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  1. #1

    Default Unit availability?

    What determinds the unit availability in castles and cities, I know military buildings affect this but what else? Example of what i'm confused on sometimes I will recruit Tajik Urban Militia and it will take one turn for them to recruitable again but sometimes it takes up to three turns.

    Thanx for any help.

  2. #2
    Heinz Guderian's Avatar *takes off trousers
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    Default Re: Unit availability?

    Quote Originally Posted by ArnyBoy View Post
    What determinds the unit availability in castles and cities, I know military buildings affect this but what else? Example of what i'm confused on sometimes I will recruit Tajik Urban Militia and it will take one turn for them to recruitable again but sometimes it takes up to three turns.

    Thanx for any help.
    I'm thinking that you are talking about replenishment rates. If a unit that you CAN build is darkened and you cant build it, hover your mouse pointer over it and it will tell you how many turns are left.

    As for the actual factors that affect the replenishment rate. I'm not 100% sure. Did you recuit the Tajik Urban Mil from the same city? Was the city the same size and population when you recruited?




  3. #3

    Default Re: Unit availability?

    Replenishment rates thats it, sorry if I have mislead you. Anyway what I mean is that after defeating the Ghanzi Sultanate and taking control of Ghanzi then upgrading it into a citdeal it takes three turns for the Tajik militia to replenish. However in my fortress Urgench(something along those lines) it only takes one. Do you think that Urgench is my capital may affect it. Also I don't understand why my Persian spearmen replenish faster. Anything with how early they could be recruited?

  4. #4
    Heinz Guderian's Avatar *takes off trousers
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    Default Re: Unit availability?

    Quote Originally Posted by ArnyBoy View Post
    Replenishment rates thats it, sorry if I have mislead you. Anyway what I mean is that after defeating the Ghanzi Sultanate and taking control of Ghanzi then upgrading it into a citdeal it takes three turns for the Tajik militia to replenish. However in my fortress Urgench(something along those lines) it only takes one. Do you think that Urgench is my capital may affect it. Also I don't understand why my Persian spearmen replenish faster. Anything with how early they could be recruited?
    I see. Well i think the difference in cities will affect the replenishment rates and whether the city was originally yours. I think the AOR plays a part in it as well as buildings - they can increase the number of units and the replenishment rate. Actually, come to think of it, i think higher level buildings are really important for replenishment rates. I think if you build higher level military buildings in Ghazni you'll notice the difference (3 turns may become 1).

    Look at the info on the builidng scroll and it will give you the lowdown of what will be recruitable and how many.




  5. #5

    Default Re: Unit availability?

    Thanks for everything
    +rep

  6. #6
    Heinz Guderian's Avatar *takes off trousers
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    Default Re: Unit availability?

    My pleasure young man.




  7. #7
    Faris ad Din's Avatar Ducenarius
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    Default Re: Unit availability?

    Oo that's simple. It's determined by the EDB - export_descr_buildings.txt in your data folder.

    I took the time to edit out all the other factions' units except for Khwarezm. And I still do not know how the heck everyone else makes those spoilers, my screenshots and quotes make my posts so long. I'm just trying [ SPOILER ] [ /SPOILER ]. What the hey.

    "Spain" happens to be the faction the BC team replaced with the Empire of Khwarezm by the way. The first number after the unit is how many units are available for recruitment right away once you finish construction of the building; the second number is how many units are replenished per turn (0.1 means one unit replenished every ten turns, 0.5 one every two turns) and the third number is the maximum recruitable units.

    I'm supposing "persian swordsmen" is the in-game term for "Tajik Urban Militia."

    Spoiler Alert, click show to read: 

