seljuks,Ayyubids,Zenghids.

    22- Sharab Dar: cup-bearer was an officer of high rank in royal courts, whose duty it was to serve the drinks at the king's table. On account of the constant fear of plots and intrigues, a person must be regarded as thoroughly trustworthy to hold this position. He must guard against poison in the king's cup, and was sometimes required to swallow some of the Drinks before serving it. His confidential relations with the king often endeared him to his sovereign and also gave him a position of great influence.---All Muslim factions.

    23- Amid of Iraq:this person holds the office of ''vice Sultan in Iraq'',he was appointed by the Sultan to Govern Iraq,Iraq was a very Important Provence during the Reign of the Seljuk since it was the seat of the Caliphate,Amid's seat was Baghdad the capital, his role was to collect the Taxes,stabilize Iraq,and prevent the Abbasids from revolting,--(Great Seljuks,Turkish Sultanate).

    24- the black banner:the black banner was the official banner of the Abbasid caliphate and the symbol of the Caliphate hegemony on the Muslim world,every new Sultan was expected to receive a messenger from the Caliph, holding a black banner with Islamic Shahada written in gold on it,the Sultan had to kiss the banner and recognize the caliph's spiritual hegemony on his kingdom----Turkish Sultanate,Great Seljuks,Ayyubids,Zenghids.Ghurids,Khwarezmids.

    25-Mehmen Dar: this persons receives the foreign diplomats and guides them to the palace of hospitality. Great Seljuks,Turkish Sultanate,Ghurids,Ghaznavids,Ayyubids,Khwarezmids.

    26-Kezlar Agha: is the person who protects the Sultan's Harem,he commands many men all of them are eunuchs---- Great seljuks,Turkish Sultanate





    Titles

    King of the east and the west: an honorific title which was given to the Ghurid/Ghaznavid/Seljuk/Khwarezmid Sultans,the caliphs by giving the sultan this title recognize his authority on the lands he rule.

    Shanenshah: Royal title means the king of kings--
    Ghaznavids,Ghurids,Khwarezmids,Great Seljuks,Turkish Sultanate.

    Al Sultan Al Mu'azzam: the great Sultan---for all Muslim factions

    Taj Al Umma
    : the Crown of the Muslim nation

    Shahenshah
    Al Mu'azzam: the great king of Kings.Ghurid/Ghaznavid/Seljuk/Khwarezmid

    Sultan of Islam and Muslim:the Sultan realm is vast,Most of the Muslims live under his domination,everyone recognize his greatness including the Caliph. (title for the sultans only,control Mecca,Medina,Baghdad),+2authory,3 piety---all Muslim factions.

    Al Muzzafar::the always victor.

    Al Ghalebellah: the victorious by God,the Sultan's/Caliph's victory after Victory over the enemies of Islam made him very confident that these victories came from God.---all Muslim factions

    Asad al Dawla: the lion of the state,this man had achieved many significant victories over the enemies of the state---all Muslim factions.

    Sayf al Dawla:the sword of the state,the courage and the victories of this man have amazed everyone even his enemies he's indeed the sword of the state.---all Muslim factions.

    Amir al-Mu'minin: ''the leader of the believers'' is the title of the Caliphs.this title was first used by Caliph Umar I (634-644),then it was adopted by the caliphs who succeeded him including the Umayyads,Abbasids.---(Abbasid Caliphate).

    [Al Adil :the fair ----Turkish Sultanate,Great Seljuks,Ayyubids,Zenghids.Ghurids,Khwarezmids

    Ghayath-adin: the savior of the faith.

    Nur-adin: the light of the faith

    Rukn-adin: the pillar of the faith------all Muslim factions

    Al Mu'azzam: the great one--- all Muslim factions.

    the Sultan of Egypt and Syria:the sultan rules both Egypt and Syria,(must capture Cairo, damascus)-------أTurkish sultanate, great seljuks,Ayyubids, Zenghids,Ghaznavids, Khwarezmids.

    I've edited my post
    Last edited by jermagon; April 11, 2008 at 02:57 AM.


