Page 1 of 2 12 LastLast
Results 1 to 20 of 30

Thread: Area of recruitment and mercs/trade goods

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Area of recruitment and mercs/trade goods

    I hope something like this makes a reappearance and is properly realised and thought out. I think for the time period this is really very important and adds spice and variation to the game.

    Depending on your or your enemies empire of controlled territories/trade routes, you get to see very different army composition.

    available local trade goods/mercs/aor often heavily influenced my expansion plans back in RTW.

  2. #2

    Default

    I agree. Aor would definately make sense in the era we're talking about.

  3. #3

    Default Re: Area of recruitment and mercs/trade goods

    TW has never done this yet, and every game (except perhaps Shoguns and Medieval (to a lesser extent)) has vitally needed this. none more so than Rome. Just as Napoleon couldn't recruit Infantrie de la ligne in Prussia, nor could Romain Legionaries come from the provinces. Thus, the vast majority of Roman legions often consisted of provincial and conquered Auxiliaries as the campaign progressed, and the Italic troops died.
    So... I have little faith that CA will integrate this, but they will surely give us Auxiliaries, and the rest is super simple for us modders to do once we have the tools
    ♠ We Few, We happy few, We Band of Brothers
    For He who sheds His blood with me shall be my Brother ♠





    CPU
    : i5 3570k @ 4.4GHz, Water Cooler: Corsair H100i (2x Noctua NF-F12 pull), MoBo: ASRock Z77 Extreme 4,
    RAM: Corsair Vengeance 8gb 1866MHz CL9Red, GPU: ASUS DCIIOC GTX 770, PSU: Corsair AX750,
    Case: Corsair 500r White, SSD: Samsung 840 128gb, Optical: LG BH16NS40 OEM Blu-ray Writer,
    Monitors: Alienware AW2310 23.6" & Samsung UA40ES6200, Audio: Creative T20 Series II &
    Sony HTCT260H, Keyboard: Logitech G510 & K400r, Mouse: Logitech Anywhere Mouse

  4. #4

    Default Re: Area of recruitment and mercs/trade goods

    Agreed, there is a whole layer of tactical thought needed when you can't recruit local troops eg legionaries, when not in Italy.

    AoR was actually done very well in empire, so not true has never been done in vanilla TW games.

  5. #5

    Default Re: Area of recruitment and mercs/trade goods

    Quote Originally Posted by Shaggy1973 View Post
    AoR was actually done very well in empire, so not true has never been done in vanilla TW games.
    It could have been better, but it was good in empire.

    Given empire's use of AoR, I don't see why Rome 2 wouldn't have similar limitations/systems.
    Under the patronage of John I Tzimisces

  6. #6

    Default

    I didn't play empire, but the aor system used in stainless steel for med2 was very good I thought. Legions had recruitment zones and recruit intake cycles... Ingame they shouldn't be able to easily replenish to full strength. The legions historically relied heavily on auxilia of all different types. It would be very challenging to go on campaign and become increasingly reliant on auxiliary troops due to the attrition rate imposed on your legionary units

  7. #7
    AngryTitusPullo's Avatar Comes Limitis
    Join Date
    Jan 2006
    Location
    Kuala Lumpur
    Posts
    13,018

    Default Re: Area of recruitment and mercs/trade goods

    I wonder how in history some famous mercenaries like Cretan Archers and Balearic Slingers were recruited. Do Roman travel to the Balearic isles to recruit these slingers or they come to Rome to offer their service ?


    CIVITATVS CVM AVGVSTVS XVI, MMVI
    IN PATROCINIVM SVB Dromikaites SVB MareNostrum SVB Quintus Maximus
    Want to know more about Rome II Total Realism ? Follow us on Twitter & Facebook

  8. #8

    Default Re: Area of recruitment and mercs/trade goods

    Quote Originally Posted by LestaT View Post
    I wonder how in history some famous mercenaries like Cretan Archers and Balearic Slingers were recruited. Do Roman travel to the Balearic isles to recruit these slingers or they come to Rome to offer their service ?
    Mercenaries must be found. You have to be in Southern Greece or Crete to be able to recruit the best archers in the game. Same with Numidian Cavalry, you have to go Northern Africa/ Southern Hispaniola to be able to recruit them.

    Mercenaries are men who will fight for money, obviously they need money so they probably dont have the funds to send 150 men to Italy to look for jobs.

  9. #9
    AngryTitusPullo's Avatar Comes Limitis
    Join Date
    Jan 2006
    Location
    Kuala Lumpur
    Posts
    13,018

    Default Re: Area of recruitment and mercs/trade goods

    I'm not talking about the game. I'm just wondering how it happen in history.


    CIVITATVS CVM AVGVSTVS XVI, MMVI
    IN PATROCINIVM SVB Dromikaites SVB MareNostrum SVB Quintus Maximus
    Want to know more about Rome II Total Realism ? Follow us on Twitter & Facebook

  10. #10
    AngryTitusPullo's Avatar Comes Limitis
    Join Date
    Jan 2006
    Location
    Kuala Lumpur
    Posts
    13,018

    Default Re: Area of recruitment and mercs/trade goods

    What I don't like about ETW (and all TW games generally) is that you can recruit your faction Line Infantry anywhere.


