I have a personal submod that I have to near perfection, I was testing and ready to start a campaign when I was reading a book about world war II. I realized that most of the tech in wars is created via research during the war, and the faction that makes the most investments seems to have an advantage. I then realized that there are many "advanced tech" in place at the beginning of the war when it really shouldn't exist. So here is my idea... script experts can dash my dreams.
Here is an example of how this system would work for Gondor.
1. Gondor only starts with soldiers that use leather and mail as is their current tech.(militiaman).. they haven't had a true war in hundreds of year, are finacially stretched, and haven't been investing like they should have... that is lore. Archers do not get fire arrows and no plate armour and no cavalry and no armour piercing... that goes for dol amroth and any fiefdoms as well...only bodyguard cav in DA.
2. There would be an early building available called "Armour Research Facilities" Only in Minas Tirith, Pelargir, and Dol Amroth as they would be the centers of education... it would have a cool description about investing 3000 into the tier 1 building or consulting dwarves or something to that matter. This building would have upkeep because of the resources needed to be given for testing and such.
3. At this point a script would need to be made . will need help on the script but it will take time and so here is the run down....
1. the building will be called "plate armor research"
2. It can only be built in Minas Tirith
declare_counter plate_armor_research
monitor_event SettlementTurnEnd SettlementName Anorien
and I_SettlementOwner Anorien = sicily
and settlement_buildingexists= plate_armor_research
and RandomPercent < 1
historic_event Plate Armor Discovered
set_counter plate_armor_research 1
end_monitor
In edb
recruit_pool "Gondor Infantry Archers" 0 0.05 1 0 requires factions { sicily, } and region_religion numenorian 66 and event_counter plate armor_research 1
So in game you will pay 300-1000k for a building... wait for a while, on some random turn a historic event pops saying your armor smiths have discovered a way to make plate armor efficiently... at this point all units that wear plate, ie... your proffesional ones(gondor infantry archers) either become available or see an increase in their recruitment.
4. The power in this is that every faction has multiple things that can be limited, Units should not need to be created maybe just duplicated... like Dunedain Ranger could become Dunedain Flame Arrow... same unit, but one has fire arrow ability once it is researched.
Here is a list of just a few ideas for a few factions
Gondor:
Plate armour
horses( horse buildings could require an alliance with rohan, if rohan falls you lose this option)
fire arrows( early game and high percent chance)
Cannons(late game and very expensive) low percent change
Muskets?(late game and very expensive) low percent change
Armor piercing( mid-game, expensive, high percent chance... this would
Rhun:
Plate Armour
armour piercing
Flame throwers
fire arrows
Mordor:
Olog Hai
Heavy armour
Horsemen
Advanced artillery
These are just a few examples.....just imagine playing different campaigns where mordor has few olog hai but then they have advanced artillery. Or a campaign where isengard has massive amounts of wargs because they invested in it but they don't have pikeman.
Pros:
1. Every campaign will be different... the AI will not research the same things and not all units will be available but some advanced tech could show up and it is random with a better chance with more money spent.
2. Makes campaign more challenging and suspenseful... you may invest in plate armour as arnor, spend 50k on it and never get the armor, will be pressed and then you engineers find the trick, and withing 10 turns you have a fully armoured army, and new life.
3. Add buildings for AI to spend money on... this will cut down on stack spam dramatically while making AI armies more diverse in the long run
4. Makes spies and assasins useful... send them to spy on what the enemy is looking into, and send assasins to destroy the buildings.
Cons:
1. A ton of work.(building pics, descriptions, historic events, scipt, limit units, duplicating units)
2. AI gets an unlimited amount of money so they may just build every building, and eventually get every advanced tech while you suffer. Maybe lower percent chance for AI will help this.
3. Not sure how it will fit in with MOS or DAC, not sure about building limit if each faction gets 15 more building options.
4. Unit limit... this probably isn't that big of a deal... I could just tie certain traits to certain units... ie... Master Rangers or Pelargir marines and ballista and any lossarnach axemen can only be recruited when you get armor piercing...
In Conclusion: I need our resident script experts to tell me if it is possible to set a counter based on a percent chance, I will limit the settlements where the building has to be checked by the script to 1,2 or 3... maybe just the capital... or base it on needing mines for armour, armour piercing... horses present for cavalry training...so each faction would have 12-15 new buildings that could be built in 1-3 cities... that isn't too big of a script. And also those working on other submods give me feedback on if this is something that you have thought about or if it is even feasable or desired in the massive submods... if it isn't I may just beg for the script and do it for myself. Thanks.




Reply With Quote









