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  1. #1

    Default Recruiting soldiers in captured settlements

    Greetings.

    First, I must say I really enjoy this mod. It brought back my will to play medieval 2 once again.

    Now to my problem..
    I only seem to be able to recruit most of my faction troops at the starter cities I recieved when starting the campaign.

    I'm not sure if its intended to work like this, but with only one of my 4 starter cities as a Citadel, recruiting alot of troops at once becomes a major problem.
    ( the cities are fully upgraded settlements and cannot be converted back )

    >my question is; how am I supposed to battle at several fronts with only one city to recruit most of my faction soldiers?

    If the question already have been answered please direct me to it.

  2. #2
    wudang_clown's Avatar Fire Is Inspirational
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    Default Re: Recruiting soldiers in captured settlements

    In this preview post you have complete list of factional areas of recruitment - check it.

    Under the patronage of m_1512

  3. #3

    Default Re: Recruiting soldiers in captured settlements

    Quote Originally Posted by wudang_clown View Post
    In this preview post you have complete list of factional areas of recruitment - check it.
    Thanks for the link. Do you know of any way to convert my trade cities to war cities?

  4. #4
    kostas84's Avatar Campidoctor
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    Default Re: Recruiting soldiers in captured settlements

    "Convert to Castle" is what ur looking for.

    In the tab where you build buildings, it should be the last one.

  5. #5

    Default Re: Recruiting soldiers in captured settlements

    If you get pissed off by the AOR should you try this mod:
    http://www.twcenter.net/forums/showthread.php?t=322055
    This mod makes it possible to create all your units everywhere.

  6. #6

    Default Re: Recruiting soldiers in captured settlements

    Quote Originally Posted by Khwarezm View Post
    If you get pissed off by the AOR should you try this mod:
    http://www.twcenter.net/forums/showthread.php?t=322055
    This mod makes it possible to create all your units everywhere.
    Thanks so much!! You saved me good

  7. #7
    Dago Red's Avatar Primicerius
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    Default Re: Recruiting soldiers in captured settlements

    That seems more like a cheat than a sub mod to me.
    But, I'd like to see an expansion of faction recruitment limited on culture (or religion here say 50% to begin recruiting) and allowed with the building of special infrastructure in conquered territories -- anywhere.

    So say you're the re-conquering ERE in central Anatolia. You can establish some administrative building to allow for recruiting and equipping ERE troops but they won't be available until the religion is 50% orthodox there.

    However, no amount of religious conversion and building can allow for recruiting elites anywhere outside your original faction AOR. So no Kataphracts in Mosul or Templars in Luxor.

  8. #8
    wudang_clown's Avatar Fire Is Inspirational
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    Default Re: Recruiting soldiers in captured settlements

    Quote Originally Posted by Dago Red View Post
    So say you're the re-conquering ERE in central Anatolia. You can establish some administrative building to allow for recruiting and equipping ERE troops but they won't be available until the religion is 50% orthodox there.
    Imagine this in RL - you conquer a region with 90% of population being Muslims, but first thing you want to do is to convert them, and then to recruit them to your army. How much time would such a conversion take?

    This is not reasonable. E.g. Nazis were recruiting from people considered by their pseudo-scientists as "Untermenschen". You need manpower, you will always find an excuse for your principles. That they were recruiting was reasonable, those were their principles which were not. I'd say that ultimately pragmatism overcomes any ideology...

    So, culture/religion percentage is one more requirement which could be used in game, but it's not good for recruitment, imo. Especially when you won't be able to recruit core factional units in far away lands anyway. If there will be regional troops available, if there will be mercenaries available - what's the point of having religion requirement?

    Under the patronage of m_1512

  9. #9
    Dago Red's Avatar Primicerius
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    Default Re: Recruiting soldiers in captured settlements

    Quote Originally Posted by wudang_clown View Post


    So, culture/religion percentage is one more requirement which could be used in game, but it's not good for recruitment, imo. Especially when you won't be able to recruit core factional units in far away lands anyway. If there will be regional troops available, if there will be mercenaries available - what's the point of having religion requirement?
    I agree to much of that, but there is no reason you couldn't build enough infrastructure to allow for some of the factions units to be raised there. I brought up religion as a limiting factor -- as you seem to agree that it would be.

    Imagine, in a long game, spending years building these administrative/cultural infrastructure buildings -- a whole new building type line to invest in. Say 3 of them. For example ERE culture building 1 = does nothing tangible but establishes the administrative and logistical foundations that the Eastern Roman Empire uses in the given region. Building 2 finally allows for bottom tier troops. Building 3 gives +1 law and allows for middle tiered troops.

    Then, although you have the infrastructure to equip and recruit your basic troops, you still won't find enough people to do so if the region's religion doesn't at least match yours by 50%. And you can tier that up too.

    For example, again for ERE, Peltastoi would be available at 50% orthodox or above. Toxotai and Kontaratoi pikemen not until 60%. Trapezitae Javelin Cavalry, Skutatoi spearmen and Spathatoi swordsmen at 70% and above. Finally, Stratatoi Heavy Cavalry and Vestiaritai Swordsmen at 85% or above. And that's it.

    So in nearby or historically contested areas, it would be readily possible to field basic troops after building the infrastructure. ERE could field it's own basic troops within reasonable time in parts of Anatolia where the local culture is still close to their own and orthodox Christianity still has a hold. Further north, or east (other than Georgian lands) it would not be so easy, and take a LONG time.

  10. #10

    Default Re: Recruiting soldiers in captured settlements

    The current AOR system is imo unrealitstic. KOJ conquered the starting areas in a few years, but are able to recruit all of their units in these regions.
    The starting area of the turks was roman terrirtory. If you capture it as romans, you are not able to recruit your units there.

  11. #11

    Default Re: Recruiting soldiers in captured settlements

    Yeah I have a beef with this system too. What they really need is a "re-settlement" option, in which the local population is forced to leave, or can be replaced by your own factions people.

    For example, with the Kingdom of Jerusalem, lot of pilgrims settled in the levant, which is why they can train their core troops in that region. But if they go to some far away place, like india, they cant train core troops there from the local population.

    There should be an option for mass migrations of your own peoples, to repopulate an area, and allow for the training of your core troops.

    Such an option should be rather expensive and time consuming, thus limiting how often you can do so. But in any case, thats what i think NEEDS to be in BC

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