Thread: SSHIP - General Discussion

  1. #6481

    Default Re: SSHIP - General Discussion

    The suggestion is relevant, but I have no idea how we could change that. In fact, it should probably be scripted in the battle_config.xml or config_ai_battle.xml file
    I never touched these files.
    Yeah, unfortunately this is beyond my present abilities. But it is worth taking a look.

    Pretty much the opposite of what you said, I think, I've seen it through the years and I'm sure it makes the unit die faster.
    I thought this at first, but I think the unit dies faster simply because they're already "exhausted" and surrounded by a numerically and statistically superior force. Though I agree that over the years they do seem to melt away like butter tossed onto a hot skillet.

    If there is a definitive script that could be edited I think it would be in our best interest to play around with the values. This would make battles much more interesting, mostly defense sieges... usually cavalry just mops up the last few remnants of the army anyway. So in the few instances where an elite unit is on the verge of defeat in the fighting to the death mode there is a possibility they can reverse their fortune, albeit a minute chance, it is better than simply dismissing the unit as a lost portion of the army. Once I see fighting to the death I already know it's over.

    I also feel as if the fighting to the death function is a bit sensitive to reverting to a break. If the AI senses an opening they literally just run into the enemy and die even faster lol.

  2. #6482

    Default Re: SSHIP - General Discussion

    Hi guys i got this log
    14:26:19.443 [system.rpt] [always] CPU: SSE214:26:19.443 [system.rpt] [always] ==== system log start, build date: Sep 5 2014 version development ===
    14:26:19.446 [system.io] [always] mounted pack packs/data_0.pack
    14:26:19.446 [system.io] [always] mounted pack packs/data_1.pack
    14:26:19.447 [system.io] [always] mounted pack packs/data_2.pack
    14:26:19.449 [system.io] [always] mounted pack packs/data_3.pack
    14:26:19.452 [system.io] [always] mounted pack packs/data_4.pack
    14:26:19.454 [system.io] [always] mounted pack packs/localized.pack
    14:27:01.552 [game.script] [error] Condition parsing error in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 49139, column 25
    counter value not declared


    14:27:01.553 [game.script] [error] Condition parsing error in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 49141, column 26
    counter value not declared


    14:27:02.212 [game.script] [always] SSHIP VERSION 0.97 BUILD 2021-08-23. For support please upload log and savegames here: https:/www.twcenter.net/forums/showthread.php?654747-Bugs-Reports-amp-Technical-Help
    14:27:02.212 [game.script] [always] ------ difficulty : very hard
    14:27:02.212 [game.script] [always] Germanicu5 ReallyBadAI v5.7 Running. Please upload log and savegames when reporting battle CTDs for SS.
    14:29:48.787 [game.script] [always] Turn End portugal
    14:29:48.799 [game.script] [always] Turn Start sicily
    14:29:52.458 [game.script] [always] Turn End sicily
    14:29:52.465 [game.script] [always] Turn Start abbasid
    14:29:55.327 [game.script] [always] Turn End abbasid
    14:29:55.328 [game.script] [always] Turn Start denmark
    14:29:58.368 [game.script] [always] Turn End denmark
    14:29:58.372 [game.script] [always] Turn Start egypt
    14:30:01.140 [game.script] [always] Turn End egypt
    14:30:01.178 [game.script] [always] Turn Start scotland
    14:30:01.318 [game.script] [always] Turn End scotland
    14:30:01.326 [game.script] [always] Turn Start cumans
    14:30:03.491 [game.script] [always] Turn End cumans
    14:30:03.495 [game.script] [always] Turn Start turks
    14:30:05.624 [game.script] [always] Turn End turks
    14:30:05.628 [game.script] [always] Turn Start france
    14:30:10.478 [game.script] [always] Turn End france
    14:30:10.478 [game.script] [always] Turn Start hre
    14:30:15.036 [game.script] [always] Turn End hre
    14:30:15.038 [game.script] [always] Turn Start england
    14:30:19.751 [game.script] [always] Turn End england
    14:30:19.755 [game.script] [always] Turn Start venice
    14:30:20.914 [game.script] [always] Turn End venice
    14:30:20.917 [game.script] [always] Turn Start poland
    14:30:21.648 [game.script] [always] Turn End poland
    14:30:21.649 [game.script] [always] Turn Start byzantium
    14:30:21.728 [game.script] [error] Script execution error for <if>, at line 49143, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    <faction> is unavailable from event <>
    when testing <NumBuildingsCompletedFaction> condition
    14:30:23.000 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

  3. #6483

    Default Re: SSHIP - General Discussion

    sship team, I can offer my help in terms of descriptions of units and buildings to save you work, just tell me which units and what type you want me to make the descriptions as well as the buildings to update them in the game ... as well as the file to modify
    Cheers!
    THE MORE YOU SWEAT NOW,
    THE LESS YOU BLEED IN BATTLE!!!



