All units generals Making all units generals with traits, loyalty and other stats, strengths and weaknesses
that mean that all units will regen ?
All units generals Making all units generals with traits, loyalty and other stats, strengths and weaknesses
that mean that all units will regen ?
Well it's complicated, and we have to run tests. But the major workround is through the tech tree. We use autonomies lockdown scripts for most factions but the simple homeland, autonomy, colony categories don't apply to the Italian factions. One of the buildings in the tech tree will be 'capital' which represents the settlement being a city-state, which for your faction will make it very rich and of a very high level of recruitment etc but if it is not your faction capital the settlement with a 'capital' building will be likely to rebel since it represents a rival within your faction. lol, I can't really explain it very well but I have tried to do this in earlier previews. I might just be tired, it's 2AM here and I've been mixing wine with White Russian.![]()
No worries, thanks for the response. So, I take it that both Milan and Genoa will already have the "Capitulo" building (as shown in the Italian government preview) built at the beginning of the game (and it will not be a destroyable building I'm guessing). Thus, the city which is not your capital will likely rebel in the first few turns due to the public order penalties of the Capitulo, and you will lack the garrison troops to prevent this early on. However, once you have built up a large enough army you will likely be able to hold the other city despite the negative public order effects of the Capitulo, although you will probably need to maintain a hefty garrison there to prevent revolt.
Am I getting this more or less right?
Oops, didnt read WinsingtonIII's post yet -> Edit.
Will it be possible to build a specific building to counter the negative effects of the capital building in a non-capital city?
Concerning politics:
Will there be minor factions (not civil war) that may spawn when their sovereign is too busy somewhere else?
Example:
- France vs. England (100 Years war), Flanders is a rich province under French control but chooses not to obey the French (surplus: they even choose English side in the war).
Last edited by KIHEV; May 07, 2011 at 10:24 AM.
Not all units will be generals, only the ones of lower nobility and upwards. Basically any unit from a class that could produce a notable leader- so even professional units and mercenaries would fall under that category. Yes they would regnerate, I haven't discussed it with the EDU coders but I think it's possible to change that, if we wanted to.
capitals now requires buildings? what would happen if the building get deconstructed?
A Capitulo building will unlock a lot of powerful buildings so it may be possible to have more than one capitulo in one faction, but it will also be under AI lockdown, so there is a risk. The only way you can 100% influence that rival city state within your faction is to make sure you have enough money and units and place the right generals in the settlement.
Being a member of EB as well, I've always thought that representing the historical situation as it was at the start of the game is the most important, and from there on, let it roll whichever way it wants to.What does your team think is the ideal mix? For example, in 1307, the Kingdom of Jerusalem is all but gone, and the Principality of Antioch is too. They're holing up on Cyprus, having irked the Byzantines who had been Antioch's biggest defender in 1180. They even consider using Mongol support from the Ilkhanate branch. If you follow history, you let the Kingdom of Jerusalem and Antioch fade away. Otherwise you bolster them, and don't worry about historical events being exact.
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On the conditteri armies. Will they be linked to only a certain general once during your campaign? Or will several generals be able to aquire it at diferent times.
And will La Companyia Catalana d'Orient will have somthing to do with Roger de Flor? Will you be able to recruit special almogavers with that trait?
Sorry for all the questions![]()
Will you include personal unions in some way? For example when czech king Wenceslaus III became also a king of Poland and Hungary
Last edited by Marty(in); August 01, 2011 at 06:18 AM.
Actually i remember an SS mini mod that placed it back in. If your interested i can look it up?That was in RTW and was removed in M2TW so no besides the basic settlement level, AOR or other (tech-tree) requirements.
How will this work? It is a bit puzzling.All units generals Making all units generals with traits, loyalty and other stats, strengths and weaknesses
What exactly does command do? I've never known what it does; some say it affects your troops morale, some say it affects your ability to regroup and follow orders. Does it have a campaign map affect?
A general's rise in titles or command can easily upset that balance and lead to toppling your faction leader and breaking your kingdom apart.
PS: will the player be able to recruit princesses?
Last edited by spanish_emperor; August 04, 2011 at 03:51 AM.
Just like the elephant animation, this Carthage scenario is actually in the game, it just has a small percantage factor for showing up, that's all..."we're way way pre-alpha and what that means is there is loads of features not just in terms of the graphics but also in terms of the combat and animations that actually aren't in the game yet.So the final game is actually gonna look way way better than this!” - James Russell, CA
Beware of scoundrels
Just like the elephant animation, this Carthage scenario is actually in the game, it just has a small percantage factor for showing up, that's all..."we're way way pre-alpha and what that means is there is loads of features not just in terms of the graphics but also in terms of the combat and animations that actually aren't in the game yet.So the final game is actually gonna look way way better than this!” - James Russell, CA
Beware of scoundrels
Many things change in DotS. Take a looks at these previews: http://www.twcenter.net/forums/showthread.php?t=431115
Well the game forces the player to choose a capital. We naturally have to choose one for you at the start date. Although what you say is true, the truth is a bit of a grey area. Although there was no formal capital at several points in the dates covered by the mod, there were a few cities that were de facto capitals. Now, the fact that there were several also proves your point. But we still can't ignore that somewhere there needed to be an administrative centre. The actual government and officials were not nomads!
So all that we can do is represent this in the tech tree. I am actually working on that now, like other trees there will be 9 buildings in the tree (hardcode limit) and in this you will be able to 'fortify' your settlement with administration. This tree will be quite separate from the tree that lets you decide whether a settlement is going to be
1 Reichsunmittelbarkeit Imperial Control
2 Reichsfreiheit Imperial Freedom
3a Reichsstadt Requires autonomy
3b Freie Stadt Requires Prince-Bishopric (locks -as autonomy)
3c Freie Reichsstadt Democratic assembly
Bonus Stadtbund city league'
My current tree which is more precisely what you were asking about will probably start with "Reichskreis" and at the top levels lead to
Königspfalz
Officium Palatinum
Pfalzgrafschaft
So ready for dominion.