Without checking the tutorials too closely I'm pretty sure the first number is the amount of units available once the building is completed, the second number is the replenishment rate (.3 = 30% refilled every turn), and the last is the maximum units of this type ever available at this building. As far as making a mini-mod I'm still unsure what the "retraining_slots" entry actually does and if it could potentially break the AI or something else down the road. Does the AI retrain at all? If so, can this cause the AI to get stuck trying to retrain a unit that isn't able because the unit pool isn't filled?
These are the units I changed in my EDB from top to bottom (RC/RR mod):
Swan Knights, Horseguards, rohirrim, Royal Guard, Axemen of Lossarnach, Marines, Warriors of Pinnath Gelin, Corsairs, Dale Woodsmen, Dunlend Woodsmen, Dunlendings, Axemen of Lossarnach, Dol Amroth Men at Arms, Axemen of Erebor, Rhovanion, Dunlending Pikemen, Special Axemen, Dol Amroth Pikemen, Dragonslayers, Greenway Guardsmen, Dismounted Royal Guard, Dismounted Swan Knights, Khazad Guard, Elf Nobel, Dunlending Slayer, Dunlending Levy Archers, Dol Amroth Archers, Corsair Archers, Dunlending Levy Archers, Dunlending Veteran skir, Blackroot Archers, Ithilien Rangers, Athala Rangers, Dunedain Rangers
There are probably others, these are mainly the units that can only be recruited from one specific area. For units that are tied to unique buildings like the Morannon or the White Tree (Fountain Guard, Black Numenorians, rohirrim archers, Morannon Guard, black guards, Hobbit Archers, Kingsguard, Beorning) I'm pretty sure pasting something like this after each entry for city and castle wall types:
Code:
recruit_pool "Fountain Guard" 0.9 0.03 0.9 1 requires factions { sicily, } and region_religion numenorian 80
recruit_pool "Black Numenorians" 0.9 0.03 0.9 0 requires factions { england, } and region_religion catholic 80
recruit_pool "rohirrim archers" 0.9 0.03 0.9 1 requires factions { milan, } and region_religion northmen 80
recruit_pool "Morannon Guard" 0.9 0.03 0.9 0 requires factions { england, } and region_religion catholic 80
recruit_pool "black guards" 0.9 0.03 0.9 0 requires factions { england, } and region_religion catholic 80
recruit_pool "Hobbit Archers" 0.9 0.03 0.9 1 requires factions { turks, } and region_religion northmen 80
recruit_pool "Kingsguard" 0.9 0.03 0.9 1 requires factions { sicily, } and region_religion numenorian 80
recruit_pool "Beorning" 0.9 0.03 0.9 1 requires factions { scotland, } and region_religion northmen 80
So it would end up looking like this:
Code:
wooden_pallisade city requires factions { gondor, northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
{
convert_to 1
capability
{
wall_level 0
tower_level 1
free_upkeep bonus 2
happiness_bonus bonus 2
recruitment_slots 1
population_growth_bonus bonus 4 requires factions { gondor, milan, turks, scotland, venice, slave, } and hidden_resource arable
population_growth_bonus bonus 3 requires factions { gondor, milan, turks, scotland, venice, slave, } and hidden_resource forest or hidden_resource mountains or hidden_resource desert
population_growth_bonus bonus 2 requires factions { gondor, milan, turks, scotland, venice, slave, } and hidden_resource volcanic or hidden_resource mordor_mountains
population_growth_bonus bonus 4 requires factions { spain, } and hidden_resource desert
population_growth_bonus bonus 3 requires factions { spain, } and hidden_resource arable or hidden_resource volcanic
population_growth_bonus bonus 2 requires factions { spain, } and hidden_resource forest or hidden_resource mountains or hidden_resource mordor_mountains
population_growth_bonus bonus 2 requires factions { egypt, } and hidden_resource forest or hidden_resource arable
population_growth_bonus bonus 1 requires factions { egypt, } and hidden_resource mountains
population_growth_bonus bonus 2 requires factions { mongols, } and hidden_resource forest
population_growth_bonus bonus 1 requires factions { mongols, } and hidden_resource arable
population_growth_bonus bonus 3 requires factions { moors, } and hidden_resource mountains
population_growth_bonus bonus 2 requires factions { moors, } and hidden_resource mordor_mountains or hidden_resource arable
population_growth_bonus bonus 1 requires factions { moors, } and hidden_resource forest or hidden_resource volcanic or hidden_resource desert
population_growth_bonus bonus 5 requires factions { england, } and hidden_resource mordor_mountains or hidden_resource volcanic
population_growth_bonus bonus 4 requires factions { england, } and hidden_resource mountains or hidden_resource arable or hidden_resource desert
population_growth_bonus bonus 3 requires factions { england, } and hidden_resource forest
population_growth_bonus bonus 5 requires factions { france, } and hidden_resource arable or hidden_resource mountains
population_growth_bonus bonus 4 requires factions { france, } and hidden_resource mordor_mountains or hidden_resource desert or hidden_resource volcanic
population_growth_bonus bonus 3 requires factions { france, } and hidden_resource forest
population_growth_bonus bonus 5 requires factions { hre, } and hidden_resource mountains or hidden_resource mordor_mountains
population_growth_bonus bonus 4 requires factions { hre, } and hidden_resource arable or hidden_resource volcanic
population_growth_bonus bonus 3 requires factions { hre, } and hidden_resource forest or hidden_resource desert
recruits_exp_bonus bonus 1 requires event_counter is_the_ai 1 and event_counter difficulty_hard 1
recruits_exp_bonus bonus 2 requires event_counter is_the_ai 1 and event_counter difficulty_very_hard 1
recruits_morale_bonus bonus 1 requires event_counter is_the_ai 1 and event_counter difficulty_hard 1
recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1 and event_counter difficulty_very_hard 1
recruit_pool "Fountain Guard" 0.9 0.03 0.9 1 requires factions { sicily, } and region_religion numenorian 80
recruit_pool "Black Numenorians" 0.9 0.03 0.9 0 requires factions { england, } and region_religion catholic 80
recruit_pool "rohirrim archers" 0.9 0.03 0.9 1 requires factions { milan, } and region_religion northmen 80
recruit_pool "Morannon Guard" 0.9 0.03 0.9 0 requires factions { england, } and region_religion catholic 80
recruit_pool "black guards" 0.9 0.03 0.9 0 requires factions { england, } and region_religion catholic 80
recruit_pool "Hobbit Archers" 0.9 0.03 0.9 1 requires factions { turks, } and region_religion northmen 80
recruit_pool "Kingsguard" 0.9 0.03 0.9 1 requires factions { sicily, } and region_religion numenorian 80
recruit_pool "Beorning" 0.9 0.03 0.9 1 requires factions { scotland, } and region_religion northmen 80
}
material wooden
construction 2
cost 800
settlement_min village
upgrades
{
wooden_wall
}
}
...might work. I haven't had a chance to test it though so it might explode your game. What this example would do (hopefully) is make these units retrainable (up to a max of 90% losses with 3% refilled per turn) in any city or castle with a culture level of 80%.
That doesn't sound too imbalanced, I figure if a territory has a high enough culture it signifies that your empire has owned it long enough so that infrastructure is in place to support at least a trickle of reinforcements from other regions.