    Sign the petition to remove hardcoded limits for M2TW

  4. #6484

    Default Re: SSHIP - General Discussion

    Somehow i want the description of strength and weakness for each faction in campaign menu back. But instead of strength and weakness, it will be faction overall characteristics and key units, four points for each descriptions. Just like in Divide and Conquer.
    Perhaps it will give some help for new players

  5. #6485
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician took an arrow to the knee spy of the council

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    53,126
    Blog Entries
    35

    Default Re: SSHIP - General Discussion

    You'll find that in data\text\expanded if you want to change it yourself - example:

    {ENGLAND_STRENGTH}Text here
    {ENGLAND_UNIT}Text here
    {ENGLAND_WEAKNESS}Text here

    The headers for 'Strength' and 'Weakness' are in data\text\menu_english:

    {UI_CUSTOM_BATTLE_WEAKNESSES}Weakness
    {UI_CUSTOM_BATTLE_STRENGTHS}Strength
    Last edited by Gigantus; December 12, 2021 at 06:06 AM.










  6. #6486

    Default Re: SSHIP - General Discussion

    Quote Originally Posted by j.a.luna View Post
    sship team, I can offer my help in terms of descriptions of units and buildings to save you work, just tell me which units and what type you want me to make the descriptions as well as the buildings to update them in the game ... as well as the file to modify
    Cheers!
    Hey J! In general, if you see any buildings or units whose descriptions you think are bad/wrong, feel free to write up your own versions, and then just post them to the relevant threads (I think there should be one just for the .txt descriptions, but I'm not certain right now (and can't check well, as I'm not at home)). As our text guy, I'd then go over your versions and make them fit the general style of all our other text, and we'd then add that into the next release.

    For specific buildings/units, you'd need to get Jurand's opinion probably, but in general, we are super happy for any help anyone wants to give!
    | Community Creative Writing
    | My Library
    | My Mapping Resources
    | My Nabataean AAR for EBII
    | My Ongoing Creative Writing

  7. #6487

    Default Re: SSHIP - General Discussion

    Multiple times in strategy guides have I seen the term raiding. Im a bit confused over what this means in a game mechanical point of view. Is it taking poorly defended settlements and destroying the infrastructure or is it sniping travelling units and retreating? Or maybe even a third thing?

  8. #6488
    Jurand of Cracow's Avatar History and gameplay!
    Join Date
    Oct 2012
    Location
    Cracovia
    Posts
    8,494

    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Stivanderen View Post
    Multiple times in strategy guides have I seen the term raiding. Im a bit confused over what this means in a game mechanical point of view. Is it taking poorly defended settlements and destroying the infrastructure or is it sniping travelling units and retreating? Or maybe even a third thing?
    Can you provide a longer snippet? I don't recall how I had used this word, sorry.
    The first is rarther sacking, than raiding.
    btw, I think we don't have raiding as it's implemented in the EBII (you destory a tile, and you get money), I haven't seen it in the script.

  9. #6489
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician took an arrow to the knee spy of the council

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    53,126
    Blog Entries
    35

    Default Re: SSHIP - General Discussion

    'Raiding' is only done by horde factions in M2TW and it is referred to as 'sacking' - it's when the attacker defeats the defender and instead of occupying only plunders the settlement, after which it ends up as a slave settlement.

    EBII 'raiding' = default tile devastation by stationary army but with notification.

    Horde sacking from here:

    Last edited by Gigantus; December 22, 2021 at 11:26 PM.










  10. #6490

    Default Re: SSHIP - General Discussion

    quick question on population growth, playing as the Romans, is it correct that the Orphanages/Xenons have negative population growth on their effects? For example on the Megale Xenon it says -2.5% population growth, I was just a little confused as I thought those buildings should have increased population! Thanks for your help and for this glorious mod!

