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Thread: BC: Area of Recruitment (AOR) Discussion

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  1. #1

    Default Castles useless outside AoR?

    Is there any reason NOT to change all captured castles to cities? Also is there any way to expand or change my AoR? Maybe move my capital to another area for a while? Maybe if I capture another AoRs capital or something? Are AoRs hard coded or how does it work?

    Cheers

  2. #2
    teh.frickin.pope's Avatar Senator
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    Default Re: Castles useless outside AoR?

    I believe Mercenaries can be retrained at castles and not cities, though I'm not sure about this.

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  3. #3
    Indefinitely Banned
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    Default BC: Area of Recruitment (AOR) Discussion

    Keep all AOR discussion here.

  4. #4
    Lykaor's Avatar Tiro
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    Default Re: BC: Area of Recruitment (AOR) Discussion

    Some factions can recruit a minimal amount of their troops in certain areas. For example, the Abbasids can recruit Arabian Swordmen, Arab Archers and Beduins in Arabia.
    Für dich, ganz allein, all' mein Gebein.

  5. #5

    Default Re: BC: Area of Recruitment (AOR) Discussion

    Don't know is it possible,but :

    Make AoR in castles and cities on the coast , to recruit your native troops you must build port (2/3 lvl),it'll mean that your new recruits in native cities (those who belong to your starting AoR) can transport automatically in far away cities. For cities not situated on a coast instead of ports will be paved roads, but they'll not offer the best troops and in a smaller ammounts (max 1-2 unit in 5-6 turns for each kind).

  6. #6

    Default Re: BC: Area of Recruitment (AOR) Discussion

    Make an auxilia building to allow recruitment of some native troops in conquered areas outside your AOR. 2-3 levels for the building to allow for levy to medium quality units and mercs.

  7. #7

    Default Re: BC: Area of Recruitment (AOR) Discussion

    The AOR is good as it is, don't change a thing . Anyway all i think is some mercenaries should have their areas expanded. As kypchaks I have very few mercs to use in Anatolia.

  8. #8

    Default Re: BC: Area of Recruitment (AOR) Discussion

    sry dp pls delete
    Last edited by Shadowcry; February 10, 2008 at 09:41 PM.

  9. #9

    Default Re: BC: Area of Recruitment (AOR) Discussion

    This is not a thread about what the AoR SHOULD be. This is a thread asking about AoR facts. Someone that has a clue please respond to my specific questions and the wanna bes take it back to the park. I have some very simple questions that need replies...


    "Is there any reason NOT to change all captured castles to cities? Also is there any way to expand or change my AoR? Maybe move my capital to another area for a while? Maybe if I capture another AoRs capital or something? Are AoRs hard coded or how does it work?

    Cheers"

  10. #10

    Default Re: BC: Area of Recruitment (AOR) Discussion

    1. There is only one reason for keeping them like fortresses,if your enemt will attack it would be easier to defend castle than a city.
    2.No way to expand them except fixing game files.

  11. #11

    Default Re: BC: Area of Recruitment (AOR) Discussion

    Thank you AirnetSnake

  12. #12
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    Default Re: BC: Area of Recruitment (AOR) Discussion

    Yes, currently the reasons to keep a fortress outside of your AOR is not really that helpful. Currently its pretty much a basic on/off system. In the future, god/vishnu/allah/tom cruise willing, we will make it a lot more interesting and add some local ethnic/tribal warriors for you to recruit outside of your AOR.

  13. #13

    Default Re: BC: Area of Recruitment (AOR) Discussion

    Quote Originally Posted by mirage41 View Post
    Yes, currently the reasons to keep a fortress outside of your AOR is not really that helpful. Currently its pretty much a basic on/off system. In the future, god/vishnu/allah/tom cruise willing, we will make it a lot more interesting and add some local ethnic/tribal warriors for you to recruit outside of your AOR.
    Hurrah! This sounds like aweshome sauce =D. Also, I did like Airnet Snake's idea of certain ports making native troops available at a lower respawn rate. Perhaps expand this to being any settlement, a separate building representing the logistics of moving troops from your native areas to the far reaches of your empire, and have suitably lower respawn rates in addition to the native recruitment (this would probably be after those are available), and I think you have an interesting way to represent the problems in dealing with a large Empire without making it too aggravating to deal with. Just a thought.

  14. #14
    Heinz Guderian's Avatar *takes off trousers
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    Default Re: BC: Area of Recruitment (AOR) Discussion

    Quote Originally Posted by mirage41 View Post
    Yes, currently the reasons to keep a fortress outside of your AOR is not really that helpful. Currently its pretty much a basic on/off system. In the future, god/vishnu/allah/tom cruise willing, we will make it a lot more interesting and add some local ethnic/tribal warriors for you to recruit outside of your AOR.
    Insha-tomcruise.




  15. #15

    Default Re: BC: Area of Recruitment (AOR) Discussion

    Quote Originally Posted by mirage41 View Post
    Yes, currently the reasons to keep a fortress outside of your AOR is not really that helpful. Currently its pretty much a basic on/off system. In the future, god/vishnu/allah/tom cruise willing, we will make it a lot more interesting and add some local ethnic/tribal warriors for you to recruit outside of your AOR.
    Excellent news Mirage. That's the most reasonable way to keep castles functional which is out of native AOR range.

  16. #16
    mastaace's Avatar Ordinarius
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    Default Re: BC: Area of Recruitment (AOR) Discussion

    Quote Originally Posted by mirage41 View Post
    Yes, currently the reasons to keep a fortress outside of your AOR is not really that helpful. Currently its pretty much a basic on/off system. In the future, god/vishnu/allah/tom cruise willing, we will make it a lot more interesting and add some local ethnic/tribal warriors for you to recruit outside of your AOR.
    very fantastic news


  17. #17
    Tiro
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    Default Re: BC: Area of Recruitment (AOR) Discussion

    I think that ERE should be able to recruit troops from the region to the northwest of Constantinople....

  18. #18
    Libertus
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    Default Re: BC: Area of Recruitment (AOR) Discussion

    I am playing ERE campaign and conquest of the 2/3 Anatolia and the Sis and Vahka but I am trying everything, the all population and castle requirements are done, but not to the recruitment in this two castle I try turn the city and then castle not any recruitment also in the city not anything seeing in the panel thanks..

    beg pardon my english..

  19. #19
    Aethelred's Avatar Libertus
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    Default Re: BC: Area of Recruitment (AOR) Discussion

    Quote Originally Posted by ssari View Post
    I am playing ERE campaign and conquest of the 2/3 Anatolia and the Sis and Vahka but I am trying everything, the all population and castle requirements are done, but not to the recruitment in this two castle I try turn the city and then castle not any recruitment also in the city not anything seeing in the panel thanks..

    beg pardon my english..
    Apparently those 2 castles are not in your Area of Recruitment, so you just won't be able to recruit ERE troops there.

  20. #20

    Default Re: BC: Area of Recruitment (AOR) Discussion

    That'll be fixed, since Cilicia should be in the ERE aor.

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