    mustering_hall castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, sicily, aztecs, african, }
    {
    capability
    {
    recruit_pool "daylami tribal spearmen" 1 0.5 3 0 requires factions { spain, } and hidden_resource khwarezm or hidden_resource w_iran or hidden_resource e_iran or hidden_resource khorasan
    }
    material wooden
    construction 4
    cost 1600
    settlement_min village
    upgrades
    {
    garrison_quarters
    }
    }
    garrison_quarters castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, sicily, aztecs, african, }
    {
    convert_to 0
    capability
    {
    recruit_pool "daylami tribal spearmen" 1 0.5 3 0 requires factions { spain, } and hidden_resource khwarezm or hidden_resource w_iran or hidden_resource e_iran or hidden_resource khorasan
    recruit_pool "persian spearmen" 1 0.5 3 0 requires factions { spain, } and hidden_resource khwarezm or hidden_resource w_iran or hidden_resource e_iran or hidden_resource azeri or hidden_resource khorasan
    }
    material wooden
    construction 4
    cost 3200
    settlement_min town
    upgrades
    {
    drill_square
    }
    }
    drill_square castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, sicily, aztecs, african, }
    {
    convert_to 1
    capability
    {
    recruit_pool "daylami tribal spearmen" 1 0.7 4 0 requires factions { spain, } and hidden_resource khwarezm or hidden_resource w_iran or hidden_resource e_iran or hidden_resource khorasan
    recruit_pool "persian spearmen" 1 0.5 3 0 requires factions { spain, } and hidden_resource khwarezm or hidden_resource w_iran or hidden_resource e_iran or hidden_resource azeri or hidden_resource khorasan
    recruit_pool "persian swordsmen" 1 0.4 2 0 requires factions { spain, } and hidden_resource khwarezm or hidden_resource khorasan or hidden_resource w_iran or hidden_resource e_iran or hidden_resource azeri
    }
    material wooden
    construction 4
    cost 4800
    settlement_min large_town
    upgrades
    {
    barracks
    }
    }
    barracks castle requires factions { denmark, hre, france, scotland, england, middle_eastern, eastern_european, greek, southern_european, sicily, aztecs, african, }
    {
    convert_to 2
    capability
    {
    recruit_pool "daylami tribal spearmen" 1 0.7 4 0 requires factions { spain, } and hidden_resource khwarezm or hidden_resource w_iran or hidden_resource e_iran or hidden_resource khorasan
    recruit_pool "persian spearmen" 1 0.7 4 0 requires factions { spain, } and hidden_resource khwarezm or hidden_resource w_iran or hidden_resource e_iran or hidden_resource azeri or hidden_resource khorasan
    recruit_pool "persian swordsmen" 1 0.3 2 0 requires factions { spain, } and hidden_resource khwarezm or hidden_resource khorasan or hidden_resource w_iran or hidden_resource e_iran or hidden_resource azeri
    recruit_pool "daylami infantry" 1 0.3 2 0 requires factions { spain, } and hidden_resource khwarezm or hidden_resource w_iran or hidden_resource e_iran or hidden_resource khorasan
    }
    material wooden
    construction 4
    cost 6400
    settlement_min city
    upgrades
    {
    armoury
    }
    }
    armoury castle requires factions { denmark, hre, france, scotland, england, turks, egypt, moors, hungary, greek, sicily, aztecs, venice, spain, poland, russia, milan, african, }
    {
    convert_to 3
    capability
    {
    recruit_pool "daylami tribal spearmen" 1 0.7 4 0 requires factions { spain, } and hidden_resource khwarezm or hidden_resource w_iran or hidden_resource e_iran or hidden_resource khorasan
    recruit_pool "persian spearmen" 1 0.7 4 0 requires factions { spain, } and hidden_resource khwarezm or hidden_resource w_iran or hidden_resource e_iran or hidden_resource azeri or hidden_resource khorasan
    recruit_pool "persian swordsmen" 1 0.3 2 0 requires factions { spain, } and hidden_resource khwarezm or hidden_resource khorasan or hidden_resource w_iran or hidden_resource e_iran or hidden_resource azeri
    recruit_pool "daylami infantry" 1 0.3 2 0 requires factions { spain, } and hidden_resource khwarezm or hidden_resource w_iran or hidden_resource e_iran or hidden_resource khorasan
    recruit_pool "daylami heavy" 1 0.2 2 0 requires factions { spain, } and hidden_resource w_iran or hidden_resource e_iran or hidden_resource azeri
    recruit_pool "daylami assault" 1 0.2 1 0 requires factions { spain, } and hidden_resource khorasan or hidden_resource khwarezm or hidden_resource afghan
    }
    material wooden
    construction 4
    cost 9600
    settlement_min large_city
    upgrades
    {
    }



    Edit (and off topic): YAAAAAAAAAAAAAAAAY! I made my first spoiler! And it really was that simple in HTML. Nobody teaches you these things you know.
    Last edited by Faris ad Din; April 19, 2008 at 04:44 PM.

  8. #8

    Default Re: Unit availability?

    Thanks for the information Faris ad Din and congrats on the spoilers
    +rep

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