  11. #6491
    Jurand of Cracow's Avatar History and gameplay!
    Join Date
    Oct 2012
    Location
    Cracovia
    Posts
    8,494

    Default Re: SSHIP - General Discussion

    it exchanges growth into health. net effect is positive, and probability of plague is significantly lower

  12. #6492
    b0Gia de Bodemloze's Avatar Europa Barbarorum Dev
    Join Date
    Dec 2012
    Location
    Makedonia, Greece
    Posts
    1,927

    Default Re: SSHIP - General Discussion

    Can someone maybe upload: SSHIP 0.98 beta (KCC included) to modb?
    Under the Patronage of Veteraan.
    Proud member of Europa Barbarorum 2 team, developer of EBNOM, developer of EB 1.21, developer of Diadochi Total War, developer of Hegemonia City States and creator of one modpack for Megas Alexandros.


  13. #6493
    Jurand of Cracow's Avatar History and gameplay!
    Join Date
    Oct 2012
    Location
    Cracovia
    Posts
    8,494

    Default Re: SSHIP - General Discussion

    Quote Originally Posted by b0Gia de Bodemloze View Post
    Can someone maybe upload: SSHIP 0.98 beta (KCC included) to modb?
    It seems that our guy who's got codes to access the page (Belovese) went into inactivity.

    -------------------------

    Good news that may give our mod second youth:


  14. #6494

    Default Re: SSHIP - General Discussion

    And somehow i hope Marka team will be resurrected in next year

  15. #6495
    b0Gia de Bodemloze's Avatar Europa Barbarorum Dev
    Join Date
    Dec 2012
    Location
    Makedonia, Greece
    Posts
    1,927

    Default Re: SSHIP - General Discussion

    Well for sure after the port, the remaster will come. Now that they finished with Rome and they know how. The remaster would be even faster and better.
    Under the Patronage of Veteraan.
    Proud member of Europa Barbarorum 2 team, developer of EBNOM, developer of EB 1.21, developer of Diadochi Total War, developer of Hegemonia City States and creator of one modpack for Megas Alexandros.


  16. #6496
    Sana Kan's Avatar Libertus
    Join Date
    Jul 2018
    Location
    Brazil
    Posts
    75

    Default Re: SSHIP - General Discussion

    Quote Originally Posted by b0Gia de Bodemloze View Post
    The remaster would be even faster and better.
    Awesome, here's hoping!

  17. #6497

    Default Re: SSHIP - General Discussion

    So that's just porting a game to phones? cool... Well, i hope it makes modding easier like it is on Rome's remaster.

  18. #6498

    Default Re: SSHIP - General Discussion

    Do low taxes still effect the chivalry of generals in SSHIP?

  19. #6499
    Jurand of Cracow's Avatar History and gameplay!
    Join Date
    Oct 2012
    Location
    Cracovia
    Posts
    8,494

    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Megas_Doux7 View Post
    Do low taxes still effect the chivalry of generals in SSHIP?
    Yes, but with limits:
    Code:
    ;========================================================================================= ;------- Strategy DreadChivalry Governing ---------------
    ;------------------------------------------
    Trigger governing6
     WhenToTest CharacterTurnEnd
    
    
     Condition IsGeneral
           and GovernorTaxLevel = tax_low
           and GovernorLoyaltyLevel = loyalty_happy
           and TimeInRegion > 4
    
    
     Affects StrategyChivalry 1 Chance 6 
     Affects BadDisciplinarian 1 Chance 50
     
    ;------------------------------------------
    Trigger governing7
     WhenToTest CharacterTurnEnd
    
    
     Condition IsGeneral
           and GovernorTaxLevel = tax_low
           and GovernorLoyaltyLevel > loyalty_disillusioned
           and Treasury < 5000
           and TimeInRegion > 4
    
    
     Affects StrategyChivalry 1 Chance 3 
    
    
    ;------------------------------------------
    Trigger governing8
     WhenToTest CharacterTurnEnd
    
    
     Condition IsGeneral
           and GovernorTaxLevel = tax_extortionate
           and GovernorLoyaltyLevel < loyalty_happy
           and Treasury > 5000
           and TimeInRegion > 4
    
