
Originally Posted by
Yelü Dashi
For the home provinces: this one is more difficult. I am tempted to go for option 1, as many factions had "home regions" that they won't start by owning, but historically controlled (thinking mostly of the Song). Then again, there were factions that territory was mostly areas of not traditionally occupied by their rulers (i.e the Jurchens would only have one or two "home regions" in the NE). I was thinking of possibly viewing recruitment through the medium of ethnicity, but things like this befuddle my mind rather quickly.
Just for clarification when you state for option1) there will still be units only recruitable in certain regions, right ? This is particularly important for capitals so if the capital moves, will recruitment also change ?
Additional restrictions for certain regions can be applied on top of the basic recruiting. The basic idea is every unit has a 'region' and some units have a 'faction'. In home regions, military complexes recruit all units assigned as that 'faction' and 'region'. In non-home regions, military complexes recruit 'region' units from that specific region only -- so a Song Military Complex in Mongolia only recruits mongol AOR -- and Military Bases supplement the regional roster with 'faction' units, symbolizing various factors including but not limited to the migration of homeland populaces, effective supply chains, and military doctrines used in drawing up traditional units.
Example(using the same region, two different factions, and the different buildings):
Song Dynasty Military Complex (Lvl 7) in Tanzhou (home region) might recruit:
Dao Militia (Faction)
Spear Militia (Faction)
Nu Militia (Faction)
Zhu Huoqiang Militia (Faction)
Tu Huo Qiang Militia (Faction)
Xiang Bowmen (Faction)
Light Cavalry (Faction)
Armored Cavalry (Faction)
and any other faction units
Bandit Spearman (Region)1
Lulin Archer (Region)1
Lulin Brave (Region)1
Shan Wang Infantry (Region)1
and any other region units
Song Dynasty Military Base is non-existent. Bases are not required in home provinces since home-province complexes do everything a base does and more.
Jin Dynasty Military Complex (Lvl 7) in Tanzhou, same region, (not home region) might recruit:
Xiang Bowmen (Song AOR Shared)
Tu Huo Qiang Militia (Song AOR Shared)
and any other AOR units
Bandit Spearman (Region)1
Lulin Archer (Region)1
Lulin Brave (Region)1
Shan Wang Infantry (Region)1
and any other region units
Jin Military Base (Lvl 3) in Tanzhou, same region, (not home region) might recruit:
Alixi (Faction)2
Zhengjun("Regulars") (Faction)2
Tiefutu("Iron Pagodas") (Faction)2
Zirongjun (Faction)2
Hezha Longxiang Qibing (Faction)2
Hezha Hu Bubing (Faction)2
Jiujun (Faction)2
1 Examples of purely regional units which wouldn't be on any faction's direct home roster, taken from this post.
2 Example Jin Roster taken from the wiki.
As explained in the Unit Slots Distribution thread:
130 unit slots allocated to AOR Units enables 10 of the 20 units from each faction(exc. Minamoto/Ghurid) to be available as AOR units on the campaign map in their home regions to all factions who conquer those regions. This excludes elite units which should only be available to the home faction. The specific units available as AOR can be chosen on a faction by faction basis.
That's what is meant by "Song AOR Shared" whereas "Region" means a unit like those listed above that are more conscripted than faction-aligned. The number 10 is probably higher than necessary, it can be increased and decreased as necessary especially to make room for new regional units that don't also double as faction units. Each shared AOR unit requires an additional EDU entry so it can still show up in custom battles for the home faction, unless we decide to force players to switch EDUs to play custom battles, which isn't unreasonable but our current unit production rate doesn't seem to necessitate it yet. The # will probably go down though and the Regional one go up I'd imagine.
Things like event counters for policy or technology, regional resources, etc. act on top of that to apply further restrictions or allowances. So for Mongols we can still say they can't recruit certain units unless they own certain regions, all of that acts on top of the basic. We can still change the way this works fundamentally as well, that's why this thread is here. A dialogue on such matters needs to surface sooner than later though.
As for capitals, that is extremely tricky business. I spent a few hours trying to write a script to track capital, and failed miserably. I couldn't even get it to let me know I was for certain at my current capital in a manner that would be otherwise applicable. The game doesn't give any commands at all about capitals, it doesn't have an EDB condition for them, it doesn't have a scripting event or condition for them of any usability, and it doesn't treat them in any appreciable way. The only thing with an inkling of usability is the DistanceCapital condition and that is what I've not been able to use in any manner that would accurately report a result and clean up after itself(it involves the spawning of hundreds of agents next to cities potentially, all with some distinct feature).