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  11. #11

    Default Re: BC: Buildings, Traits, Ancillaries, Titles & Historical Characters

    Truly a scholar of the Medieval Muslim World. Much thanks jermagon.

  12. #12
    Tadzreuli's Avatar Chevalier Blanche
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    Default Re: BC: Buildings, Traits, Ancillaries, Titles & Historical Characters

    jermagon,

    genius work ! + rep

  13. #13

    Default Re: BC: Buildings, Traits, Ancillaries, Titles & Historical Characters

    The following are the types of building bonuses and capabilities that we can assign, so if you have building ideas then keep these limitations in mind.


    Code:
    religion_level what percentage this building affects the specified religion of the region it is in 1 to 5 what percentage this tech tree building affects the specified religion of the region it is inagent_limit How much this building increases the limit of a specified agent type. Set values for [agent_string] [limit_int] to adjust global limits for a certain agent type.religion Which religion the tech tree building affects recruit_pool Variables to determine the starting float, replenishment rate, experince, and max unit number Set values for [unit_string] [starting_pool_float] [replenishment_rate_float] [max_units_float] [experience_int] requires { [faction_filters] } archer_bonus adds to the base experience of archer troops produced here (units using bow or crossbow) 1 to 3 add experience to archer units created herearcher_global_bonus adds to the base experience of archer troops produced in all settlements (units using bow or crossbow) 1 to 3 add experience to archer units created in all settlementscavalry_bonus adds to the base experience of cavalry troops produced here (all cavalry unit types) 1 to 3 add experience to cavalry units created herecavalry_global_bonus adds to the base experience of cavalry troops produced in all settlements (all cavalry unit types) 1 to 3 add experience to cavalry units created in all settlementsconstruction_cost_bonus_stone decreases cost to construct stone buildings here 1 to 3 -10% cost to build stone buildings in this settlement for each levelconstruction_cost_global_bonus_stone decreases cost to construct stone buildings in all settlements 1 to 3 -10% cost to build stone buildings in all settlements for each levelgun_bonus adds to the base experience of gunpowder troops produced here 1 to 3 +1 experience to gunpowder units created in the settlement for each levelgun_global_bonus adds to the base experience of gunpowder troops produced in all settlements 1 to 3 +1 experience to sword units created in all settlements for each levelincome_bonus settlement's income is increased by the specified amount unlim adds a lump sum amount to the treasury of the faction that creates the structure heavy_cavalry_global_bonus adds to the base experience of knights (heavy cavalry) produced in all settlements 1 to 3 +1 experience for heavy cavalry created in all settlements for each level weapon_melee_blade "upgrades 'weaponry' for units that use a 'non simple' weapon (sword, mace, axe, spear, etc). In practise, this is ANY trained unit (non peasant)." 1 Applicable to units that are retrained in this settlement. Results in a X (pending combat mechanic design for final value) point combat attack bonus. (X was 2-6 in Rome - it will be a fixed value in M2TW). heavy_cavalry_bonus adds to the base experience of knights (heavy cavalry) produced here 1 to 3 +1 experience for heavy cavalry created in this settlement for each level recruitment_cost_bonus_naval decreases cost to recruit naval units here 1 to 2 multiplied by 10% to give reduction in cost to recruit naval units in this settlement retrain_cost_bonus decreases cost to retrain units here 1 20% reduction in cost to retrain units in this settlement naval_bonus adds to the base experience of naval units produced here 1 to 3 Note - unsure how experience modifier works in naval combat. Please contact design before applying. amplify_religion_level a multiplier for the religion_level effect 1.5 to 2 multiplies the religion effect from religious buildings for either a 50% or 100% increase weapon_artillery_mechanical "upgrades 'weaponry' for all mechanical artillery (Trebuchet, Catapult, Ballista)" 1 Applicable to units that are retrained in this settlement. Results in a X (pending combat mechanic design for final value) point combat attack bonus. (X was 2-6 in Rome - it will be a fixed value in M2TW). weapon_projectile "upgrades 'weaponry' for all gunpowder units that are also land based (w_t_artillery_gunpowder, w_t_artillery_mechanical,w_t_artillery_mechanical)" 1 Applicable to units that are retrained in this settlement. Results in a X (pending combat mechanic design for final value) point combat attack bonus. (X was 2-6 in Rome - it will be a fixed value in M2TW). weapon_naval_gunpowder upgrades 'weaponry' for naval units that use cannons 1 Applicable to units that are retrained in this settlement. Results in a X (pending combat mechanic design for final value) point combat attack bonus. (X was 2-6 in Rome - it will be a fixed value in M2TW). weapon_missile_gunpowder upgrades 'weaponry' for units that use handheld gunpowder weapons. (musket, etc) 1 Applicable to units that are retrained in this settlement. Results in a X (pending combat mechanic design for final value) point combat attack bonus. (X was 2-6 in Rome - it will be a fixed value in M2TW).weapon_artillery_gunpowder upgrades 'weaponry' for units that use siege gunpowder weapons (cannons, etc). 1 Applicable to units that are retrained in this settlement. Results in a X (pending combat mechanic design for final value) point combat attack bonus. (X was 2-6 in Rome - it will be a fixed value in M2TW).
    Also don't forget we can make buildings depend on AORs, events, religion levels and natural resources.
    Just a couple of ideas:

