Is it at all possible to train units in regions with another culture, you control? I've never stuck with a campaign long enough to find out if it's actually possible. If it is, what do I have to do?
Cheers.
Is it at all possible to train units in regions with another culture, you control? I've never stuck with a campaign long enough to find out if it's actually possible. If it is, what do I have to do?
Cheers.
Castles outside of you Area of REcruitment are useless, you cannot recruit any units there. In cities you only recruit local militia and local mid tier units if they belong to your AOR.
You can train turkopoles in castles with tier 2 ranges and stables for KoJ.
Will be changed in 1.5
Ah, the famed Auxilia system. I really, really want that. Any word on when 1.5 is coming out?
Game of the Fates
Mod of the week on hold -- I've played nearly every RTW mod out there.
BOYCOTT THE USE OF SMILEYS!(Okay, just once)
Antiochos VII...last true scion of the Seleucid dynasty...rest in peace, son of Hellas.
I've returned--please forgive my long absence.
We're taking our time. But it will be very nice.
Nope. The Auxillia idea did not exist before BC1.0 was released. You're thinking about the levies I believe.
I'm sorry but i don't understand the difference. Excuse my ignorance Miraj. I haven't played BC yet and won't be able to play BC until next Saturday when i get a new copy of M2TW (my brother ruined the disc). Are levy's already recruitable in v1 or are they being replaced by auxilia in the next?
Levies were a plan made in the expectation that the AI would behave more sensibly.It was an attempt to make cities less of a military powerhouse than castles, but what we found was 1) The AI needs more benefits towards recruiting better troops, not less. 2) We're not so much a big fan of the whole castle/city dichotomy, and will probably address that in future updates.
It's not set in stone, but it's possible that the levy system is going to be replaced by the Auxilia - In Cities within your native AOR, instead of levies you'd get locals.
How about just attenuate the whole castle/city dichotomy? Rome was a huge city and yet it produced the premier heavy infantry of its days. Castles controlling a prosperous region isn't any less wealthy than other cities.
I think it should be a difference in aesthetics only, with cities and castles both being able to produce your factions units.
Well, too bad - I really like the idea.
I like my armies to contain best troops available (and some mercs outside AOR). I rather care not to loose them, retrain them and so on. This dichotomy along with AOR causes... logistical HELL and I love it
Unfortunately AI is spamming full stacks every turn so it's imho rather impossible to expand without 'blitzkrieg' approach (I would call it outsmarting and cheating the AI and a bit unfair, but hey - AI is cheating with money so..)
Looking forward to new Auxilla system, but please - keep Castles/Cities - but maybe allow some cities to recruit some selected elite units (special buildings?) to please historical accuracy.
Last edited by reavertm; June 04, 2008 at 05:32 PM.
Levies are in this one, but they are usually crap...
Like "Persian Militia" Is what I get in all the cities I take from the Seljuks.
Game of the Fates
Mod of the week on hold -- I've played nearly every RTW mod out there.
BOYCOTT THE USE OF SMILEYS!(Okay, just once)
Antiochos VII...last true scion of the Seleucid dynasty...rest in peace, son of Hellas.
I've returned--please forgive my long absence.
then you could make castles everywhere which are alot harder to take over and you would still be making money....... i think cities need to make more money and castles make better troops so that you have to think where you want castles and where you want cities
...but in case you haven't noticed, the AI in BC starves you out rather than bluntly assault the city/castle unless they have like 10:1 numerical superiority.
In any case, I think the castle's defense is overated. Stronger walls and gate buy you some more time, but that's about all. I never defend at the walls anyway, especially if I am outnumbered. The moment that gate breaks and the enemy floods in, all my troops run and gets slaughtered. It's in the city center where even the weakest militia will fight to the last man, where the defenders have a true edge. Not to mention that enemy unitsthemselves at the sight of city square (pretty unrealistic right? They should be eagerly anticipating the loot & women).
The whole idea of cities make more money and castles make better troops...is just a weird logic CA guys cooked up to make MTWII closer to a game than simulation. Think Konstantinopolis, unbreached for hundreds of years and no doubt equips some of ERE's best troops; is laughably easy to breach and produces only militia in MTW2.
Victory is gained not by the number killed but by the number frightened.