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Thread: EARLY IMPERIAL CAMPAIGN with special rules - Egypt and Khwarezm are AVAILABLE

  1. #61

    Default Re: EARLY IMPERIAL CAMPAIGN with special rules - recruiting players.

    A few problems with 1 ship/ 1 unit :

    1. AI won't respect it.
    2. If you have 20 ships with 20 units. after a naval battle you can be left with 5 ships but you still have 20 units.
    3. The ships in game are not transport ships, they are military escort ships, you can suppose that troops are not transported only by cogs/war galleys but by auxilliary transport ships too.

  2. #62
    Empedocles's Avatar Domesticus
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    Default Re: EARLY IMPERIAL CAMPAIGN with special rules - recruiting players.

    Another crazy rule for this hotseat:

    1º No attack in other human faction withouth 1 turn of warning.

    Why?
    Gameplay reason: Take a look at what just happened in the BC hotseat. Ghazni attacked the ghorids and took 4 settlements in one single turn..... that just sucks.

    Historical reason: It's not like one king woke up and received this kind of news out of the blue. "My liege, last nigh we lost the entire province of the Netherlands and all of its cities while our army was destroye while travelling. Here is your breakfast".

    Most nations saw months or weeks in advance if another kingdom was going to attack them.

    regards

    New version of all 77BC and 58BC can be found HERE

  3. #63

    Default Re: EARLY IMPERIAL CAMPAIGN with special rules - recruiting players.

    Yeah, thats what sucks when you put 6 month per turns... alot of things happen... though, the game goes alot faster, your call. >_>

  4. #64

    Default Re: EARLY IMPERIAL CAMPAIGN with special rules - recruiting players.

    Will this be using Real recruitment/Real combat mod?

  5. #65

    Default Re: EARLY IMPERIAL CAMPAIGN with special rules - recruiting players.

    Nope Vemah , im afraid no sub mods..
    just plain 6.1 SS

  6. #66

    Default Re: EARLY IMPERIAL CAMPAIGN with special rules - recruiting players.

    i liek this rule of having to declare war one turn in advance. it will also give players an opportunity to try to negotiate out of it, which would be realistic
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  7. #67

    Default Re: EARLY IMPERIAL CAMPAIGN with special rules - recruiting players.

    Quote Originally Posted by Nightbringer View Post
    i liek this rule of having to declare war one turn in advance. it will also give players an opportunity to try to negotiate out of it, which would be realistic
    well if we are going the REALISTIC WAY...
    we need at least 3 turns beefore attacking ...
    that way...
    attacker and defender can get prepared as iT is in real life

  8. #68

    Default Re: EARLY IMPERIAL CAMPAIGN with special rules - recruiting players.

    I don't see how warning your enemy about an attack is realistic.
    I don't think William the Conqueror warned Anglo-Saxons about his invasion in 1066, or Mongols warned somebody about their raids in Europe and Asia, or the English warned the French when they invaded in The Hundred Year's War. A war without the element of surprise is not realistic.
    I don't think any invader gives to his intended target a 6 month notification in advance LOL.

    We made some rules, lets keep it simple though, not complicate matters too much.

  9. #69
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    Default Re: EARLY IMPERIAL CAMPAIGN with special rules - recruiting players.

    Quote Originally Posted by CiviC View Post
    I don't see how warning your enemy about an attack is realistic.
    I don't think William the Conqueror warned Anglo-Saxons about his invasion in 1066, or Mongols warned somebody about their raids in Europe and Asia, or the English warned the French when they invaded in The Hundred Year's War. A war without the element of surprise is not realistic.
    I don't think any invader gives to his intended target a 6 month notification in advance LOL.

    We made some rules, lets keep it simple though, not complicate matters too much.
    First of all, your examples includes some of history most barbarian rulers.
    We can include LOTS of formal declaration of war before an attack.
    But what I try to represent here is the "feeling" of a war before the war itself.
    It's not like the Persian Shah wasn't warned long before the mongols sacked his cities that this may happen. They were a huge horde of barbarians destroying everything in their path to the west.

    Or that 100th year wars was something that happened from one day to another.

    I believe one turn is long enough. I understand this represent 3 or 6 months, but to us players it represents being completely sure about your power one month and then playing your turn having 1 city left.

    New version of all 77BC and 58BC can be found HERE

  10. #70

    Default Re: EARLY IMPERIAL CAMPAIGN with special rules - recruiting players.

    lol, what happens when your at a stand off, and the person finally says he's gonna attack, can you just send in your troops and kill him off before he does the same? Or do you sit there and go "OMG SET UP THE DEFENSES!" Personally, i'd attack them before they attack me. =p

  11. #71
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    Default Re: EARLY IMPERIAL CAMPAIGN with special rules - recruiting players.