    Perhaps a Hippodrome structure for the ERE, I know that by this time the races were limited to Constantinople but it would make a good tier 4/5 structure with popularity bonuses and perhaps cavalry recruitment ones. Also perhaps a granary or something like they have in EB to boost economy and population growth. And I know this has been suggested before but a palace structure might be a good idea. A boost for popularity or trade and perhaps even an extra recruitment slot for a high level unit like Caliphs Guard. Would a university structure also be a good idea? It could increase popularity or help trains priests/imans or maybe even improve gunpowder weapons. I know both Constantinople and Cairo had universities in this era.

    Also since India has fewer religous building tiers. Would making a Buddhist Stupa/monastary buildable perhaps be another useful addition with standard religous building add ons? And for naval buildings perhaps a naval stockyard or admiralty would give some extra bonuses like increased exp or maybe even a trade bonus (a fonduk perhaps?). Also perhaps a banking or postal system structures could both, trade, travel and communications (maybe postal structures could increase line of sight of cities and generals?). Minerets might be a good idea too, I know they come hand in hand with Mosques but building one is a good excuse to give some more religous bonuses, helping the faithful pray. Also some cities were along major routes of piligramage or in fact place for pilgrims perhaps there should some infastracture to help these people, spurring trade and perhaps travel?

    Sorry about the massive post and I'm sure you've already thought of many ideas yourselves.
    Who cares if we don't learn from History, its bloodly interesting.

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  14. #14
    Mr Roet's Avatar Libertus
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    Default Re: BC: Buildings, Traits, Ancillaries, Titles & Historical Characters

    Perhaps Faction leaders could get a trait that shows the fact that they defeated/own the land of a faction. I don't know if this is possible, but the trait could be triggered by capturing the starting capital of a faction. The Shahenshah could be given by capturing the capitals of various faction.

  15. #15
    jermagon's Avatar Domesticus
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    Default Re: BC: Buildings, Traits, Ancillaries, Titles & Historical Characters

    Thanks Ahiga,Tadz for your comments and for your Reps


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  16. #16
    Tunch Khan's Avatar Civis
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    Default Re: BC: Buildings, Traits, Ancillaries, Titles & Historical Characters

    Quote Originally Posted by jermagon View Post
    Thanks Ahiga,Tadz for your comments and for your Reps
    Great work jermagon. Several of these titles are also in my list on second page of this thread with their Turkish phonetic spellings. I see you have used a variety of phonetic versions of the titles, mostly Persian and Arabic. Neverthless, they are a valuable source of information.

    Please let me know if you have questions on the Turkish versions and which of them were applicable (I can only help with Seljuk and other western Turkic states, in this case Turkish/Ottoman Empire).
    si vis pacem para bellum

  17. #17
    jermagon's Avatar Domesticus
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    Default Re: BC: Buildings, Traits, Ancillaries, Titles & Historical Characters

    Quote Originally Posted by Tunch Khan View Post
    Great work jermagon. Several of these titles are also in my list on second page of this thread with their Turkish phonetic spellings. I see you have used a variety of phonetic versions of the titles, mostly Persian and Arabic. Neverthless, they are a valuable source of information.

