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  1. #1

    Default recruiting system like in the old games

    This is not a Suggestion or a critique to this really nice mod, it is just a Question out of curiosity:

    I really like the Sytsem in wich the recruitment depented on the population of a town in wich you wanted to build the troops. You had much more play depth and maybe the AI was not able to Spam with elite Armys(and also the Player self) one after another.

    My Question is what you think and if you could choose to use this System now or use the new "fast recruitment" what would you select?

  2. #2

    Default Re: recruiting system like in the old games

    Don't think it is possible, as the game lacks a complete population system in terms of regions (If I remember correctly)

  3. #3

    Default Re: recruiting system like in the old games

    Yea, that is above what's possible at the moment. Although there are odd references to population in the DB, it doesn't seem to have any impact on the campaign.. I'm not sure if they scrapped something or what as I haven't looked that closely. Nothing that looks like it could be used to implement a real population system.

    My Question is what you think and if you could choose to use this System now or use the new "fast recruitment" what would you select?
    On this question, I find it interesting how people routinely talk about realism, yet ignore the fact that a lot of these 'factions' could in fact raise armies very fast. I actually don't mind recruitment in the game, and in some cases I wish it were faster. The Romans conquered in large part because, even if they lost an army, they could pretty much raise an even larger one almost right away.


  4. #4

    Default Re: recruiting system like in the old games

    Quote Originally Posted by ABH2 View Post
    Yea, that is above what's possible at the moment. Although there are odd references to population in the DB, it doesn't seem to have any impact on the campaign.. I'm not sure if they scrapped something or what as I haven't looked that closely. Nothing that looks like it could be used to implement a real population system.



    On this question, I find it interesting how people routinely talk about realism, yet ignore the fact that a lot of these 'factions' could in fact raise armies very fast. I actually don't mind recruitment in the game, and in some cases I wish it were faster. The Romans conquered in large part because, even if they lost an army, they could pretty much raise an even larger one almost right away.


    The reason there are population references is because CA once planned to have a fully functioning food trading system. More populations probably had to have more food to function correctly.

  5. #5
    m_1512's Avatar Quomodo vales?
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    Default Re: recruiting system like in the old games

    We are aware of this, in fact this was also put into the list of future to do things. But the fact remains that we will not be able to do much unless there is some tool for adding any counters. Perhaps one workaround could be to script a variable or entity for populations tracked internally, but there are still many things to do scripting wise before it comes to this.


  6. #6

    Default Re: recruiting system like in the old games

    On this question, I find it interesting how people routinely talk about realism, yet ignore the fact that a lot of these 'factions' could in fact raise armies very fast. I actually don't mind recruitment in the game, and in some cases I wish it were faster. The Romans conquered in large part because, even if they lost an army, they could pretty much raise an even larger one almost right away.
    I never ment it in a realism way, i more liked this feature i a way of army managment since the recruitment system got more deeper in this way(where ti build wich building etc.). I think you are right with the thing that in most cases nations were able to fast recruit new units, iam no expert in these so i have to guess you are right. Even if I do not like the idea that nations are able to recruit elite units that fast at least. In the game you are able to set up (with 4TPY) a whole army in one year. In my opinion at least elite units should take a little longer or cost a whole lot more(Just imagine the cost to train animals or the equipment of fully-armored units), since you are able in the Endphase to theoretically defend all his cities with the strongest units, because you have so much money you could build cities of gold^^. At the end I want to make it clear again just that I liked the previous games in that way, that you could not just set up a complete army of knights in plate armors so easy (an other example would be the Samurai in Shogun 2 they also were in such huge number in every Army and the Ashigaru were a minority, even if it should the other way around)

    We are aware of this, in fact this was also put into the list of future to do things. But the fact remains that we will not be able to do much unless there is some tool for adding any counters. Perhaps one workaround could be to script a variable or entity for populations tracked internally, but there are still many things to do scripting wise before it comes to this.
    Sounds really good, i know that is not possible so easy and also needs to be balanced between realism and gameplay, but so far you have not disappointed me

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