    
     Affects StrategyDread 1 Chance 10 
     Affects Disciplinarian 1 Chance 50

  20. #6500
    Jurand of Cracow's Avatar History and gameplay!
    Join Date
    Oct 2012
    Location
    Cracovia
    Posts
    8,494

    Default Re: SSHIP - General Discussion

    On the work on mercenaries: you may compare current SSHIP098 version of, eg., North Germany with the SS6.4 version, here:

    SS6.4 (or rather BftB):
    Code:
    pool Northern_Germany	regions Stettin_Province Hamburg_Province Magdeburg_Province Wroclaw_Province Frankfurt_Province Cologne_Province
    	unit merc cog,				exp 0 cost 200 replenish 0.36 - 1.0 max 1 initial 1 religions { catholic } crusading
    	unit merc cog,				exp 1 cost 1000 replenish 0.02 - 0.10 max 1 initial 1
    	unit Mercenary Frankish Knights		exp 2 cost 785 replenish 0.03 - 0.13 max 1 initial 0 start_year 1130 end_year 1379 religions { catholic orthodox }
    	unit Mercenary German Knights		exp 2 cost 980 replenish 0.03 - 0.13 max 2 initial 1 start_year 1380 religions { catholic orthodox }
    	unit Landschneckt Pikemen		exp 2 cost 915 replenish 0.08 - 0.18 max 3 initial 1 start_year 1420 religions { catholic orthodox }
    	unit Mercenary Crossbowmen		exp 1 cost 265 replenish 0.03 - 0.09 max 1 initial 0 end_year 1300
    	unit Mercenary Pavise Crossbowmen	exp 1 cost 300 replenish 0.03 - 0.09 max 1 initial 1 start_year 1300
    	unit Mercenary Arquebusiers		exp 1 cost 225 replenish 0.03 - 0.09 max 2 initial 0 start_year 1490 events { gunpowder_discovered }
    	unit Mercenary Spearmen			exp 1 cost 350 replenish 0.06 - 0.18 max 2 initial 0 end_year 1210
    	unit Pilgrims				exp 1 cost 35 replenish 0.08 - 0.25 max 2 initial 1 religions { catholic } crusading
    	unit Crusader Knights			exp 0 cost 300 replenish 0.07 - 0.17 max 2 initial 0 religions { catholic } crusading
    	unit Crusader Sergeants			exp 0 cost 150 replenish 0.07 - 0.17 max 3 initial 0 religions { catholic } crusading
    	unit Dismounted Crusader Knights	exp 2 cost 240 replenish 0.07 - 0.17 max 2 initial 0 religions { catholic } crusading
    	unit English Huscarls			exp 1 cost 395 replenish 0.06 - 0.18 max 2 initial 0 end_year 1160
    	unit Dismounted Mercenary German Knights	exp 0 cost 550 replenish 0.04 - 0.13 max 2 initial 1 start_year 1280
    	unit Prussian Spearmen			exp 1 cost 495 replenish 0.06 - 0.18 max 2 initial 1 start_year 1200
    	unit Hunters				exp 0 cost 180 replenish 0.03 - 0.09 max 1 initial 0
    	unit Macemen				exp 1 cost 255 replenish 0.06 - 0.18 max 2 initial 0
    	unit Doppelsoldner			exp 3 cost 670 replenish 0.06 - 0.18 max 2 initial 1 start_year 1460
    SSHIP098
    Code:
    ; ================================================================================================================= NORTHERN GERMANY; ----------------------------------------------------------------------------------------------------------------------------------
    pool Northern_Germany
    	regions Bremen_Province Hamburg_Province Brandeburg_Province Lubeck_Province
    
    
    ;--------------------------- MISSILES:
    
    
    ;- Hunters - like in all German lands
    	unit Hunters					exp 3 cost 484 replenish 0.06 - 0.18 max 2 initial 1 end_year 1199
    	unit Hunters					exp 1 cost 484 replenish 0.05 - 0.14 max 2 initial 1 start_year 1200 end_year 1399
    	unit Hunters					exp 0 cost 484 replenish 0.03 - 0.09 max 1 initial 1 start_year 1400
    
