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  1. #1

    Default Governors?

    I remember from AqD's submod of RTR (or Rome: Total Realism, a Rome:TW hosted mod) there were recruit-able city governors. It was like a recruit-able general IIRC, but their bodyguard unit was Town Guard/Militia Hoplite quality. It was one governor per Large Town I think (back in RTW, you didn't build a wall to upgrade, you built a better residence for the governor) and it worked quite well. I was just thinking this would be a realistic and historically accurate solution to the problem of running settlements while your generals are off on campaign, which is particularly annoying for a faction like the Romans which starts out with two or three settlements for every general.

    Of course, it only works if you can differentiate between generals with a bodyguard unit and generals with a "Local Police" unit or whatever they'd be called. Anyway, they would most likely be recruitable from a Town Hall/Council Chambers and get better and better with improvements on Universities, Law buildings and Libraries.
    ...ceterum autem censeo Carthaginem esse delendam.

  2. #2
    axnsan's Avatar Protector Domesticus
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    Default Re: Governors?

    Well I can tell you it is possible to make recruitable generals with different bodyguards. However I don't think there's anyway to differentiate between them when it comes to traits and such. They also don't get added to family tree.

  3. #3

    Default Re: Governors?

    Quote Originally Posted by axnsan View Post
    Well I can tell you it is possible to make recruitable generals with different bodyguards. However I don't think there's anyway to differentiate between them when it comes to traits and such. They also don't get added to family tree.
    Family Tree wouldn't be a problem. I was thinking default traits like "Budding Bureaucrat" and "Administratively Minded" would be one option. Making it BGR-compatible could be an issue...
    ...ceterum autem censeo Carthaginem esse delendam.

  4. #4
    Byg's Avatar Read The Manual
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    Default Re: Governors?

    You could distinguish them by making only the gov type recruitable. Give a trait when recruited that marks him out. For recruitables to be BGR compatible would only need a "birth" trigger to make sure a recruited gov got the necessary traits. So as you would need new triggers for non-bgr versions anyway, it would be no harder, probably.

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  5. #5

    Default Re: Governors?

    I like this. I've always been bothered by the fact I need to tie a General to a city, when I felt it should be some mayor or governor. I hope this gets made

  6. #6

    Default Re: Governors?

    Quote Originally Posted by Wintermist View Post
    I like this. I've always been bothered by the fact I need to tie a General to a city, when I felt it should be some mayor or governor. I hope this gets made
    If somebody like Byg had the time to tell me how, I'd be happy to do it. The only problem is my attempts at modding so far have stopped at changing the time-scale on descr_strat.
    ...ceterum autem censeo Carthaginem esse delendam.

  7. #7
    Souka's Avatar Semisalis
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    Default Re: Governors?

    Don't know how many units slots 6.1 uses but max unit limit is 500 and rr/rc is already at that limit. So unless you remove units you will have to do without governors.

  8. #8

    Default Re: Governors?

    Do people play with auto-manage on unless there's a general present?

  9. #9

    Default Re: Governors?

    Quote Originally Posted by Souka View Post
    Don't know how many units slots 6.1 uses but max unit limit is 500 and rr/rc is already at that limit. So unless you remove units you will have to do without governors.
    They're planning to remove some faction-specific units like Fyrd and Transylvanian Peasants.

    Quote Originally Posted by Heskey View Post
    Do people play with auto-manage on unless there's a general present?
    I play BGR, there's no option.
    ...ceterum autem censeo Carthaginem esse delendam.

  10. #10
    Souka's Avatar Semisalis
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    Default Re: Governors?

    Quote Originally Posted by Sir Walter View Post
    They're planning to remove some faction-specific units like Fyrd and Transylvanian Peasants.
    Still not enough to create governors for every faction, but one thing you could do is add "general_unit" to attributes

    E.g if you were to add "general_unit" to peasants they would be generals when recruited.

  11. #11

    Default Re: Governors?

    Quote Originally Posted by Souka View Post
    Still not enough to create governors for every faction, but one thing you could do is add "general_unit" to attributes

    E.g if you were to add "general_unit" to peasants they would be generals when recruited.
    You could have five units for all factions. One for Byzantines, one for Muslims, one for Southern Europe, one for Northern Europe and one for Eastern Europe, at most. I was thinking a unit like "Militia Bodyguard" would be a good catch-all for most factions, with more specific ones for advanced bureaucratic states like Byzantium and the Caliphates.
    ...ceterum autem censeo Carthaginem esse delendam.

  12. #12

    Default Re: Governors?

    Quote Originally Posted by Sir Walter View Post
    I play BGR, there's no option.
    What BGR do you play? With the latest version you have the option to turn on auto manage... I think even with previous versions you could always do that as well but can't remember well enough to say for sure. It works well enough to me. Sure the AI sometimes build a brothel before a church in newly captured regions with low religious support but if you have a general come by every 15-20 turns you can set what you want to build ahead of time by at least 5 slots which is usually at least 15 turns.

    Personally I prefer leaving more cities on auto manage with BGR because if a governor is in the town it grows faster and the way BGR calculates your factions rank population size increases your rank much higher than it really should be to me. I think military size and financial should be weighted as my faction is really not that great until both of those are in the mid teens at least. So many campaigns I've been struggling along with military rank of 25th but population rank of 2nd or 3rd and already getting lower zeal and centralized authority when still having less than 8 regions just with all huge cities that don't even have walls yet.

  13. #13

    Default Re: Governors?

