Results 1 to 4 of 4

Thread: Recruitment System and Unit Costs

Hybrid View

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

    Default Recruitment System and Unit Costs

    Hi,

    first of all great job with that mod !!

    However there is one thing that bothers me a bit: The Recruitement and Upkeep Costs are too low, esepcially for the elite units... they are barely more expensive as the cheap ones but a lot more useful in battle. As a result the recruitment process / army composition is quite boring: I simply recruit the strongest units untill i reach the cap, then the next strongest unit etc... no need to make properly balanced armies. In my current roman campaign im massively flooding money (15k per turn) and my armies are limited - so obviously i dont want to "waste" any slots with cheaper troops.


    Furthermore i find the Recruitement System quite boring: 3 Units (no matter which ones) per turn, almost all of them 1turn to recruit.

    I'd like to have a more dynamic recruitement system with individual availability for each unit. For example if you want to recruit some stronmger unit its capped to one per turn and properly takes several turns untill this unit becomes available again. Despite that more varied recruitement times (not just 1 or 2 turns) would be great aswell. A good example here is the Recruitement System from SS mod for Medieval 2 !

    So i would suggest a global increase in recruitment and upkeep costs for stronger units and a new more dynamic recruitement system

  2. #2

    Default Re: Recruitment System and Unit Costs

    try the harder economy mod maybe in combination with the historical development mod. you may have to increase the difficulty a touch but it might help a tiny bit. not sure if there is a submod to increase the upkeep cost disparity among units but it may be worth a look.
    . .

  3. #3

    Default Re: Recruitment System and Unit Costs

    Nailing the recruitment and upkeep costs will probably come along with the polishing up leading up to 1.0. I do think it would be nice to have units differ in training time depending on what they are, especially for differences between factions (I bet it takes a bit longer to train and equip marian legionnaires then is does a bunch of average celts). The dynamic recruitment slots is one of the best thing of the plausible historical development sub-mod, I'd recommend that too.

  4. #4

    Default Re: Recruitment System and Unit Costs

    We will indeed be revisiting unit costs and upkeep after 0.9. Our 1.0 actual release version will mainly be doing things like balancing issues like this one.

    As far as multiple turns per year recruitment, we originally had that. However, the AI does not recruit units over multiple turns. Very rarely they will wait on a 2 turn unit, but usually they just cancel recruitment and move.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

Posting Permissions

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