    
    ;- Mercenary Crossbowmen - like in all German lands
    	unit Mercenary Crossbowmen		exp 0 cost 360 replenish 0.02 - 0.06 max 2 initial 0 end_year 1189
    	unit Mercenary Crossbowmen		exp 1 cost 360 replenish 0.04 - 0.14 max 3 initial 1 start_year 1190 end_year 1259
    	unit Mercenary Crossbowmen		exp 3 cost 360 replenish 0.06 - 0.18 max 2 initial 1 start_year 1260 end_year 1339
    	unit Mercenary Crossbowmen		exp 0 cost 360 replenish 0.04 - 0.14 max 1 initial 1 start_year 1340 end_year 1450
    
    
    ;- Mercenary Pavise Crossbowmen - like in all German lands
    	unit Mercenary Pavise Crossbowmen	exp 0 cost 599 replenish 0.02 - 0.06 max 1 initial 0 start_year 1320 end_year 1349
    	unit Mercenary Pavise Crossbowmen	exp 0 cost 599 replenish 0.03 - 0.09 max 2 initial 1 start_year 1350 end_year 1399
    	unit Mercenary Pavise Crossbowmen	exp 1 cost 599 replenish 0.06 - 0.18 max 2 initial 1 start_year 1400 end_year 1499
    	unit Mercenary Pavise Crossbowmen	exp 3 cost 599 replenish 0.05 - 0.14 max 3 initial 1 start_year 1500
    
    
    ;- Mercenary Arquebusiers - like in all German lands
    	unit Mercenary Arquebusiers		exp 0 cost 803 replenish 0.03 - 0.09 max 2 initial 1 start_year 1420 end_year 1489
    ; if possible then the start_year should be replaced by events { MATCHLOCK }
    	unit Mercenary Arquebusiers		exp 1 cost 803 replenish 0.06 - 0.18 max 2 initial 1 start_year 1490 
    
    
    ;--------------------------- SPEARMEN:
    
    
    ;- SLAV Mercenaries - appear only in Northern Germany and in the Eastern Europe
    	unit Slav Mercenaries			exp 4 cost 362 replenish 0.06 - 0.18 max 2 initial 2 end_year 1169
    	unit Slav Mercenaries			exp 3 cost 362 replenish 0.05 - 0.14 max 1 initial 1 start_year 1170 end_year 1239
    	unit Slav Mercenaries			exp 0 cost 362 replenish 0.03 - 0.09 max 1 initial 1 start_year 1240 end_year 1299
    	
    ;- Mercenary SPEARMEN - like in all German lands
    	unit Mercenary Spearmen			exp 0 cost 501 replenish 0.02 - 0.07 max 1 initial 0 end_year 1169
    	unit Mercenary Spearmen			exp 1 cost 501 replenish 0.05 - 0.14 max 1 initial 1 start_year 1170 end_year 1239
    	unit Mercenary Spearmen			exp 3 cost 501 replenish 0.06 - 0.18 max 1 initial 1 start_year 1240 end_year 1289
    	unit Mercenary Spearmen			exp 2 cost 501 replenish 0.05 - 0.14 max 1 initial 1 start_year 1290 end_year 1339
    	unit Mercenary Spearmen			exp 0 cost 501 replenish 0.05 - 0.14 max 1 initial 1 start_year 1340 end_year 1419
    
    
    ;- PRUSSIAN SPEARMEN - like in all German lands	
    	unit Prussian Spearmen			exp 0 cost 538 replenish 0.03 - 0.09 max 2 initial 1 start_year 1240 end_year 1289
    	unit Prussian Spearmen			exp 1 cost 538 replenish 0.06 - 0.18 max 2 initial 2 start_year 1290 end_year 1349
    	unit Prussian Spearmen			exp 3 cost 538 replenish 0.05 - 0.14 max 2 initial 2 start_year 1350 end_year 1419
    	unit Prussian Spearmen			exp 1 cost 538 replenish 0.02 - 0.07 max 2 initial 1 start_year 1420
    
    
    ;- LANDSCHNECKT PIKEMEN - like in all German lands (but some)
    	unit Landschneckt Pikemen		exp 0 cost 494 replenish 0.03 - 0.09 max 2 initial 1 start_year 1420 end_year 1469
    	unit Landschneckt Pikemen		exp 1 cost 494 replenish 0.05 - 0.14 max 3 initial 1 start_year 1470 end_year 1519
    	unit Landschneckt Pikemen		exp 3 cost 494 replenish 0.09 - 0.18 max 3 initial 1 start_year 1520
    
    
    ;--------------------------- INFANTRY:
    
    
    ;- ENGLISH HUSCARLS - appear only in Northern Germany, Low Countries and Scandinavia
    	unit English Huscarls			exp 3 cost 448 replenish 0.06 - 0.18 max 2 initial 1 end_year 1159
    	unit English Huscarls			exp 1 cost 448 replenish 0.05 - 0.14 max 1 initial 1 start_year 1160 end_year 1219
    	unit English Huscarls			exp 0 cost 448 replenish 0.03 - 0.09 max 1 initial 1 start_year 1220 end_year 1260
    
    
    ;- SERGEANT SWORDSMEN - like in all German lands
    	unit Sergeant Swordsmen				exp 0 cost 412 replenish 0.03 - 0.07 max 1 initial 0 end_year 1189
    	unit Sergeant Swordsmen				exp 1 cost 412 replenish 0.05 - 0.14 max 2 initial 1 start_year 1190 end_year 1279
    	unit Sergeant Swordsmen				exp 3 cost 412 replenish 0.06 - 0.18 max 2 initial 1 start_year 1280 end_year 1379
    	unit Sergeant Swordsmen				exp 1 cost 412 replenish 0.05 - 0.14 max 2 initial 1 start_year 1380 end_year 1449
    	
    ;- MACEMEN - like in all German lands
    	unit Macemen					exp 0 cost 588 replenish 0.03 - 0.07 max 1 initial 0 end_year 1159
    	unit Macemen					exp 1 cost 588 replenish 0.05 - 0.14 max 2 initial 1 start_year 1160 end_year 1219
    	unit Macemen					exp 3 cost 588 replenish 0.06 - 0.18 max 2 initial 1 start_year 1220 end_year 1299
    	unit Macemen					exp 1 cost 588 replenish 0.05 - 0.14 max 2 initial 1 start_year 1300 end_year 1399
    	
    ;--------------------------- HEAVY INFANTRY:
    	
    ;- FREE COMPANY MEN AT ARMS - like in all German lands
    	unit Free Company Men at Arms	exp 0 cost 615 replenish 0.03 - 0.07 max 2 initial 1 start_year 1338 end_year 1399
    	unit Free Company Men at Arms	exp 3 cost 615 replenish 0.06 - 0.18 max 2 initial 1 start_year 1400 end_year 1489
    	unit Free Company Men at Arms	exp 1 cost 615 replenish 0.05 - 0.14 max 2 initial 1 start_year 1490
    	
    ;- DISMOUNTED MERCENARY GERMAN KNIGHTS - like in all German lands
    	unit Dismounted Mercenary German Knights	exp 0 cost 680 replenish 0.02 - 0.07 max 2 initial 1 start_year 1280 end_year 1374
    	unit Dismounted Mercenary German Knights	exp 1 cost 680 replenish 0.06 - 0.18 max 2 initial 1 start_year 1375 end_year 1474
    	unit Dismounted Mercenary German Knights	exp 3 cost 680 replenish 0.07 - 0.17 max 2 initial 1 start_year 1475
    
    
    ;- DOPPELSOLDNER - like in all German lands
    	unit Doppelsoldner				exp 0 cost 548 replenish 0.03 - 0.07 max 2 initial 1 start_year 1420 end_year 1459
    	unit Doppelsoldner				exp 3 cost 548 replenish 0.06 - 0.18 max 2 initial 1 start_year 1460
    	
    ;--------------------------- CAVALRY:
    
    
    ;- Mercenary FRANKISH KNIGHTS - like in all German lands	
    	unit Mercenary Frankish Knights		exp 0 cost 804 replenish 0.03 - 0.07 max 2 initial 1 end_year 1179 religions { catholic orthodox }
    	unit Mercenary Frankish Knights		exp 1 cost 804 replenish 0.06 - 0.18 max 2 initial 1 start_year 1180 end_year 1264 religions { catholic orthodox }
    	unit Mercenary Frankish Knights		exp 0 cost 804 replenish 0.04 - 0.14 max 2 initial 1 start_year 1265 end_year 1364 religions { catholic orthodox }
    
    
    ;- Mercenary GERMAN KNIGHTS - like in all German lands	
    	unit Mercenary German Knights		exp 0 cost 904 replenish 0.04 - 0.14 max 2 initial 1 start_year 1365 end_year 1464 religions { catholic orthodox }
    	unit Mercenary German Knights		exp 1 cost 904 replenish 0.06 - 0.18 max 2 initial 1 start_year 1464 religions { catholic orthodox }
    
    
    ;- Mercenary KNIGHTS - like in all German lands
    	unit Mercenary Knights				exp 1 cost 1004 replenish 0.03 - 0.13 max 2 initial 1 start_year 1300 religions { catholic orthodox }
    	
    ;--------------------------- ARTILLERY:
    
    
    	unit Mercenary Ribault			exp 0 cost 2857 replenish 0.02 - 0.04 max 1 initial 0 start_year 1260 end_year 1359
    	unit Mercenary Ribault			exp 0 cost 2357 replenish 0.02 - 0.04 max 1 initial 0 start_year 1360 end_year 1459
    	unit Mercenary Ribault			exp 0 cost 1857 replenish 0.02 - 0.04 max 1 initial 0 start_year 1460
    
    
    ;--------------------------- SHIPS:	
    ;	unit merc cog,				exp 1 cost 1110 replenish 0.02 - 0.10 max 1 initial 1
    
    
    ;--------------------------- CRUSADERS: core Catholic provinces
    	unit merc cog,						exp 0 cost 555 replenish 0.36 - 1.0 max 1 initial 1 religions { catholic } crusading
    	unit Crusader Knights				exp 4 cost 676 replenish 0.02 - 0.04 max 2 initial 0 end_year 1291 religions { catholic } crusading	
    	unit Crusader Knights				exp 0 cost 676 replenish 0.07 - 0.17 max 2 initial 1 end_year 1199 religions { catholic } crusading
    	unit Crusader Knights				exp 1 cost 676 replenish 0.07 - 0.17 max 2 initial 1 start_year 1200 end_year 1299 religions { catholic } crusading
    	unit Crusader Knights				exp 0 cost 676 replenish 0.03 - 0.09 max 2 initial 1 start_year 1300 end_year 1449 religions { catholic } crusading
    	unit Dismounted Crusader Knights	exp 4 cost 776 replenish 0.02 - 0.04 max 2 initial 0 end_year 1291 religions { catholic } crusading	
    	unit Dismounted Crusader Knights	exp 1 cost 776 replenish 0.07 - 0.17 max 2 initial 1 end_year 1199 religions { catholic } crusading
    	unit Dismounted Crusader Knights	exp 3 cost 776 replenish 0.07 - 0.17 max 2 initial 1 start_year 1200 end_year 1299 religions { catholic } crusading
    	unit Dismounted Crusader Knights	exp 0 cost 776 replenish 0.03 - 0.09 max 2 initial 1 start_year 1300 end_year 1449 religions { catholic } crusading
    	unit Crusader Sergeants				exp 4 cost 663 replenish 0.02 - 0.04 max 2 initial 1 end_year 1291 religions { catholic } crusading	
    	unit Crusader Sergeants				exp 1 cost 663 replenish 0.07 - 0.17 max 2 initial 1 end_year 1199 religions { catholic } crusading
    	unit Crusader Sergeants				exp 3 cost 663 replenish 0.07 - 0.17 max 2 initial 2 start_year 1200 end_year 1299 religions { catholic } crusading
    	unit Crusader Sergeants				exp 0 cost 663 replenish 0.03 - 0.09 max 2 initial 1 start_year 1300 end_year 1449 religions { catholic } crusading
    	unit Flagellants					exp 4 cost 286 replenish 0.02 - 0.04 max 2 initial 1 end_year 1291 religions { catholic } crusading	
    	unit Flagellants					exp 1 cost 286 replenish 0.07 - 0.17 max 2 initial 2 end_year 1199 religions { catholic } crusading
    	unit Flagellants					exp 3 cost 286 replenish 0.07 - 0.17 max 2 initial 2 start_year 1200 end_year 1299 religions { catholic } crusading
    	unit Flagellants					exp 0 cost 286 replenish 0.03 - 0.09 max 2 initial 1 start_year 1300 end_year 1449 religions { catholic } crusading

Posting Permissions

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