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  1. #1
    AqD's Avatar 。◕‿◕。
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    Default Recruitment problems?

    Hi all!

    I just noticed after upgrading to city barracks, some units become unavailable. I know I can just destroy it and rebuild again, but AI wouldn't do it.

    Is it an intended "feature" or bug??



    I noticed the barracks is only available to a few factions in certain regions, but this could cause big problems for AI because some of its newly-captured cities wouldn't be able to recruit units...... (can't upgrade, and AI wouldn't destroy buildings)
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    Last edited by AqD; September 20, 2011 at 06:59 AM.

  2. #2
    DaVinci's Avatar TW Modder 2005-2016
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    Default Re: Recruitment problems?

    upgrading to city barracks, some units become unavailable
    ... please more specific.

    However, the recruitment gets/got an overhaule (internal). But you'll always find areas where a faction cannot recruit units, this is to a certain degree based on the win conditions per faction or culture, ie. a muslim faction cannot recruit regular units in europe, and vice versa there won't be european factions that can recruit regular units in for example Persia or the desert. For example only crusading factions and to a certain degree the East-Romans can recruit units in Near-East and/or Asia Minor, but also very limited to certain regions. Chiv is a historical-realism mod and spans only from 1072 to 1222, there is no migration-recruitment (as ahistorical) and also there is no total war design that means "conquer the world".
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  3. #3
    AqD's Avatar 。◕‿◕。
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    Default Re: Recruitment problems?

    Quote Originally Posted by DaVinci View Post
    ... please more specific.
    Code:
            barracks requires factions { gauls, germans, britons, numidia, dacia, romans_scipii, spain,  greek_cities, romans_brutii, thrace, parthia, romans_senate, scythia, macedon, romans_julii, }
            {
                capability
                {
                    law_bonus bonus 1 requires factions { gauls, germans, britons, numidia, dacia, romans_scipii, spain,  greek_cities, romans_brutii, thrace, parthia, romans_senate, scythia, macedon, romans_julii, }
                    taxable_income_bonus bonus 5
                    recruit "urban militia"  0 requires factions { gauls, germans, britons, numidia, dacia, romans_scipii, spain, romans_senate, scythia, romans_julii, } and hidden_resource euro or hidden_resource crus
                    recruit "muslim urban militia"  0 requires factions { thrace, macedon, greek_cities, romans_brutii, } and not hidden_resource euro and not hidden_resource steppe
                    recruit "thematic infantry"  0 requires factions { parthia, } and hidden_resource turk
                    recruit "spatharioi"  0 requires factions { parthia, } and hidden_resource turk
                }
                construction  1
                cost  1000
                settlement_min large_town
                upgrades
                {
                    city_barracks
                }
            }
            city_barracks requires factions { parthia, dacia, romans_julii, } and hidden_resource konst or hidden_resource latein or hidden_resource sicily or hidden_resource trebizond or hidden_resource italy
            {
                capability
                {
                    law_bonus bonus 1 requires factions { parthia, dacia, romans_julii, }
                    taxable_income_bonus bonus 5
                    recruit "urban militia" 0 requires factions { dacia, } and hidden_resource sicily
                    recruit "urban militia" 0 requires factions { romans_julii, } and hidden_resource italy
                    recruit "italian city militia" 0 requires factions { dacia, } and hidden_resource sicily
                    recruit "italian city militia" 0 requires factions { romans_julii, } and hidden_resource italy
    
                    recruit "thematic infantry"  0 requires factions { parthia, }
                    recruit "skutatos"  1 requires factions { parthia, } and hidden_resource konst
                    recruit "skutatos"  0 requires factions { parthia, } and hidden_resource latein or hidden_resource trebizond
                    recruit "menlaviatoi"  0 requires factions { parthia, }        and hidden_resource konst or hidden_resource latein
                    recruit "spatharioi"  0 requires factions { parthia, }
                }
                construction  3
                cost  2000
                settlement_min city
                upgrades
                {
                    royal_barracks
                }
            }
    The unit "Urban militia" is available to many factions in barracks but become unavailable after you upgrade - while AI factions may not do this stupid action themselves, it would cause problem when they capture settlements from other factions. For example, the "gauls" captures a "dacia"'s settlement, which already has city barracks - now what can the gauls do to recruit urban militia? No way, because AI would never raze existing buildings.
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    Last edited by AqD; September 20, 2011 at 06:59 AM.

  4. #4
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    Default Re: Recruitment problems?

    Correct, the French can't recruit Urban Militia if a city barracks is already in place, therefor the construction of the city barracks is limited to certain regions and to certain factions who had the tradition of standing professional militia troops (as Sicily, Italian City States and East-Romans). Please read the building description (it deals with "standing army in europe" etc.).

    But it can recruit other units, for example the Italian City Militia as mercs (those are then the 'native traitors' if you want so) within the Inn buildings.
    Urban militia troops should be understood as city-bounded native units (very semi-professionals though), who serve (more or less loyal) for money the local and native souvereigns to keep the order in their realms.

    Hope this helps to understand the background.
    Last edited by DaVinci; June 02, 2008 at 07:49 AM.
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  5. #5
    icydawgfish's Avatar Campidoctor
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    Default Re: Recruitment problems?

    So I guess recreating the Roman Empire is out with the Byzantines. Because in 0.96, they can only recruit factional units in Anatolia, parts of the near east, and the Balkans.


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  6. #6
    Zenith Darksea's Avatar Ορθοδοξία ή θάνατος!
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    Default Re: Recruitment problems?

    I discovered this with Denmark too, actually. After upgrading to a castle in Vordingborg I gained access to Hirdmen but lost access to Huscarls, Viking Warriors and Viking Raiders. I changed the code though, and I think that it would be a bit odd that you would be able to train Hirdmen but not Huscarls.

  7. #7
    DaVinci's Avatar TW Modder 2005-2016
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    Default Re: Recruitment problems?

    No, this reflects the passing-by of the Viking era. Hirdmen though were "in use" still longer.

    You guys obviously don't think in historical relations
    #Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
    #"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
    Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
    #"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
    Any chance for this exam? Very low, because the established Anthropocentrism destroys the basis of existence.
    #My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
    #End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.

  8. #8

    Default Re: Recruitment problems?

    Same thing happens to Saxon huscarls once you upgrade past a donjon.

  9. #9
    Zenith Darksea's Avatar Ορθοδοξία ή θάνατος!
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    Default Re: Recruitment problems?

    I do. I just don't think it's a good idea to tie them to buildings. How come the Viking era has passed in Vordingborg but not in Viborg? Also it's a bloody pain not to be able to train any Viking Raiders, and thus to have no light cavalry at all.

  10. #10
    DaVinci's Avatar TW Modder 2005-2016
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    Default Re: Recruitment problems?

    Also it's a bloody pain not to be able to train any Viking Raiders
    ... is it really that hard?

    Well, all factions were tested over several years of development and betatesting, and Danes are very playable with the current design (but a challenge as it should be). If you actually don't like these historical reflections (to negate certain units isn't possible in another way as now), then just change it as you like.
    Btw., Danes weren't big cavalrymen ... . Also the Viking Raider Cav is rather a thing that has been taken over from MTW in the first days of Chiv's development (and is not very historical).
    #Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
    #"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
    Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
    #"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
    Any chance for this exam? Very low, because the established Anthropocentrism destroys the basis of existence.
    #My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
    #End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.

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