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  1. #1

    Default Yet more questions from newb

    It appears there are many layers of complexity in the game indeed if you add all the modifications like realistic recrutiment and Bigbyīs great mod, and sometimes a newb can really get lost Some specific questions:

    1- If I recruit too many basic units will it affect how many turns Iīll need to get the more advanced units?
    2- Not quite sure about the differences in generalsīs recruiting capability. If someone is not a member of the war council, will I be able to see all the buildable units (just not being able to build all of them due to limitations), or they wonīt even show at all?
    3- What other factors affect how fast units become available? In my teutonic knights game Iīm having a VERY hard timew to get good units...
    4- What is better to have - Dread or Chivalry? Why?

    Thanks in advance!

  2. #2
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Yet more questions from newb

    If you are using Byg's (Not Bigby ) Grim Reality, I suggest downloading and reading the BGR guide in the BGR thread in the submods forum.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  3. #3

    Default Re: Yet more questions from newb

    Quote Originally Posted by Caesar Clivus View Post
    If you are using Byg's (Not Bigby ) Grim Reality, I suggest downloading and reading the BGR guide in the BGR thread in the submods forum.
    Lol epic fail Bigby is the guy that created the crushing hand spell in AD&D

    But what about recrutiment of units? Thatīs my biggest dillemma... Itīs a about turn 16 and when I try to recruit Christ Knights, 7 turns until next unit available Then again, the general in the castle isnīt member of the war council... Maybe thatīs the reason? Or all I need to do is to not build new units? And what about the dread/chivalry advantages? Which one is better to have in a general, and why?
    Last edited by Bernhardt; December 20, 2011 at 06:37 PM.

  4. #4
    Ferdiad's Avatar Patricius
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    Default Re: Yet more questions from newb

    Quote Originally Posted by Bernhardt View Post
    Lol epic fail Bigby is the guy that created the crushing hand spell in AD&D

    But what about recrutiment of units? Thatīs my biggest dillemma... Itīs a about turn 16 and when I try to recruit Christ Knights, 7 turns until next unit available Then again, the general in the castle isnīt member of the war council... Maybe thatīs the reason? Or all I need to do is to not build new units? And what about the dread/chivalry advantages? Which one is better to have in a general, and why?
    Thats called Real Recruitment, standard in SS6.3+

  5. #5
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Yet more questions from newb

    Recruitment of elite units such as knights is greatly reduced in SS in general. You have to rely more on levies and mercs. Read the BGR recruitment guide and it will explain things more

    Chivalry and dread both have their advantages. High dread makes your enemies run like rabbits on the battlefield and also helps keep settlements in line. Chivalry on the other hand stops your men from fleeing on the battlefield, keeps your settlements' populations happy AND gives a nice boost to population growth. The bonus to growth is a pretty big perk to pass up on to be honest.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  6. #6

    Default Re: Yet more questions from newb

    Chivalry better by far but if you already have dread then make a high dread general for prisoner execution purposes (dont want to stain the hands of other general with the blood of honourable combatants)

    RR and BGRIV - I love them as I get realistic armies and am fighting with peasants against professionals (slight exageration) but those who want spectacular elite armies or more than the very ocassional elite unit probably should not play with these mods on.

  7. #7
    Ferdiad's Avatar Patricius
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    Default Re: Yet more questions from newb

    Also if you like using Spear Militia for 100s of turns(god forbid you use 2TPY) then RR is right up your alley.

  8. #8

    Default Re: Yet more questions from newb

    Quote Originally Posted by Ferdiad View Post
    Also if you like using Spear Militia for 100s of turns(god forbid you use 2TPY) then RR is right up your alley.
    You mean make units above militia actually worthwhile, special and dangerous? Make them satisfying to have rolling around in a concentrated force?
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  9. #9

    Default Re: Yet more questions from newb

    Quote Originally Posted by rob-a-dogg View Post
    You mean make units above militia actually worthwhile, special and dangerous? Make them satisfying to have rolling around in a concentrated force?
    There are so many unit tiers though... light men at arms are more interesting than spearmen militia and quite low tier- many units more special and dangerous than them.

    Its not like many armies were running around full of spear militia in history- that would be more rare actually. It's mostly that early era starts with settlements so undeveloped.

