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Thread: Disabling Gunpowder Units

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  1. #1
    hickster's Avatar Foederatus
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    Default Disabling Gunpowder Units

    Is there any way to disable the gunpowder units in the game?

  2. #2
    ferretboy's Avatar Foederatus
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    Default Re: Disabling Gunpowder Units

    GO to the events file and remove gunpowder discovered make a copy first

  3. #3
    TheBromgrev's Avatar Ducenarius
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    Default Re: Disabling Gunpowder Units

    Why?

  4. #4
    Th3_DeadlyVirus's Avatar Civis
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    Default Re: Disabling Gunpowder Units

    Quote Originally Posted by TheBromgrev View Post
    Why?
    Maybe because some of us really like the Medieval way to fight out battles with swords, shield and bows. Gunpowder units seem to be more related with the present era. I don't mind cannons though.
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  5. #5

    Default Re: Disabling Gunpowder Units

    if you remove gunpowder, you should nerf heavy heavy infantry, since bows barely do anything to them.
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  6. #6

    Default Re: Disabling Gunpowder Units

    Quote Originally Posted by SeraphZ View Post
    if you remove gunpowder, you should nerf heavy heavy infantry, since bows barely do anything to them.

    Xbows and Longbows can still cause some carnage, as well as javelin units such as jintes, Kurdish Javelinmen, ect.

    So no, Heavy Inf aren't invincible to non-gunpowder ranged units.
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  7. #7
    TheBromgrev's Avatar Ducenarius
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    Default Re: Disabling Gunpowder Units

    Quote Originally Posted by Th3_DeadlyVirus View Post
    Maybe because some of us really like the Medieval way to fight out battles with swords, shield and bows. Gunpowder units seem to be more related with the present era. I don't mind cannons though.
    The main reason I like this game is because of it's portrayal of the introduction of gunpowder. The player is forced to evolve their armies and tactics to reflect the new technology, just as the kings of old did (or didn't). Same with the transition from early feudal units to late professional ones. If you don't like gunpowder, why not simply play the early-era campaign and change the time to two turns per year?

    As for gunpowder units being more related to the present era, that statement is completely wrong IMO. Gunpowder units have everything to do with the Renaissance period, starting around 1400 and ending around 1600. Basically, the entire second half of the game's time frame (starting in early era campaign). The Renaissance is important from a military perspective (not to mention the cultural and scientific impacts), because it marks the transition from the old combat style, with it's spearmen, archers, and crossbowmen, that had existed from when the first city was founded, to the combat style of the Colonial period (1600 to around 1900).

    Of course, nothing is stopping the player from refusing to use gunpowder units and sticking to the Medieval way of fighting. In my experience, the computer is typically so far behind at that point, that you won't face arquebus units anyway.

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