    Quote Originally Posted by Ichon View Post
    What BGR do you play? With the latest version you have the option to turn on auto manage... I think even with previous versions you could always do that as well but can't remember well enough to say for sure. It works well enough to me. Sure the AI sometimes build a brothel before a church in newly captured regions with low religious support but if you have a general come by every 15-20 turns you can set what you want to build ahead of time by at least 5 slots which is usually at least 15 turns.

    Personally I prefer leaving more cities on auto manage with BGR because if a governor is in the town it grows faster and the way BGR calculates your factions rank population size increases your rank much higher than it really should be to me. I think military size and financial should be weighted as my faction is really not that great until both of those are in the mid teens at least. So many campaigns I've been struggling along with military rank of 25th but population rank of 2nd or 3rd and already getting lower zeal and centralized authority when still having less than 8 regions just with all huge cities that don't even have walls yet.
    Well, with my version I can probably auto-manage, but I never do, the AI burns money on militia units.
    ...ceterum autem censeo Carthaginem esse delendam.

  14. #14
    Tears of Destiny's Avatar Senator
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    Default Re: Governors?

    Quote Originally Posted by Ichon View Post
    What BGR do you play? With the latest version you have the option to turn on auto manage... I think even with previous versions you could always do that as well but can't remember well enough to say for sure. It works well enough to me. Sure the AI sometimes build a brothel before a church in newly captured regions with low religious support but if you have a general come by every 15-20 turns you can set what you want to build ahead of time by at least 5 slots which is usually at least 15 turns.

    Personally I prefer leaving more cities on auto manage with BGR because if a governor is in the town it grows faster and the way BGR calculates your factions rank population size increases your rank much higher than it really should be to me. I think military size and financial should be weighted as my faction is really not that great until both of those are in the mid teens at least. So many campaigns I've been struggling along with military rank of 25th but population rank of 2nd or 3rd and already getting lower zeal and centralized authority when still having less than 8 regions just with all huge cities that don't even have walls yet.
    Odd, my BGR (IV I think?) has automanage=true as a permanent feature, are you saying yours has it toggle-able?

  15. #15
    axnsan's Avatar Protector Domesticus
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    Default Re: Governors?

    I don't

  16. #16
    JorisofHolland's Avatar Primicerius
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    Default Re: Governors?

    I'm sorry to disappoint you, but it's not possible to change the bodyguard of an already excisting character.

    The other part of it is possible (), but as said requires a unit to be removed. I could make the traits for you if I wasn't involved in other mods right now.
    The Enemy of Human Souls
    Sat grieving at the cost of coals;
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    And was a sovereign Southern State.

  17. #17

    Default Re: Governors?

    Quote Originally Posted by Fair Prince View Post
    I also support Walter's idea, it would be a massive boost for the game if governors could be recruited - starting as an aspiring youngster with a plain militia troop then gradually becoming adept at governing. Maybe later they could earn adoption (or marry into the family) and could even get a real general bodyguard unit that way.

    Now that would be an awesome feature!
    I think that an overlap between administrative governors with a militia bodyguard and military commanders with a professional unit would be good, the only problem being what Joris said about changing bodyguards

    The Militia Bodyguard unit would basically be a local police force, with a bonus to law if possible, but very little battle capability, or certainly no more than advanced militia units like Berdiche or Pike-men.

    Quote Originally Posted by JorisofHolland View Post
    I'm sorry to disappoint you, but it's not possible to change the bodyguard of an already existing character.
    Is there no change-over between default bodyguards and late bodyguards after the event_counter that triggers late ones? Or could you have a script that killed the existing character and made a new one with the same traits?

    Quote Originally Posted by JorisofHolland View Post
    The other part of it is possible (), but as said requires a unit to be removed. I could make the traits for you if I wasn't involved in other mods right now.
    I'll have a look about how to make traits myself, it hardly seems like a difficult thing to do. Then again, I failed at editing descr_strat... I need help, really.
    Last edited by Sir Walter; April 15, 2010 at 12:56 PM.
    ...ceterum autem censeo Carthaginem esse delendam.

  18. #18
    Souka's Avatar Semisalis
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    Default Re: Governors?

    Quote Originally Posted by Sir Walter View Post
    Is there no change-over between default bodyguards and late bodyguards after the event_counter that triggers late ones? Or could you have a script that killed the existing character and made a new one with the same traits?
    If I'm correct there is no change-over it only rules out the abilty to recruit/spawn default bodyguards. Besides you would need to create 10 units instead of the original five you were thinking of.

  19. #19

    Default Re: Governors?

    Quote Originally Posted by Souka View Post
    If I'm correct there is no change-over it only rules out the abilty to recruit/spawn default bodyguards. Besides you would need to create 10 units instead of the original five you were thinking of.
    Pourquoi? Late era militia would be the same quality, but with (hopefully) upgraded armour by then?
    ...ceterum autem censeo Carthaginem esse delendam.

  20. #20
    JorisofHolland's Avatar Primicerius
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    Default Re: Governors?

    Quote Originally Posted by Sir Walter View Post
    Is there no change-over between default bodyguards and late bodyguards after the event_counter that triggers late ones? Or could you have a script that killed the existing character and made a new one with the same traits?
    There is no event to replace the bodyguards. It is only possible to place another set of files in the data folder that makes new characters come of age with the late bodyguard.

    Using a script to replace the character with excactly the same traits would require a massive ammount of triggers, if it's possible at all.
    The Enemy of Human Souls
    Sat grieving at the cost of coals;
    For Hell had been annexed of late,
    And was a sovereign Southern State.

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