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  1. #1
    Nanny de Bodemloze's Avatar Treason is just dates
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    Default Resources and Military

    Thanks very much for this mod...an awesome piece of work, truly.

    A quick question about Shieldmaker and Blacksmith buildings...Playing as Rome, I built my workshop in the province with Carthage, but even though my tech is fairly advanced I couldn't upgrade to Blacksmith or Shieldmaker. I looked it up in the honga site, and it said I need iron and copper. Do I need those resources anywhere in my empire, or in the province I wish to build those building?

    Thanks in advance!

    cheers

    Nanny

  2. #2
    Nanny de Bodemloze's Avatar Treason is just dates
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    Default Re: Resources and Military

    *facepalm* ahhh I get it now...the shield-maker and blacksmith (and their progressing benefits) and now included in the main city/settlement building where the resource is present...I love that feature!

  3. #3

    Default Re: Resources and Military

    I donīt. That means itīs not possible to build a shieldmaker and blacksmith if you donīt own one of the 3 copper provinces. Whats the point in getting copper and iron by trade then?

  4. #4

    Default Re: Resources and Military

    At least copper is also needed to upgrade your barracks to Tier 3 (this goes for greeks not sure about other cultures but I assume its the same). Iron is also need for something but I currently can't recall what

    So thats the point of getting copper through trade! If you do not own a copper-town yourself, you can still gain copper through trade so you can upgrade your barracks.

  5. #5

    Default Re: Resources and Military

    Quote Originally Posted by lasch View Post
    Whats the point in getting copper and iron by trade then?
    Higher-tier civilized barracks require copper

    Iron
    is needed for high-tier barbarian stables, as well as lv4 mines. The latter is the best small settlement building for an industry province, so there's definitely a point even if you don't physically own the resource.

  6. #6
    Cambion's Avatar Civis
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    Default Re: Resources and Military

    Another opportunity to point out that equipment bonuses need to be GLOBAL! I WILL QUIT THIS MOD IF THIS DOESN... ok, no I wont because this Mod ist the nonplusultra of Mods and gives me hours and hours of great entertainment, but seriously this is a PAIN.
    Last edited by Cambion; February 12, 2015 at 10:29 AM.

  7. #7

    Default Re: Resources and Military

    Quote Originally Posted by Cambion View Post
    ... this Mod ist the nonplusultra of Mods and gives me hours and hours of great entertainment, but seriously this is a PAIN.
    Absolutely agree with both. I found only out after 50 turns, that i actually need to own the metal province in order to upgrade armor(thank you CA for that...).
    One thing still confuses me thou. In the DEI resource guide, you need copper for shield and armour, while the ingame tech tree shows it to be buildable with iron too.
    If the latter one is correct (wich i hope), that would mean double the number of provinces (5 instead of 10) to get these important upgrades, and i could stop sabotaging
    the copper settlement from my neighbourhood ally. Still, a mechanism like with slaves and horses would be much better.

  8. #8
    Cambion's Avatar Civis
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    Default Re: Resources and Military

    Quote Originally Posted by lasch View Post
    Absolutely agree with both. I found only out after 50 turns, that i actually need to own the metal province in order to upgrade armor(thank you CA for that...).
    One thing still confuses me thou. In the DEI resource guide, you need copper for shield and armour, while the ingame tech tree shows it to be buildable with iron too.
    If the latter one is correct (wich i hope), that would mean double the number of provinces (5 instead of 10) to get these important upgrades, and i could stop sabotaging
    the copper settlement from my neighbourhood ally. Still, a mechanism like with slaves and horses would be much better.
    Copper or iron, makes no difference, but there are two buildings: One for armor, one for weapons. You can either move your armies through two iron or copper provinces to upgrade them or you can constantly rebuild the building (once in armor, then in weapon configuration) if you only own one metal province.

    As for the global bonuses, I understand this is fairly easy modding-wise. Its just a matter of style. Ship the army to the province or ship the arms to the army. Might be other issues involved, though.

  9. #9

    Default Re: Resources and Military

    Quote Originally Posted by Cambion View Post
    equipment bonuses need to be GLOBAL!
    This is an interesting idea. I wonder could a new building be created, similar to the slave trader or horse farm, that would allow you to create small amounts of iron or copper if you acquire the resource by other means. A settlement with said building would then be able to convert its settlement slot to blacksmith or shieldmaker.

    This would be fantastic for factions with weaker rosters, allowing them to more readily handle their battlefield weaknesses by recruiting, say, Belgae Heavy Cav with + armor/shield if you're Iceni. Or allow Getae/Odrysian Kingdom to get some pikes or hoplites from anywhere in Greece/Macedon.

    And really, the 'supply chain' mechanic is already baked in for slaves and horses, is there no way to do the same for copper and iron? Or did CA set it up so it's locked as-is?
    Last edited by ablebodie; February 12, 2015 at 11:33 AM.

  10. #10
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    Default Re: Resources and Military

    I think they should remove the Armor and weapon bonus all together, It's a pretty silly feature, everybody obviously already has access to Copper and iron to make their existing units weapons and armor in the first place, yet we have places on the map that enable you to produce magic armor and weapons, +2 Armor and +1 Sword thank you, oh, and I'll take that +2 shield as well.

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