After reading the Role of the Papal States thread (http://www.twcenter.net/forums/showthread.php?t=284896) I had a few ideas concerning the cultural recruitment system the mod uses based on some comments found there. There are a few unrealistic issues the system brings. A simple example: Rhun turns on Morder and takes Nurn. Rhun can immediately recruit their own units based on the barrack's level because their culture is the same. Did Rhun replace the orc population with easterlings? If so, where did the human settlers come from? One could argue that they came from further east, but would the same argument hold if Gondor took the settlement instead? M2TW isn't capable of handling this type of situation on its own, but a few tricks can make this situation more realistic.
After thinking about it a bit, I came up with an alternative recruitment system, the AoR. Now, I understand that it would be a LOT of effort to completely redo how recruitment is done, so perhaps this is a project for a sub-modder. But, TATW already uses the AoR system with Dunlending Clansmen and each faction's region-specific units. I've also seen working examples in the Broken Crescent mod (which doesn't use Kingdoms features) and in Rome: Total Realism (which is way older than this mod), so it can be implemented.
Basically, my idea is to only allow a faction to recruit its own units in their home territories.
A few examples of what I mean:
Gondor: starting regions, the rebel settlement to the west, Ithilien, and possibly Harondor.
Harad: Harad regions, Umbar, Harondor. Only Corsairs in Umbar, normal Harad units in Harad and Harondor
SE: all of Mirkwood and Lothlorien.
OotMM: The Misty Mountains, Anduin valley, the northern mountain chains.
Dwarves: Starting regions, Dain's Halls, Gundabad, Moria.
Etc.
When a faction conquers a settlement outside of their home territories, they would only have access to the most basic units available in that region. No one should be able to recruit from former orc regions unless they have high-level barracks, and then only some "rebel" units such as city guards. On the flip side, orcs should not be able to recruit from regions they conquer, unless the region has high-level barracks and even then only base orc units.
Overall, I think this system is much more realistic, as when a faction conquers an area, the local population will most likely not change their fighting style to match their new masters'. Also, orcs are cannibals, so any surviving population would not fight for them, but be used as food or slaves instead. Same for any humans/elves/dwarves who take an orc settlement, the orc population would not fight for a new master.
I think the AoR system is more realistic and would make the game more difficult. What do you guys think?




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