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  1. #1

    Default Realistic Time frame

    Hi all.

    So I was getting frustrated with not being able to play out RTW to a realistic time frame.
    This is one solution variant that I'd been working on.

    http://www.filefront.com/16109041/Ti...ealism%20I.rar

    This is not so much a mod, probably more of a tweak. But anyhow, would be interesting to get some feed back. Just paste files over those in relevent folders.

    Changes: All buliding costs increased.
    Road build times increased.
    General upkeep costs increased.
    Rebel factions increased.
    Some faction at start armys reduced.

    Play as Rome M/M.
    Ammended files were pasted over Caldariums 'culture shock', as this was the mod I was playing at the time.

    Cheers

  2. #2

    Default Re: Realistic Time frame

    Quote Originally Posted by Donten View Post
    Changes: All buliding costs increased.
    Road build times increased.
    General upkeep costs increased.
    Rebel factions increased.
    Some faction at start armys reduced.

    Play as Rome M/M.
    Ammended files were pasted over Caldariums 'culture shock', as this was the mod I was playing at the time.

    Cheers
    EXRM costs are already high enough we don't want us or the AI to be rolling in $$ but we don't want to be so poor we can't afford half stack@ for defensive/offensive operations.

    Don't remember where but there was a thread discussion and it was agreed the road times are already fine look at the appian way building time as a reference.

    General bodyguards... well that ok

    I play on VH/VH already hard enough LOL

  3. #3
    Caesar Augustus's Avatar Senator
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    Default Re: Realistic Time frame

    Quote Originally Posted by JaNuZ99 View Post
    Don't remember where but there was a thread discussion and it was agreed the road times are already fine look at the appian way building time as a reference.
    Agreed, if anything build times for roads should be decreased.
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  4. #4

    Default Re: Realistic Time frame

    Thanks for your comments.

    The build time/cost increase of roads is notional in as far as, its not just the 'actual' build time being infered here, but a reflection of the level of wealth and stability of government within a faction to allow for such constuction.

    It is also the intention of this variant to slow game play of the AI, and therefore the player faction must suffer the same burdens.

  5. #5

    Default Re: Realistic Time frame

    Is there any way to make different factions have different building time/costs ? Because it should be logical for the greeck and romans to be very effective in this aspect.

    As this would cause an imbalance the barbarian factions should be very effective at raising an army rapidly/with low cost.

    Just an idea.

  6. #6

    Default Re: Realistic Time frame

    Quote Originally Posted by Ramiro View Post
    Is there any way to make different factions have different building time/costs ? Because it should be logical for the greeck and romans to be very effective in this aspect.

    As this would cause an imbalance the barbarian factions should be very effective at raising an army rapidly/with low cost.

    Just an idea.
    Yes there is....export_descr_buildings file.

    Actually that is a good idea, leave barbarian recruit cost the same just ramp up build times/costs. I used the General units as a handicaper, figure, the larger a faction gets, the more generals they'll have the greater the penalty. This could be reduced as compensation to tripple build cost, for eg.

    Currently General units for Gaul, Spain, Germania all cost 500-600 per turn. Go much below this and these factions still expand too quickly.
    Its dissapointing having Egypt in Armenia, Macadon in Germania, all by 240bc.
    Last edited by Donten; April 23, 2010 at 03:49 AM.

  7. #7
    Carados's Avatar Senator
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    Default Re: Realistic Time frame

    Hmmm. We could try upping the upkeep cost of general units. Don't know by how much though, and we have to be careful not to do it so high that it cripples everyone in the beginning - player or otherwise.
    Developer for the Extended Realism mod for RTR Platinum.
    Developer for RTRVII and protégé of Caligula Caesar

    The ExRM forum: come for the mod, stay for the Classical History discussions. Or vice versa.


  8. #8

    Default Re: Realistic Time frame

    Quote Originally Posted by Carados View Post
    Hmmm. We could try upping the upkeep cost of general units. Don't know by how much though, and we have to be careful not to do it so high that it cripples everyone in the beginning - player or otherwise.

    I started at 500 for all, if factions expanded too much too soon, I upped the cost by another 100.

    Carthage was left @200 cause it needs to be a superpower, however had to set low agression towards Numidia. Selucids and Macedon were left @400 cause they have enough to deal with.

  9. #9
    Carados's Avatar Senator
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    Default Re: Realistic Time frame

    Yeah, the thing is we'll be changing loads of other stuff in the process and upping unit cost and upkeep across the board.

    I'll have a look at it though, recruiting a general is much more cost effective in the long run courtesy of that £100 upkeep.
    Developer for the Extended Realism mod for RTR Platinum.
    Developer for RTRVII and protégé of Caligula Caesar

    The ExRM forum: come for the mod, stay for the Classical History discussions. Or vice versa.


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