
Originally Posted by
Vaz
They also had no/little need for one at that current time.
Impossible to have a varied roster in this case. You're limited to 500 Different Units. This doesn't mean for example, "Spear Militia" variants if they use the same model and stats etc, as multiple factions can "use" the model.
However, the issue comes when you change the stats, especially multiples
For example, say Damascan Steel - +1 Attack and grants AP. You'll need to make that for all units. Hence, double unit cost. It's gets exponential should you add in extras. For example, Furs, could grant boni to units equipped with them. So, then that's 4 seperate units - Basic unit/Damascus Steel/Furs/Damascus Steel+Furs.
Add in a third variant, such as say tin mines allowing access to bronze armour, granting an additional bonus to armour of units in that area - you're looking at 8 seperate units - Basic unit/Steel/Furs/Bronze/Steel+Furs/Steel+Bronze/Furs+Bronze/Steel+Furs+Bronze.
The next best thing is to tie particular regions to have a particular capability off the bat. For example, say in Damascus, they make better Steel than anywhere else. To incorporate that into the mod, then they could start with access to a Swordmasters guild, or a Blacksmiths capable of making weapon upgrades. However, that would only be available to that settlement.
That's the only way that units can be influenced however, other than by traits, which effect cost of recruitment. Say a governer with access to Gold can outfit his troops out of his own wealth, resulting in less cost from the Community Chest. We can also tie that wealth to the region so that as soon as that Governer moves out of the area, he looses that trait - or even better, that Gold is lost as soon as he helps outfit (recruit/retrain) a set of units.
The way this works - General moves into a settlement, and has the highest Piety, becoming the Governer. Settlement has access to a Gold Mine. This results in him automatically acquiring that gold - giving him the "Gold" trait. This reduces the cost of Agents/Units recruited in that region until said Governer leaves the Region. This governer keeps the gold trait, even should he join another settlement without access to a Gold Mine. Using his new personal wealth, that governer can outfit a regiment, but he no longer has access to that limitless wealth, and it soon runs out. The next turn, he loses the Gold Trait, and won't have it until he becomes that governer of a settlement with a gold mine in.
I'll propose the idea to the team, and see what they say about implementing it.