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  1. #1

    Icon10 Type of Govenments buildings??

    Will the RS modders implerment the different types of govenments buildings smilier to EB that represent the vaiours types of troops can be recuited ? it be fun this

  2. #2
    dvk901's Avatar Consummatum est
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    Default Re: Type of Govenments buildings??

    The answer to your question would probably be 'no'. We have not included the the EB\RTR style of government\barracks systems. Any reason I gave for that would have to go under 'personal preferrence'.....because both those mods are great. We have split the barracks up so that various factions have to build their own. We have included culture buildings, colony concepts into the barracks trees, redefined some the faction 'governor buildings' through descriptions, and included some government concepts for Rome both in historical and build-able buildings. But the system is nothing like either of the other mods.

    We\I chose instead to focus more on economic buildings, a vastly different and HIGHLY expanded Temple system that allows building multiple temples in a city, buildings that deal with troop supply, the difference between 'economic' and 'military' cities, buildings that allow the import of grain and weapons metals or precious metals that are advantageous to your economy or unit production....in other words, we're trying very hard to build a more real-life economic system that will relate heavily on how well you can do in a campaign.
    Last edited by Squid; October 30, 2009 at 12:25 PM.

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  3. #3

    Default Re: Type of Govenments buildings??

    I actually thought of the colony buildings like government/assimilation. I mean, its an integrated form of "governing" and "recruiting", or something like that. Well, some of the descriptions did anyway. Sparta's -> which I don't think gives away anything. Then again Spartans were all about a nation at war, or the state as an army or something. Still, you get the idea.

    I basically thought of it as "you're getting a government in place, and assimilating the people". BUT, the player probably cares about troops, so why make it a separate building? As DVK said, we have temples etc to fix public order, and essentially you're converting the people to your religion there. And of course grain import, since it was mentioned. If you're losing money on importing, you have to be giving the stuff away, as opposed to taxing importers. Bread and circus, right?

    That said, in the end, "governments" or not, the settlement is still under the player's control (unless you let the AI screw it up for you) so the main difference is bonuses and troops - which are all covered. If you want to roleplay, you can always do that too. Though I suspect you'd be more interested in traits then ...

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