    CIVITATVS CVM AVGVSTVS XVI, MMVI
    IN PATROCINIVM SVB Dromikaites SVB MareNostrum SVB Quintus Maximus
    Want to know more about Rome II Total Realism ? Follow us on Twitter & Facebook

  11. #11

    Default

    Quote Originally Posted by LestaT View Post
    What I don't like about ETW (and all TW games generally) is that you can recruit your faction Line Infantry anywhere.
    Well with certain buildings, and when you got far out enough it became "colonial" line infantry. I'd imagine the differences will be greater in Rome 2.
    Under the patronage of John I Tzimisces

  12. #12
    AngryTitusPullo's Avatar Comes Limitis
    Join Date
    Jan 2006
    Location
    Kuala Lumpur
    Posts
    13,018

    Default Re: Area of recruitment and mercs/trade goods

    Quote Originally Posted by Drtad View Post
    Well with certain buildings, and when you got far out enough it became "colonial" line infantry. I'd imagine the differences will be greater in Rome 2.
    Yeah. I hope with the talk about introducing the legion for Rome II then at least for the earlier part of the game you can only recruit those legions or core roman troops in Italy. Since warscape have this replenishment thing we hopefully no longer need to have replacement recruited from foreign lands. leave that to auxillias.


    CIVITATVS CVM AVGVSTVS XVI, MMVI
    IN PATROCINIVM SVB Dromikaites SVB MareNostrum SVB Quintus Maximus
    Want to know more about Rome II Total Realism ? Follow us on Twitter & Facebook

  13. #13

    Default

    Quote Originally Posted by LestaT View Post
    I'm not talking about the game. I'm just wondering how it happen in history.
    In history, mercenary bands, auxilia were recruited locally for campaigning. For instance, the Romans recruited celts from northern gaul and Frisia to serve as auxilia in the Claudian invasion of Britain. For units such as Balearic slingers and Cretan archers, local governors would have recruited bands of auxilia in those regions to be attached to legions as their skirmishers. Many auxilia were on long term contracts that would at the end of their twenty year enlistment, would give them roman citizenship and the privileges thereof. Foederati troops were different in that they may serve on a short term basis for gold or under terms of treaty from local allies.

  14. #14

    Default Re: Area of recruitment and mercs/trade goods

    i think the replinishment thing is ok. justify as troops (legionaries) joining units gradually from Italy. I'm really not sure they will turn off replinishment for troops outside their AoR.

  15. #15

    Default

    As long as replenishment is slow like in Napoleon, it'll be good I think.
    Under the patronage of John I Tzimisces

  16. #16
    AngryTitusPullo's Avatar Comes Limitis
    Join Date
    Jan 2006
    Location
    Kuala Lumpur
    Posts
    13,018

    Default Re: Area of recruitment and mercs/trade goods

    I hope the replenishment rate with change depending on (for Romans) the level of roads connecting the province with Rome/Italy etc. Since there will also bringing back cultures then probably for example for Arverni faction (or any gallic faction) the replenishment rate will be higher and faster if the province base culture have high gallic population and so on.


    CIVITATVS CVM AVGVSTVS XVI, MMVI
    IN PATROCINIVM SVB Dromikaites SVB MareNostrum SVB Quintus Maximus
    Want to know more about Rome II Total Realism ? Follow us on Twitter & Facebook

  17. #17

    Default Re: Area of recruitment and mercs/trade goods

    It would be nice if larger cities had mercenary recruitment areas as often groups of warriors did travel together in search of employment but they tended to only to go either to huge cities or where there was a war in progress as the chance of employment was best in those areas. So perhaps there is a slightly random chance of mercenaries from far regions appearing in huge cities or near war zones it would be interesting...

  18. #18
    Meraun's Avatar Decanus
    Join Date
    Mar 2011
    Location
    Switzerland
    Posts
    527

    Default Re: Area of recruitment and mercs/trade goods

    Quote Originally Posted by Shaggy1973 View Post
    I hope something like this makes a reappearance and is properly realised and thought out. I think for the time period this is really very important and adds spice and variation to the game.

    Depending on your or your enemies empire of controlled territories/trade routes, you get to see very different army composition.

    available local trade goods/mercs/aor often heavily influenced my expansion plans back in RTW.
    I hope it's like in EB... The recruitment System is great in that mod.

  19. #19
    AngryTitusPullo's Avatar Comes Limitis
    Join Date
    Jan 2006
    Location
    Kuala Lumpur
    Posts
    13,018

    Default Re: Area of recruitment and mercs/trade goods

    I'm not sure how they will reintroduce mercs back in Rome II since there are no longer mercs features in warscape. Will CA go the old ways with this or or maybe they will use same features like in Shogun 2 where ronin will sometimes offer their service to you.


    CIVITATVS CVM AVGVSTVS XVI, MMVI
    IN PATROCINIVM SVB Dromikaites SVB MareNostrum SVB Quintus Maximus
    Want to know more about Rome II Total Realism ? Follow us on Twitter & Facebook

  20. #20
    Yomamashouse's Avatar Semisalis
    Join Date
    Jun 2008
    Location
    Ontario, Canada
    Posts
    402

    Default Re: Area of recruitment and mercs/trade goods

    After playing Europa Barbarorum Iwent back to RTW - as soon as I recruited principes from a freshly captured territory in Northern Gaul I said "to hell with this game".

    If they don't have AOR I will be very upset.

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •