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  1. #1

    Default recruitment and population

    I am a long time total war fan, beggining with shogun and now waiting for the realease of empire total war. The Current TW, M2TW, is the most visually stunning game there is out there, in my opinion. Yet, however, I wish it incorporated some of the aspects of RTW, in specific, recruitment and how it corrolates to population. In rome total war, if you recruited a hastati unit, for instance, and the amount of soldiers in the unit were 160, the population of the province it was recruited in would reflect that it now had 160 less than it did before. If you disbanded a unit with 160, it would then add 160 to the population of the province it was disbanded in. This, in my opinion, makes killing a soldier on the battlefield more meainingful. Is there anyone out there in the modding community that knows how to fix this for M2TW.

  2. #2
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: recruitment and population

    The drawback of this recruiting system was apparent when you ventured into rebel held Gaul: not single town with more then 2000 population. And that was on normal unit size. When you play on huge hardly any of the settlements were bigger then minimum size.
    Would have been great to have the replenishment idea together with the disbanding\recruitment influence on population numbers.










  3. #3
    Harry Lime's Avatar Not a ToS violation
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    Default Re: recruitment and population

    Moved to Text Editing and Scripting. Only tutorials, modding tools etc in the Tutorial forum please.
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  4. #4

    Default Re: recruitment and population

    I actually hated how recruitment worked in Rome and it's done a lot better in Medieval 2. I always found it odd that all the recruits had to come out of the city they were trained in, as if there were no people in the surrounding countryside (in the same region). The only thing I miss is moving population from huge cities to smaller towns to help them grow faster.

  5. #5
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: recruitment and population

    That was one of the coolest features, getting the surplus population from one city to the next (even if it was an exploit).
    Somewhere I read about an entry for the descr_sm_faction where this can be enabled. Look in the file in the americas campaign under one of the inca faction's entries.










  6. #6

    Default Re: recruitment and population

    That sounds exactly what I need for RomulusTW .. when Romulus starts moving all the populations from conquered villages back to Rome. I just tried the {disband_to_pools} option in m2TW .. it doesn't work. Another reason to convert to KTW. These reasons keep building up!

    ---- additional ----
    I've just notied that recruiting soldiers in M2TW doesn't effect (reduce) the population!??? .. TW series taking one more step from reality into the realm of a abstract game
    ------------------
    KTW does reduce populations, it would appear.
    -------------------

    BTW, I know there's a tutorial on converting M2TW mods to KTW but I cannot find it .. any help?

    Thanks

    R
    Last edited by Rorarii; August 06, 2008 at 08:12 AM.
    oOo

    Rome 2 refugee ...

    oOo

  7. #7

    Default Re: recruitment and population

    what is ktw? i imagine it is "something " total war

  8. #8
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: recruitment and population

    He might mean Kingdoms.
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  9. #9
    Userpro's Avatar =RAE= HostedMod Creator
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    Default Re: recruitment and population

    ...Somewhere I read about an entry for the descr_sm_faction where this can be enabled.
    There exists this entry in descr_sm_faction: 'disband_to_pools' - but i've been never able to get it work!?!?
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  10. #10
    alhoon's Avatar Comes Rei Militaris
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    Default Re: recruitment and population

    What?!

    In Kingdoms recruiting reduces population again?! I have witnessed that this doesn't happen. I have checked it like recruiting 3 units from a castle with just a +1% pop increase and next turn the population of the castle was 1% more than the previous turn.

    Since there are recruitment pools now, which means that a certain part of the population can be recruited after X time, I believe it's more realistic. Why?
    Because unlike Rome, 1 soldier doesn't correspond to one citizen.
    On the other hand, it would be cool to have some peasants again to use as immigrants.

    Just in case, how can I enable recruitment = population lost, disband = population gained in Kingdoms?
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
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  11. #11
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: recruitment and population

    Read the posts slowly, the answer is there: NO reduction.










  12. #12
    alhoon's Avatar Comes Rei Militaris
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    Default Re: recruitment and population

    That's not what I read in the posts. People say that in Kingdoms it's possible.
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
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    Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
    Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).

  13. #13
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: recruitment and population

    References? Links?

    The thought behind the "recruiting pool" was the experience from RTW where especially the Gaul and Briton would empty their settlement recruiting cheap nits, thereby stunting the development of the settlements.

    That's why I agree with pwijnands - why do the recruit have to come from the settlement, no hinterland?










  14. #14
    alhoon's Avatar Comes Rei Militaris
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    Default Re: recruitment and population

    Quote Originally Posted by gigantus View Post
    References? Links?
    In this same thread

    Quote Originally Posted by Rorarii View Post
    KTW does reduce populations, it would appear.
    -------------------

    BTW, I know there's a tutorial on converting M2TW mods to KTW but I cannot find it .. any help?
    Also I agree with you that recruitment pools, especially for the middle ages is far more realistic. It's not like 120 soldiers correspond to 120 citizens after all. I bet the area around Paris (Ile de France or something), when Paris was just 25k people had more than 250k people.

    On the other hand, I would like that peasant units would reduce pop when recruited and increase it when disbanded.
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
    _______________________________________________________
    Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
    Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
    Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).

  15. #15
    Emperor of The Great Unknown's Avatar Primicerius
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    Default Re: recruitment and population

    i wish someone one made a mod to increase population growth and made it os you need higher population for citys and make it so that you can have like 1/5 million people a more realisc population.

  16. #16
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: recruitment and population

    You could put some ridiculous numbers for fertility in descr_regions, increase the effect of health bonuses etc. It would basically be a multiplication job. You would have to cross fingers if the game engine can produce\handle numbers of that magnitude.










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