I'm playing the Teutonic Order Late Campaign and I have one questions. When do I get to build cannons?
It's some turns since I had the event "cannon invented" pop up. I'm at turn 107.
I'm playing the Teutonic Order Late Campaign and I have one questions. When do I get to build cannons?
It's some turns since I had the event "cannon invented" pop up. I'm at turn 107.
Need to wait more. Why? Because from discovery of cannons principle and prototype, to implementation to your faction, development in technology and training units making the cannons take a while. Dont forget first cannons was maded from bronze, wich is not cheap and not easy to get in larger quantitie. Same for gunpowder.
Kill Them All, Let God Sort Them Out!
In order to build the first Bombards, you need the "First Blast Furnace" event, which happens about 50 years after the Cannons event.
Funny thing is I just faced an Fatimid army which had 2 bombards in it. And I still can't recruit them.
OK I figured it out:
recruit_pool "NE Basilisk" 1 0.15 1 0 requires factions { france, hre, spain, aragon, portugal, teutonic_order, } and event_counter science_da_vinci_ornithopter 1
recruit_pool "NE Monster Ribault" 1 0.1 1 0 requires factions { milan, venice, } and event_counter CANNONS 1
recruit_pool "NE Basilisk" 1 0.2 2 0 requires factions { russia, kievan_rus, hungary, } and event_counter science_da_vinci_ornithopter 1
recruit_pool "ME Monster Bombard" 1 0.1 1 0 requires factions { turks, kwarezm, } and event_counter MATCHLOCK 1
recruit_pool "NE Culverin" 1 0.2 2 0 requires factions { england, scotland, france, spain, aragon, portugal, milan, venice, papal_states, } and event_counter GOTHIC_ARMOR 1
recruit_pool "NE Cannon" 1 0.2 2 0 requires factions { hre, sicily, teutonic_order, } and event_counter GOTHIC_ARMOR 1
recruit_pool "NE Serpentine" 1 0.15 1 0 requires factions { denmark, norway, } and event_counter GOTHIC_ARMOR 1
recruit_pool "NE Serpentine" 1 0.15 1 0 requires factions { poland, lithuania, hungary, } and event_counter GOTHIC_ARMOR 1
recruit_pool "NE Cannon" 1 0.15 2 0 requires factions { russia, lithuania, kievan_rus, byzantium, } and event_counter GOTHIC_ARMOR 1
recruit_pool "ME Cannon" 1 0.2 2 1 requires factions { moors, egypt, turks, kwarezm, } and event_counter GOTHIC_ARMOR 1
recruit_pool "NE Serpentine" 1 0.15 1 0 requires factions { france, hre, } and event_counter GOTHIC_ARMOR 1
recruit_pool "NE Cannon" 1 0.2 2 0 requires factions { denmark, norway, } and event_counter GOTHIC_ARMOR 1
recruit_pool "NE Cannon" 1 0.2 2 0 requires factions { poland, } and event_counter GOTHIC_ARMOR 1
recruit_pool "NE Mortar" 1 0.1 1 0 requires factions { england, scotland, venice, papal_states, sicily, jerusalem, } and event_counter hundred_years_war 1
recruit_pool "NE Grand Bombard" 1 0.1 1 0 requires factions { france, hre, spain, aragon, portugal, milan, teutonic_order, } and event_counter SHATIR 1
recruit_pool "NE Ribault" 1 0.15 1 0 requires factions { denmark, norway, }
recruit_pool "NE Ribault" 1 0.15 1 0 requires factions { poland, hungary, }
recruit_pool "NE Grand Bombard" 1 0.1 1 0 requires factions { russia, lithuania, kievan_rus, byzantium, } and event_counter SHATIR 1
recruit_pool "ME Grand Bombard" 1 0.1 1 0 requires factions { moors, egypt, turks, kwarezm, timurids, } and event_counter SHATIR 1
recruit_pool "NE Ribault" 1 0.15 1 0 requires factions { england, scotland, spain, aragon, portugal, milan, venice, papal_states, sicily, }
recruit_pool "NE Bombard" 1 0.1 1 0 requires factions { england, scotland, france, hre, denmark, spain, aragon, portugal, milan, venice, papal_states, sicily, norway, jerusalem, teutonic_order, } and event_counter first_blast_furnace 1
recruit_pool "NE Bombard" 1 0.1 1 0 requires factions { poland, lithuania, russia, kievan_rus, hungary, } and event_counter first_blast_furnace 1
recruit_pool "NE Bombard" 1 0.1 1 0 requires factions { byzantium, } and event_counter first_blast_furnace 1
recruit_pool "ME Bombard" 1 0.1 1 0 requires factions { moors, egypt, turks, kwarezm, } and event_counter CANNONS 1
recruit_pool "AS Rocket Launcher" 1 0.15 2 0 requires factions { mongols, timurids, }
That explains why they already have it when I don't.
And as for the events:
event historic CANNONS
date 85 110
;Moors 1250, Northern 1320
event historic first_blast_furnace
date 130
Cannon even always occurs on turn 110 and Furnace always on 130.
Ok, close thread![]()
Last edited by Pietrak; August 29, 2010 at 08:43 AM.
thanks for the unraveling of the timescales for recruitment of canon, explains a lot of things.
Event based recruitment seems to disadvantage the AI but not players... (as AI nations seem to be able to develop their recruitment buildings quicker).
How the hell can you get a Fortress without any farms? That general must've had chivalry coming out the ying-yang.
They get a population growth bonus for practically every building.
Serious? Thought pop. bonuses in castles only come from farms and churches...
Actually it's not practically every building like I said before. They get it from walls.
A population bonus from walls? With all due respect, I was definitely under the assumption that the more walls you build (therefore, the more population you have) gradually stabilizes. Having walls keeps your population more steady than without having walls (which creates squalor), but in the city/castle browser, I've only ever seen population increases with things such as farm, governer influence (ie. chivalry), health, happiness, buildings of entertainment and trade. And the castle can only get the governer's influence, farming, and happiness (churches). Am I mistaken?
It's one of the many bonuses the AI gets. It does not apply to the players.
You're correct in your assumtions as of how it works for the player, but things are a bit different for the AI.