    That assumes you have enough offensive power to do this. And it gives the attacker another reason to carefully plan his moves....

    regards

    New version of all 77BC and 58BC can be found HERE

  12. #72

    Default Re: EARLY IMPERIAL CAMPAIGN with special rules - recruiting players.

    Quote Originally Posted by CiviC View Post
    A few problems with 1 ship/ 1 unit :

    1. AI won't respect it.
    (The AI rarely uses naval invasions,not as much as we humans do)
    2. If you have 20 ships with 20 units. after a naval battle you can be left with 5 ships but you still have 20 units. (We can easily just say if this happens, the ship must dock where ever closest to their homelands with the troops, and be sent for repairs / such.)
    3. The ships in game are not transport ships, they are military escort ships, you can suppose that troops are not transported only by cogs/war galleys but by auxilliary transport ships too. (I guess, but the whole purpose of this for being a rule is that we can have a separate category, naval dominance, who ever controls the sea has the advantage of large navies which = military movement across seas, just trying to add more variation to the map, also gives kingdoms like the Kingdom of England, ERE, and Venice the priority to capitalize on naval power due to their kingdom situations.)
    I'm just saying I really liked how Empire's naval worked, They limited how it could be used, (Such as when an army docked, they had to stay put at the coast line, This prevented them to attack settlements at the same turn as well.) but yeah just ideas.
    Last edited by Kaizer Merlox; April 24, 2009 at 10:35 AM.

  13. #73

    Default Re: EARLY IMPERIAL CAMPAIGN with special rules - recruiting players.

    No fog of war and the interdict on opening the gates are enough guarantees that you'll be warned about the intentions of a neighbour and no blitz will be possible or hard to achieve. I mean when you see military build-up at your borders you have the time to prepare.

  14. #74
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    Default Re: EARLY IMPERIAL CAMPAIGN with special rules - Castille, Khwarezm, Kiev/Novgorod and Poland available.

    you are probably right.

    New version of all 77BC and 58BC can be found HERE

  15. #75

    Default Re: EARLY IMPERIAL CAMPAIGN with special rules - recruiting players.

    Quote Originally Posted by CiviC View Post
    No fog of war and the interdict on opening the gates are enough guarantees that you'll be warned about the intentions of a neighbour and no blitz will be possible or hard to achieve. I mean when you see military build-up at your borders you have the time to prepare.
    0k...
    I Do agree with the fog of war of..
    but we need at least a warning of the attacker ...
    only one turn to prepare..
    that is all i want.

  16. #76

    Default Re: EARLY IMPERIAL CAMPAIGN with special rules - Castille, Khwarezm, Kiev/Novgorod and Poland available.

    Errr hey, I'm gonna swap back to the Shahs, I've just realized that this was an early game XD, and i've already played the moors!
    I've never played the Shahs, i've played the mongols! but they are totally different experience ^^

    Also, I had another small cool idea, Since there isn't gonna be any Jihad / Crusades, Do you want to turn the Mercenaries that are only buy able in the Crusades / Jihads Buy able all the time? It's rather easy and I could do it within 2 mins lol. Also, If you were wondering if I can mod the price of buying them, Yes I can. I can make the cheap good crusade units more expencive toward the 700-800 range. ^^

    I could also make it so every area has their own special mercenary for hire, Example, Nether lands = Flanders Pike, Bern = Swiss Pike, England = Longbowmen, The 2 italian islands mercenary Pravice crossbowmen and Arbelests, XD

    I could also do some cool things with them, but yeah, give me a PM civic, =p
    Last edited by Kaizer Merlox; April 25, 2009 at 12:48 PM.

  17. #77

    Default Re: EARLY IMPERIAL CAMPAIGN with special rules - Castille, Khwarezm, Kiev/Novgorod and Poland available.

    I would change the price for forts.
    What about inn?If we destroy them we can have a problems with level of discontent.
    bad boy boogie

  18. #78

    Default Re: EARLY IMPERIAL CAMPAIGN with special rules - Castille, Khwarezm, Kiev/Novgorod and Poland available.

    I can't change prices of buildings, But i can change how fast mercenaries respawn, and how much their cost.

  19. #79

    Default Re: EARLY IMPERIAL CAMPAIGN with special rules - Castille, Khwarezm, Kiev/Novgorod and Poland available.

    Quote Originally Posted by garato View Post
    I would change the price for forts.
    What about inn?If we destroy them we can have a problems with level of discontent.
    i agree
    fortresses should be at least 2000 to make

  20. #80

    Default Re: EARLY IMPERIAL CAMPAIGN with special rules - Castille, Khwarezm, Kiev/Novgorod and Poland available.

    I can't edit the fort prices. all I can do is edit the Mercenary, unless if I find out how, I most likely can't.

    Also, i've been working with the Rebel AI, been trying so that brigades attack you and such, make it more fun, but so far the rebels only build structures so far but still! thats more than what they used to do.

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