LATEST UPDATE 3\27
Thankyou for downloading and trying the Recruitment Limitations Mod.
If you have any questions or suggestions please direct your thoughts to http://www.twmodsquad.com/index.php
This Mod has been set up for use with Stainless Steel. I have Got Accept\Decline Events working in SS so all events will fire properly.
At the Start of the game you will recieve a modified version of the following information in a message, it will also be available to you during the game via your military list scroll's help icon. (The ? in the top right of the scroll).
Every faction has initial settings based on its current standings in the medieval world. All the information was gathered from the descr_strat file. Smaller factions like Ireland, Lithuania, Knights Templar etc may have difficulty expanding early on.
Your Factions population can only support so many units. Once that limit has been reached you cant recruit anymore until your faction grows, expands etc.
As you expand and upgrade, your factions population grows. based on the number of settlements you own and the number of upgrades per settlement your unit limitation is set. as you train and recruit new units your unit limit gets smaller and smaller until it is reached. Once you recruit enough units to put you over the threshhold of your factions size you are unable to recruit more units until you upgrade a settlement (or capture one), thus forcing the player to think about expansion sooner and more often.
Players will be Forced to think before recruiting random units. Recruiting just to keep order may not be wise anymore. Suicidal Tactics become null and void. if you sacrifice units in battle (or even lose when auto battle) then you are just wasting your population, you cant recruit dead people!. So you cant waste your population on suicidal tactics. You can't rely on 'cannon-fodder'. Each unit becomes more valuable to you. Peasants may be worthless in battle, but they can become precious with this script. Mercenary Units will become extremly important and more valuable as they dont count towards your factions unit limit.
The loss of a settlement is now a huge deal. Not only do you lose the income from that city and any other benefits, but now your unit limit gets even smaller, making the challenge to take it back a little harder. and in some cases, very hard. The game is alot more challenging. You must balance your income and plan your strategies around your populations limit.
Below are the Faction Size Settings.
Each Settlement upgrade is based on the max population output for that upgrade.
SETTLEMENT SIZES
max pop - settlement type - Unit Limitations Point Scale
1500 village (no Walls) 5
5000 wooden_pallisade 10
12000 wooden_wall 15
25000 stone_wall 20
60000 large_stone_wall 25
120000 huge_stone_wall 30
1500 motte_and_bailey 10
5000 wooden_castle 20
12000 castle 30
25000 fortress 40
50000 citadel 50
So if you have 2 small towns and 3 castles. Your factions size would be 110
Below are the Unit Values.
Each unit trained has a value assigned to it depending on its Class and Category. This system does not take into count Elite versus Peasant. For that you would need to also use Point Blanks RR\RC and Bygs Supply and Command. Both i Highly Recommend in use with this mod
UNIT VALUES
CATEGORY
infantry 0
cavalry 1
siege 1
ship 1
CLASS
light 1
heavy 2
missile 2
spearmen 1
So a Spearmen would cost 1 point, Light Infantry 1, Missile Cavalry 3, Light Cavalry 2, Heavy Cavalry 3. ALL Siege and Naval units cost 1 point.
Mercenary units are not factored in and are therefore free in regards to your Factions Unit Limit.
Mission Rewards are not included. So if you are granted units for completing a mission they will not effect your Unit Limit. This makes missions more rewarding, and mercenaries more valuable.
Migration, Draft, Crusade\Jihad settings have been added in this version.
Migration has been factored in. There is a chance every so often that people will migrate to your kingdom, if they do then expect to see small increases in random settlements population levels. These events will also increase your factions unit limitations. People are more likely to migrate if your kingdom is large.
The Draft. You can draft your population once every turn, this will increase your factions size by 15 points for a period of 10 turns when it will return to normal. You can draft your population as often as you like but there may be dire consequences if you draft too often. You can only enact the draft once per turn but can have multiple drafts enacted. It is possible to have single settlements shut down recruitment options for the duration of one turn just because you over drafted your population (this can cause issues if it is your primary recruitment settlement). Settlements may also experience unrest whilst being drafted, this effect is not so severe, it decreases per turn and your settlement will only revolt if you already have unhappy citizens. This option is available to you through your 'Settlements List View Scroll - Help Icon' (The ? in the top right of scroll)
Crusade\Jihad Settings. Your Factions size will increase by 20 when you join a crusade. People are more likely to fight for somthing they believe in.
Your Max Unit Limit IS your Faction Size.
This does NOT in any way have an effect on the AI, therefore the AI is not limited in what it can recruit. this makes for a much more challenging experience.
There are 2 versions, Epic and Regular. Regular is just the Unit Limitations mod itself. Epic is set up for a 2 turn per year game, assuming you also have Echads fix, RR\RC and Byg's Supply and Command. I have modified some files to boot. Epic is Very Challenging on VH\VH.
HOW TO INSTALL
If you are Using the Epic Version. Simply copy paste all files into there corresponding directories, overwrite if asked.
Otherwise...
Campaign Script
Make a backup of any file you overwrite.
open your campaign_script.txt file. (found in your SS data\world\maps\campaign\imperial_campaign folder.)
Open the attached recruitment limitations.txt file and right click - select all - copy
scroll down to the bottom of your campaign_script.txt, and above the 'wait_monitors', paste the copy of unit limitations.
close the file, save on exit.
Event Messages.
open your historic_events.txt file. (found in your SS data\text folder)
open the attached historic_events.txt file, right click - copy all.
scroll to the very bottom of you SS historic_events.txt file, be sure you are at the bottom on a FRESH line. then right click and paste the copy of historic events. (This adds the messages for in game related to Recruitment Limitations)
Close the file, save on exit.
Place the descr_event_images.txt in your data folder
Start a New Campaign, and enjoy
Plans for future Releases - Possibly.
1. Intergrate wealth\trade\taxation levels into settlements loyalty\content status. (Its already too easy to set taxes to very high with no penalty, just move another unit in). I want to put a system in place that rewards the player for lowering taxes and keeping citzens happy. happy folk are more likely to trust there king and follow under his rule.
2. Scrutage. A form of tax paid by a noble to 'buy' his way out of war duties. Would increase happiness and income but ower unit limit.
3. I have a few other ideas but seem to have misplaced them
Thankyou for your interest in this mod!





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