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  1. #1

    Default Recruitment and population

    Hello.

    Searched for an hour before I posted my question here.

    Is it possible to recruit units without removing population from the settlement?
    Why I ask this is because I noticed when fooling around with Unit scale, changing from Huge to Normal, that the AI (more precise, the gauls) climbed the techtree faster on Normal scale and provided a better challange than on Huge scale.

    So... Thats why I ask you guys if it's possible to mod so recruits won't reduce population. And if possible.. how can it be done?

    Note to moderators: Wasn't sure where to post this, here or Misc. Feel free to move it to the right section.

    Yay, my first post

  2. #2

    Default Re: Recruitment and population

    Hi Oxira,

    You cannot prevent population from being removed from a settlement when you recruit units. You can increase the population growth in a number of ways to offset the loss however.

  3. #3

    Default Re: Recruitment and population

    Ok, thanks for the info. Maybe boost the barbarians starting population will help. Seems like the "civilized" nation doesn't suffer as much as the barbarians by the population reduction.

  4. #4

    Default Re: Recruitment and population

    You will find that the base farming level in most barbarian settlements is abysmally low. Combined with the plus size units they get at first tier and they never get beyond 1st tier when playing at Huge scale.

  5. #5
    Kylan271's Avatar Domesticus
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    Default Re: Recruitment and population

    I found this prob with barbarian factions,had to use 'normal' and create farming+health quickly to get population boost and the temples for pop increase. Secondly use Mercs and cheap units to move to another settlement and 'disband' to up the level,it helps.


  6. #6
    magraev's Avatar Biarchus
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    Default Re: Recruitment and population

    The problem is, that if you increase the barbarian growth-rate they will lose their settlements as they grow larger due to lesser temple bonuses not capable of handling unrest.

    You'd have to give a bonus to higher government buildings (culture-dependant) and maybe taverns to compensate.

  7. #7
    Kylan271's Avatar Domesticus
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    Default Re: Recruitment and population

    I looked at this and upped the Temples to 4th rank,Awesome Temples. Spare UI around to use. Also there is 2 wonder slots open,7 in game,9 allowed. In ATW Mod,Stonehenge is enabled,but if like Pyramids or Zeus statue then 'barbarian' culture bonus would be cool!!! But I don't know how to put in game???? I think 'taverns' should be expanded to rank 5,but more oratory not drink so much,to get bonuses better,rather than drunks,sheesh. I created cheap units to fill my barb factions,ie Village Militias in lieu of peasants for TE Gold Mod,so population in check OK.


  8. #8

    Default Re: Recruitment and population

    Quote Originally Posted by Kylan271 View Post
    I looked at this and upped the Temples to 4th rank,Awesome Temples. Spare UI around to use. Also there is 2 wonder slots open,7 in game,9 allowed. In ATW Mod,Stonehenge is enabled,but if like Pyramids or Zeus statue then 'barbarian' culture bonus would be cool!!! But I don't know how to put in game???? I think 'taverns' should be expanded to rank 5,but more oratory not drink so much,to get bonuses better,rather than drunks,sheesh. I created cheap units to fill my barb factions,ie Village Militias in lieu of peasants for TE Gold Mod,so population in check OK.
    Here's a tuto bout adding new wonders :

    http://www.twcenter.net/forums/showthread.php?t=199249

    You can also use scripting afaik .. i'm not sure if there's a 'unit created' condition , but you can have the following line :
    Code:
    script
    
    monitor_event FactionTurnStart FactionIsLocal
    
       if I_LocalFaction gauls
        console_command add_population 'gallic starting town' 240
      end_if
    
       if I_LocalFaction britons
        console_command add_population 'briton starting town' 240 ; (= the amount of units in a warband)
      end_if
    
    end_monitor
    
    end_script
    Last edited by Killerbee; August 17, 2009 at 07:43 AM.

  9. #9
    Kylan271's Avatar Domesticus
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    Default Re: Recruitment and population

    OK I found a site for this to help...^_* http://www.3dancientwonders.com/

    I found ATW Mod with Stonehenge in use,I did not yet look in more detail as not installed anymore. Barge though is what a boat????? Stonehenge model in battle editor and a lith also.


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