    Please let me know if you have questions on the Turkish versions and which of them were applicable (I can only help with Seljuk and other western Turkic states, in this case Turkish/Ottoman Empire).
    well, yes of course I noticed that and you did a great job.
    about the eastern Muslim titles and anciy it was heavily influenced by the Arabic language, word like ''Selah dar'' Selah is arabic means arms/weapons,while dar is persian, Khazen dae Khazen is also an arabic word for treasury.
    I guess all the traits you'd posted is very usable -ofcourse Iam speaking from the histoical prespective,except for just few offices which were used by the ottomans many eras later
    Last edited by jermagon; May 21, 2008 at 11:43 PM.


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  18. #18
    Tunch Khan's Avatar Civis
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    Default Re: BC: Buildings, Traits, Ancillaries, Titles & Historical Characters

    Quote Originally Posted by jermagon View Post
    well, yes of course I noticed that and you did a great job.
    about the eastern Muslim titles and anciy it was heavily influenced by the Arabic language, word like ''Selah dar'' Selah is arabic means arms/weapons,while dar is persian, Khazen dae Khazen is also an arabic word for treasury.
    ..
    Oh, I didn't mean the etymologies of the words. You were precise about your explanations. I am just talking about the phonetics and how they were used in Turkish. As you know, Western Turkish (Oghuz), among other Turkic languages is part of the Altaic languages which differs from other groups with the use of vowel harmony. Even with foreign words such as Persian and Arabic, Turkic peoples transform the words to fit their language. Needless to say, they could have never pronounced those borrowed words, even if they had the knowledge of those foreign languages.

    So Selah-dar and Khazen-dar enter the Turkish language as "Silahtar" and "Hazinedar" respectively.

    Similarly, Sunjuq Dar and Qadi al Askar are transformed to "Sancaktar" and "Kazasker". These are plain examples on the phonetics of the words.

    There's a few that I found original on your list, like the Vice Sultan, which I couldn't recognize. The only title I could find close to that is the "Khedive" which translates to Viceroy and was the hereditary title of Ottoman Governors (Wali) of Egypt.

    Another interesting one is Sharab Dar. As you have correctly stated, this title translates into "cup bearer", but the word is only used for Wine cups, hence this person tastes the wines before they are served. As you can imagine, a muslim ruler, as liberal as he may be with alchohol, would refrain from employing someone for this position on his court. Instead, they chose to name them as "Cheshnidji Bashi" or Cesnicibasi (flavor taster). Although prestigious as any other title like the "Kahvecibasi" (Coffee Master), "Ibrikcibasi" (Royal hand washer), "Kilercibasi" (Store Master); it was neverthless a palace servant position which was not applicable to generals or statesmen who were either of nobility or of a higher level of education.
    si vis pacem para bellum

  19. #19

    Icon4 Re: BC: Buildings, Traits, Ancillaries, Titles & Historical Characters

    I've always looked around for a mod that has Hagia Sophia, and from what i can tell this is the only mod that includes it so kudos.

    I'm trying to add other "wonders" to the game but it "crashes on loading" after i edit the files. I format everything correctly, copying what you guys did to create the wonders in BC.

    I edit the broken_crescent\data\text\export_buildings.txt
    and the broken_crescent\data\export_descr_buildings.txt
    and added the building to the settlement in descr_strat

    I also add the tga files in ui building files.
    Not all my "constructed" tga files are sized correctly, but is that what's crashing the game and making my work useless?

    Any HELP would be loved.

  20. #20

    Default Re: BC: Buildings, Traits, Ancillaries, Titles & Historical Characters

    I wonder would it be possible to at some point include other commodity developments like BC has with Vineyards. You know with other big commodities like Silk or wool, even amber.
    Who cares if we don't learn from History, its bloodly interesting.

    Too much weird stuff happens for god not to exist

    Ladies like superior firepower literally and metaphorically

    England>Scotland and rest of the world, only the Welsh come even close.

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