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Thread: Light Men at Arms

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  1. #1

    Default Light Men at Arms

    Im playing as England in SS 6.3 with RR on.

    just built a drill square and can now get light men at arms..... but why can i only build one at a time and then have to wait 8 turns! before i can build another squad of them?

    It'll take me 40 turns just to get 5 squads of these

    or will the time i have to wait improve as i get more advanced fortresses/buildings?

  2. #2

    Default Re: Light Men at Arms

    It is all part of real recruitment, RR. Unit availibility depends on type, in this case early proffesionals. As the game progresses they will become more available. And fuedal units will begin to be phased out by the end game.

    There is more to it, but those are the basics.

  3. #3

    Default Re: Light Men at Arms

    Quote Originally Posted by Tombcfc View Post
    Im playing as England in SS 6.3 with RR on.

    just built a drill square and can now get light men at arms..... but why can i only build one at a time and then have to wait 8 turns! before i can build another squad of them?

    It'll take me 40 turns just to get 5 squads of these

    or will the time i have to wait improve as i get more advanced fortresses/buildings?
    You'll get used to it And remember, the AI uses RR too.

  4. #4

    Default Re: Light Men at Arms

    Its to force some diversity in armies so you don't have full professional armies on turn 10, it's made playing Cumans a lot harder.. makes you appreciate every man more.

  5. #5

    Default Re: Light Men at Arms

    It's also to encourage the use of subsidizing forces with mercenaries. Later you'll have more man-at-arms available than you'll ever care to use =P

  6. #6

    Default Re: Light Men at Arms

    If you can afford said mercenaries.

  7. #7

    Default Re: Light Men at Arms

    Macemen and Mercenary Spearmen are dirt cheap. Cheaper than recruiting man-at-arms as a matter of fact. At least it was last time I checked.

  8. #8

    Default Re: Light Men at Arms

    Mercenaries have cheap cost relative to their utility. The price of hiring them is rather meager, but their upkeep cost is staggering. Therefor, it is wise to recruit mercenaries right before a battle and then in that battle try to expend the mercenaries as much as you can.

  9. #9

    Default Re: Light Men at Arms

    well, i edited the export_descr_building file and made everything replenish in one turn , i know this isnt historical, but it makes it funner to me,
    ROME 2 TOTAL WAR FTW!

  10. #10

    Default Re: Light Men at Arms

    Quote Originally Posted by allthedamnnamesweretaken View Post
    well, i edited the export_descr_building file and made everything replenish in one turn , i know this isnt historical, but it makes it funner to me,
    When you installed 6.3 you could've just disabled RR. everything replenishing in 1 turn is even easier than SS 6.1. Have some backbone, man! Take a challenge!
    --- Theseus1234
    Suum cique (To each their own) -Motto of the Kingdom of Prussia

    The Crown of Aragon AAR- The Iberian Supremacy
    Quote Originally Posted by Justice and Mercy View Post
    My opinion is 100% objective. That's how I'm so right all the time.
    ^Human hubris knows no bounds.

  11. #11

    Default Re: Light Men at Arms

    Quote Originally Posted by Theseus1234 View Post
    When you installed 6.3 you could've just disabled RR. everything replenishing in 1 turn is even easier than SS 6.1. Have some backbone, man! Take a challenge!


    im such an idiot , there goes an hour of scripting
    ROME 2 TOTAL WAR FTW!

  12. #12

    Default Re: Light Men at Arms

    Eh, as long as they're having fun, right?

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