Is there a way to reduce distance to the capitol? I want to try moding these items...
1. Roads - reduce distance to capital penalty because this decreases travel time
- reduce culture penalty because of trade and interaction with new empire/republic
- Increase Law and Order (more than present) due to patrols and troops can reinforce faster
- Increase happiness due to quicker travel and not strolling through the mud and woods
2. Ports - reduce distance to capital penalty because this decreases travel time
- reduce culture penalty because of trade and interaction with new empire/republic
If possible to lose these bonuses when port bloackaded/road blocked. Make it more important to take out rebel armies and patrol sea lanes. After a couple turns, the high distance to capitol and culture penalty would cause some cities to riot.
Next, Farming...how to increase income to show as farming on Financial Screen. If you have good farm land, it should be at least 1/3 of income. Mine is usually 5-10%.
Garrisons...any way to make some units increase law and order more than others? Say by stats or training (rabble, trained, highly trained, etc.) Reform infantry, loyal to Carthage, should keep the peace better than local javelinen, freshly trained. I hate that I have cities with 10-12 cheap garrison units, that should have no real loyalty to me, costing $3-4K a turn when I could garrison 2-4 good units there and be more realistic. Maybe a combination of professional and local troops could show joint security efforts, raising happiness. Cavalry in a city should keep the peace better than weak light infatry/javs through fear and awe, but they don't because they have less numbers.
There must be another way to compute the garrison strength. The battle screen computes differently, sometimes showing my 400 man army stronger than the enemies 800 man army. Seasoned TW members know that numbers don't mean victory. Quality troops and commanders win battles. Same should hold true in winning the battle of occupation. Also once culture reaches a certain point, why can't you build a barracks and recruit locally trained professionals for your army. Not like legions in Iberia, but only then having the local troops that are worth having.
And...Sometime between the First Punic War and the Second, Carthage used its local Libyan and Liby-Phoc population to supply manpower to raise African Heavy Infantry, that fought in the same style as the Romans, and maybe even used Iberian tribes for manpower yet you can only build them in Carthage and so far three cities in Iberia. I could understand if they could only be built in Carthage and the surrounding cities but it seems some are availiable in Iberia. Is it hard to believe they would have continued to train locals in this way in new lands? They only used these two manpower pools as they were the largest available in their control at the time.
Hannibal had, from some sources, 20000 of these troops when he began his march through Spain and the Alps. Seems like they would continue using conquered peoples once they proved loyal. I think Hannibal, if not most Carthagian commanders were becoming leary of full mercenary armies since the Mercenary War. So Hannibal made good use of 10000-20000 (including 8000 Gauls) mercenaries but always had his hard core, and loyal, African line infantry and Numidian allies to fall back on if he had any probems. So should reform infantry be able to be recruited in new regions after a certain occupation time? Say 20 turns or 5 years? 10 years? Or should they only be allowed to be recruited in Africa, near Carthage? Because in the game they can only be built in Carthage (in Africa)? Kinda makes them special I guess. And only two cities can build the Longchpol (Sp?) reform troops and not in the same places as heavy infantry. Weird. Thoughts?
Mercenary Units - should they decrease Happiness in cities? Any way to do this?
-Why is the purchase price so crazy? I can build a Sacred Band infantry unit (and upkeep them for close to the same) for a light infantry mercenary. $20K...Should be one or two turns worth of upkeep. All armies in those times hired Mercs, especially the Carthagian Republic. No one can afford those prices.
-Saw in a Mod where the victorious army gets to loot a losing army after destroying it...Is there a small mod to implement this? The reason I ask is can it be set up to let the Mercs in your army get 20% of the loot or maybe a percentage based on their size vs professionals/levies. This would be a good way to justify a lower cost and make Mercs a usable portion of your army and a drain. Steal your loot and can't govern cities. Thoughts?
-Go negative on money, even though hard to do, is possible for a couple of turns, the Mercs should rebel immediately and form rebel bands in your territory.
All I got for now...I know its long but thanks to those that finished. Trying to make the game more realistic in some points and more enjoyable in some. If there is anyway to implement these changes or reasons why it wouldn't be realistic, let me know. Thanks.




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