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  1. #1

    Default Built merc camp, can't recruit levy peasants

    Playing as the Roman Empire, and captured Palermo on Sicily. Have built a Mercenary Camp in the city (the building that is the leveled-up inn). Am also building the Mercenary camp in Syracusoi in Sicily, Bari and Melito in S. Italy.

    The point is that it takes 4-5 turns to move settlers from Constantinople to S. Italy and it was taking too long. And there wasn't enough garrisoning troops.

    Then I noticed that in Palermo I couldn't recruit the levy peasants, even though the Mercenary Camp is built, and the description of the Mercenary Camp says it enables the recruiting of levy peasants.

    So I thought perhaps a line was dropped in export_desc_buildings, so I went in the file, but "levy peasant" isn't found anywhere in the file. Nor could I find which building correspond to Mercenary Camp. I also went into export_descr_units, but couldn't find "levy peasants" either. So some of the in-game names are not used in the txt files.

    If "peasant" refers to settlers in Chivalry, then which unit refers to the levy peasants (the ones with basic spear and shield, 120-person for 100 denarii per turn)?

    Could one of the devs tell me which building is the mercenary camp, and how to add the levy peasant to the building in export_desc_building?

  2. #2
    DaVinci's Avatar TW Modder 2005-2016
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    Default Re: Built merc camp, can't recruit levy peasants

    The unit you are searching for is calling spearmen. They reflect the Serfs class under weapons forced onto the battlefield or just for rare cases used by some leaders as garrisons if they have no other choice (see then also their unit description).

    Now, as i wasn't sure if the Roman Empire should have the ability to recruit those units in the game, i took them obviously already out of the edu for Romans, but left them in edb recruitment option as an oversight (will be removed for the game soon).
    Type the bold faction ownership in to have them as recruitment, although it is high probable very unhistorical, as the East Roman Empire didn't keep such people into their army-contingent or would have paid them or given them weapons or allowed it that serfs would carry them (you have the ability to recruit Italian Militia on Sicily and South-Italy).

    type spearmen ; serfs
    dictionary spearmen
    category infantry
    class light
    voice_type Light_1
    soldier spearman, 50, 0, 0.6
    mount_effect horse -1, camel -1
    attributes sea_faring, hide_forest
    formation 1.6, 2.0, 3.4, 3.4, 4, square
    stat_health 1, 0
    stat_pri 1, 2, no, 0, 0, melee, other, piercing, spear, 10 ,0.3
    stat_pri_attr light_spear
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,0.5
    stat_sec_attr no
    stat_pri_armour 1, 1, 5, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 0
    stat_ground 0, 0, 0, 0
    stat_mental 2, low, untrained
    stat_charge_dist 30
    stat_fire_delay 5000
    stat_food 60, 300
    stat_cost 1, 240, 120, 90, 65, 200
    ownership slave, barbarian, carthaginian, armenia, egyptian, greek, roman, parthia
    Here is the building (edb) that you searched and its respective line (spearmen)

    tavern2 requires factions { barbarian, carthaginian, eastern, egyptian, } and hidden_resource euro or hidden_resource steppe
    {
    capability
    {
    ; Inexperienced forces:
    recruit "archers" 0 requires factions { romans_scipii, romans_julii, romans_senate, gauls, britons, spain, dacia, germans, numidia, armenia, carthage, scythia, }
    recruit "spearmen" 0 requires factions { parthia, } and not hidden_resource greek
    Hey, and to bring settlers to Italy or Sicily should need only max 3 turns by ship (i guess now), "5 turns" can't be, also not via land, 2 turns and they must be in the mountain Albanian region ... well ok, to Palermo might be that it needs 5 turns via land, as for the shorter range in the winter.
    Last edited by DaVinci; August 09, 2008 at 10:07 AM.
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  3. #3

    Default Re: Built merc camp, can't recruit levy peasants

    Well, I actually didn't need levy peasants, not as infantry anyway. It's just every time a city is captured, there is about 50% of culture penalty plus the unrest, and I have to garrison the city with the conquering army till the city grows to the next level and the governing building is built. That stops the conquering of the cities at 1 per 10-15 turns. The settlers for Constantinople can compensate for the small cities, 3 or 4 settler units can fill up a small town in the low thousands population. But the towns in S Italy and Sicily all have very high base agriculture and the population quickly grows to above 10000, when adding one settler unit doesn't make much difference and still the governing building hasn't finished building.

    And since Constantinople can only produce one settler unit per turn, even if only distributing this among Palermo, Syracusoi, Mileto and Bari, they are all growing population that requires more than one settler every 4 turns, consequently all these cities are in the blue, with low tax so the population is growing even faster. Any settler units killed in unrest also can't be natively replenished and have to come from Constantinople again.

    Garrisoning the conquered cities with soldiers was way expensive. Italian spearmen cost 350 denarii per turn, with only 70-person. Hoplitai are similar.

    In the vanilla RTW I could pump out peasants. In Chivalry, some towns can recruit the spear militia, but it's 70-person and it takes 2 turns to make.


    So, I was wondering, if the levy peasants aren't historical for the Romans, would it be cheating if I set the settlers' recruitment time to be 0 turns? That would totally help a lot.
    Or perhaps some tips on the skill of managing conquered cities in Chivalry?

  4. #4
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    Default Re: Built merc camp, can't recruit levy peasants

    That stops the conquering of the cities at 1 per 10-15 turns.
    Exactly, and Chiv shall not be a blitz campaign mod

    Well, there are just different law+happiness buildings as always in every TW game and especially the Martial Law in Chivalry should give you less unrest effect (besides its other penalties as well), and you'll need a governor with special skills (traits+ancs) to calm a conquered settlement.

    To give an answer on the cheat question: Everybody must know what he does within a game, feel free to mod it if you want as long you've fun ... of course any modding against the intended design is a kind of cheating ..lol.
    Last edited by DaVinci; August 09, 2008 at 07:54 PM.
    #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.

  5. #5

    Default Re: Built merc camp, can't recruit levy peasants

    Thanks. This mod almost has the depth of EB, except that it's easier than EB because there aren't multiple government types to choose from. I really enjoy the variety and originality of the buildings and how different units can be acquired through the long-term upgrade of many buildings.
    I also really like how income is also slowly upgraded, almost like obtaining a top-tier unit.
    What would you think about making settlers recruitable starting at the large-city level, rather than the huge-city level, in Chivalry:TW v1.0

  6. #6
    DaVinci's Avatar TW Modder 2005-2016
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    Default Re: Built merc camp, can't recruit levy peasants

    Lol, you have a sticky on the settlers, eh
    The AI would produce them as units for the battles, and that's not the goal, so these units are anyway a bit at the border of a sense imo., just make only sense to the human player, as settlers have not at all a battle value.
    #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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