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    Ferdiad's Avatar Patricius
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    Default Re: Yet more questions from newb

    Quote Originally Posted by Ichon View Post
    There are so many unit tiers though... light men at arms are more interesting than spearmen militia and quite low tier- many units more special and dangerous than them.

    Its not like many armies were running around full of spear militia in history- that would be more rare actually. It's mostly that early era starts with settlements so undeveloped.
    And that it takes a while for the settlements to upgrade in 6.4

  11. #11

    Default Re: Yet more questions from newb

    Thanks for all the answers.

    So to sum it up - if it says I must wait 7 turns for a unit, there is nothing I can do to either speed up or delay the process?

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    Ferdiad's Avatar Patricius
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    Default Re: Yet more questions from newb

    Quote Originally Posted by Bernhardt View Post
    Thanks for all the answers.

    So to sum it up - if it says I must wait 7 turns for a unit, there is nothing I can do to either speed up or delay the process?
    Besides editing the edb; no.

  13. #13

    Default Re: Yet more questions from newb

    Quote Originally Posted by Bernhardt View Post
    So to sum it up - if it says I must wait 7 turns for a unit, there is nothing I can do to either speed up or delay the process?
    I just found out that if playing BGR there is something you can do to delay the number of turns: leave the city vacant for a turn then your counters all reset. So if it says 7 turn you must wiat in the settlement for 7 turns (or swap out a war council for another war councillor)

  14. #14

    Default Re: Yet more questions from newb

    On the chivalry dread topic:
    Try to keep your FL's (faction leader) and FH's(heir) chivalry high as i believe it improves your reputation
    Generals that you plan to use as governors will benefit more from high chivalry including increase in public order and faster growth rates in both castles and cities
    If you are planning to use a general as a field commander then i would suggest Dread.Let me explain

    High chivalry will make YOUR own troops braver and they will hold the line for longer...but if you lack the numbers to take the enemy down then being brave is of no use

    High dread will make the ENEMY'S troops to run in fear.All you have to do is march your troops against the enemy charge the flanks with your general and you will cause a rout chain reaction...Plus you can execute any of the enemy's survivors and boost your dread rating.

    Personally i just keep 2-3 such high dread generals to invade foreign lands to execute population and raze cities(they are considered the black sheep of the faction)...the rest of my generals are chivalrous

  15. #15

    Default Re: Yet more questions from newb

    Bloody hell lol

    Then again, Iīm starting to use mercenaries to great effect. So, in the first turns itīs best to preserve elite starting units like Varangians and Highlands nobles and tire garrisons and the main line with fodder, am I right?

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    Ferdiad's Avatar Patricius
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    Default Re: Yet more questions from newb

    Quote Originally Posted by Bernhardt View Post
    Bloody hell lol

    Then again, Iīm starting to use mercenaries to great effect. So, in the first turns itīs best to preserve elite starting units like Varangians and Highlands nobles and tire garrisons and the main line with fodder, am I right?
    Well if you want, you can still retarin your elites just not make new ones.

  17. #17

    Default Re: Yet more questions from newb

    Yes, the timers are... sensitive to say the least hehe.

    Other question. When and how to use siege engines? Unless you play with huge or large army sizes, I find them too innacurate and expensive for what they do. Specially ballistas.

  18. #18
    Mega Tortas de Bodemloze's Avatar Do it now.
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    Default Re: Yet more questions from newb


    MegaDoris

    Well for those that wish to play a game with both dread & chivalry.

    1. Be nothing but chivalrous til you've built up your core settlements via chivalry generals. Sadly both my monarchs and Heir's usually end up as settlement builders in my games.

    1a. Don't forget about the Crusade-Chivalry exploit, if your not opposed to bending da rules. Now for you above-board folks, don't forget to gather all your settlement builders and at least "say" your going on crusade. The chivalry boost will aid the building process.

    2. Once your core settlements are built to your satifaction, then let loose the dogs of war and slaughter everyone and everything!!!!

    3. Caution though to those that have both chivalry and dread generals at the same time. Every time one of your dread generals does something naughty, its going to be reflected in ther kings trait-line.

    4. Always include permanent mercs in your armies, once affordable. Many of them are "specialized" and do their jobs very well.
    Last edited by Mega Tortas de Bodemloze; December 23, 2011 at 03:36 PM. Reason: added 1a.

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