Results 1 to 10 of 10

Thread: Garrison units

Hybrid View

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

    Default Garrison units

    Hi,
    Anyone figured out how to change the units in garrisons?
    I've tried to change the units that are part of a unit group in armed_citizeny_unit_groups and it dosen't work.

    Thanks

  2. #2

    Default Re: Garrison units

    Have you tried to end turn? It's because the system needs to recalculate garrison unit each turn, not instantly.

  3. #3
    Magnar's Avatar Artifex
    Join Date
    Jul 2013
    Location
    The last place you look
    Posts
    4,370

    Default Re: Garrison units

    Edit the startpos

  4. #4

    Default Re: Garrison units

    several tables needs to be edited for this:

    armed_citizenry_unit_groups - to define unique groups you want to have for certain garrison buildings
    armed_citizenry_units_to_unit_groups_junctions - here you define which units are part of certain group
    building_level_armed_citizenry_junctions - here you assign those groups to certain buildings.

  5. #5

    Default Re: Garrison units

    Quote Originally Posted by JaM View Post
    several tables needs to be edited for this:

    armed_citizenry_unit_groups - to define unique groups you want to have for certain garrison buildings
    armed_citizenry_units_to_unit_groups_junctions - here you define which units are part of certain group
    building_level_armed_citizenry_junctions - here you assign those groups to certain buildings.

    Thx for the tip.
    Working as intended . Figured out the problem, I've had a conflict between original db tables and the mod ones due to renaming.

  6. #6
    Decanus
    Join Date
    Oct 2013
    Location
    Western Canada
    Posts
    597

    Default Re: Garrison units

    The assignment of garrison units is complex. It uses a priority system to define whether or not a foreign unit will or will not replace a factions home grown unit. My guess is that CA has spent a lot of time figuring what circumstances define which foreign troops will fight alongside your faction. For example, there are a large number of eastern units that get included in a hellenic occupied settlement. This likely reflects a large amount of intermingling between the easterners and their hellenic overlords, which is a history that I am not heavily educated on, but this is what I can surmise after having spent a lot of time looking at garrisons.

    Currently the fantastic software daniu has built for us is limited in some ways. Garrison modding is not for the amateur, in fact, I don't know if it is fully possible to understand how the priority system works without having some amount of knowledge of how the game engine handles the table values in question.

    I am wondering if it would be possible to improve the PFM software in a way that produces a clearer view of how the game engine will handle the garrison unit entries one includes in ones pack mods. The priority system is nearly obvious enough (for me anyway) to be able to sufficiently alter garrisons to my needs, but I am quite sure there is a deeper level of garrison unit handling that is not quite reflected in the current PFM table information. I might be wrong about that point but even if, there still may be a way to present the given information in a way that might produce a more obvious view of how the unit handling works.

    Perhaps a separate table column for units of the primary faction culture that the unit group is meant to represent? (to reflect the replacement system) The foreign based unit entries could be in a column labeled replacement unit perhaps. I think this might improve the understanding a bit.

  7. #7
    crzyrndm's Avatar Artifex
    Join Date
    Feb 2011
    Location
    New Zealand
    Posts
    2,576

    Default Re: Garrison units

    PFM just reads the tables, it has nothing to do with the layout. All layout's are just how they are within the files.
    It’s better to excite some and offend others than be bland and acceptable to all
    Creating a mod.pack with PFM - Database Table Fragments

  8. #8
    Decanus
    Join Date
    Oct 2013
    Location
    Western Canada
    Posts
    597

    Default Re: Garrison units

    Do you think that there is nothing that can be done? Editing garrisons is doable, but for one to, for example, attempt to cut all garrisons in an equal half.. not an easy task...

  9. #9
    Decanus
    Join Date
    Oct 2013
    Location
    Western Canada
    Posts
    597

    Default Re: Garrison units

    I need a quick clarification here. I was operating on a false assumption, that being that foreign units get substituted in to your garrison armies when in a foreign land. That is wrong. I think the priority system might be for priority when it comes to garrison replenishment, maybe. Rather, the garrison system works on the unit group system which ties them to buildings. So for any building you may have a unit group from any culture and what it means is, when a foreign culture captures and occupies a settlement with say, a roman colonia constructed in it, that roman building will get assigned a small garrison from the occupying culture. Once you have constructed your own cultures settlement buildings then your proper garrison will take effect ie: the unit group that is tied to your own cultures settlement building will be applied.

    This confused me at first because it seemed really odd that a roman Colonia, for example, had eastern, barbarian and hellenic units assigned to it. This lead me to imagine a false unit substitution system when in fact, the foreign unit assignments really just represent a captured settlements occupation force.

  10. #10
    Decanus
    Join Date
    Oct 2013
    Location
    Western Canada
    Posts
    597

    Default Re: Garrison units

    Please everyone stop listening to me. Well, listen to this. Within the "allgarrison" unit group there are indeed substitutions depending on region. They must be controlled by the priority system though I don't think we can be sure quite how the system works.

    It is much easier to mod non-settlement building garrison units because you may simply add, remove or change the entries without care for the region priority whereas modding the entries that make up the "allgarrison" unit groups requires some fancy understanding of the system.

    So, if you wanted to gut garrisons a substantial sum you might delete all unit groups from all non-settlement buildings. That would leave you with your basic garrison provided by the settlement structure "allgarrison" unit groups. There is a lot you can do without going crazy trying to figure out the priority system, but keep in mind one thing that I've noticed. The "hellenic garrison extended" unit group seems to be a balancing mechanism to deal with the fact that mobs are really weak units. That unit group does not provide any spartan unit but rather throws citizen militia/hoplites at mob garrisons in order to balance off sparta's (as well as some other factions) weakest but more rugged units.

    Ultimately, it does not seem like a good idea to edit the units that make up the "allgarrison" groups ie: your settlement structure garrisons, because the priority system that handles foreign troop substitutions seems be indecipherable.

Posting Permissions

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