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Thread: Population Control for Forts, building and unit recruitment.

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  1. #1

    Default Population Control for Forts, building and unit recruitment.

    small issue :

    I really like the population control which now exists for most areas. Most forts cannot grow exceptionally much; such as at Cair Andros and Ithilien; which is cool

    However, this means that Cair Andros, Ithilien and maybe Tarnost cannot recruit advanced Infantry past spearmen and militia. Also, these forts CANNOT produce Paved Roads.

    This seems odd. Realistically, it seems like these forts would be the FIRST able to produce paved roads.

    Also, the fort in Ithilien is NOT able to produce Ranger of Ithilien.

    This is the only problem I'm able to find in 1.4. Otherwise, the version is by far the best balanced; with few problems. Maybe we can make some small, region based recruitment changes for these castles for 1.5, and allow them to create paved roads at a slightly lower level?

    I'm doing this on my on mod. Cair Andros, Tarnos, and Ithilien will be able to create 1 next tier unit for each location. Ranger in Ithilien, Gondorian Infantry in Cair Andros, and Gondorian Infantry and Gondorian Cavalry in Tarnost.

    Also, it seems like a few of the Gondorian units could have additional locations to recruit from. Palagir Marines for instance could logically be recruited in other maritime provinces which Palagir would have advanced influence in. I'm setting Palagir Marines as recruitable in Umbar and Tolfalas; should Gondar take those ports; for instance.

    Just some suggestions.

  2. #2
    Tiro
    Join Date
    Oct 2009
    Location
    South Dakota
    Posts
    243

    Default Re: Population Control for Forts, building and unit recruitment.

    Ya I noticed that some of the castles and Forts have really low growth rates that makes it imposible for them to advance on there own. Right now in my campain I'm simply placing generals with high respect and squarlar lowering traits into those castles and forts to try and get them to go up.

  3. #3

    Default Re: Population Control for Forts, building and unit recruitment.

    has that worked?

  4. #4
    Tiro
    Join Date
    Oct 2009
    Location
    South Dakota
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    Default Re: Population Control for Forts, building and unit recruitment.

    To some extent, but you really need a general who can provide a 1.5% pop increase if you ever hope to make citadel

  5. #5

    Default Re: Population Control for Forts, building and unit recruitment.

    Quote Originally Posted by trueblaze View Post
    To some extent, but you really need a general who can provide a 1.5% pop increase if you ever hope to make citadel
    You will never get to a citadel because it's limited to about 3 towns. So fortress is what you want to achieve.

  6. #6
    Roloc's Avatar Biarchus
    Join Date
    Dec 2008
    Location
    San José, Costa Rica
    Posts
    652

    Default Re: Population Control for Forts, building and unit recruitment.

    You could all try add_population settlement #

  7. #7
    Tiro
    Join Date
    Oct 2009
    Location
    South Dakota
    Posts
    243

    Default Re: Population Control for Forts, building and unit recruitment.

    Ya you could OR you could try NOT cheating.

  8. #8
    Tiro
    Join Date
    Oct 2009
    Location
    South Dakota
    Posts
    243

    Default Re: Population Control for Forts, building and unit recruitment.

    Ay sorry ment Fortress.

  9. #9

    Default Re: Population Control for Forts, building and unit recruitment.

    Hmm, I was wondering why I could never advance it. I find this rule a bit unreal. Technically if a government would want to spend the MONEY and TIME to invest in a city they could. Its the same as going to Russia right now and getting a small village and turning it into a small town. The government COULD but they wouldn't want to do it due to the economical disadvantages. So here they may add the function but that it would actually cost A LOT and would not bring much good to you.

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