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Thread: Ideas on recruiment- Borrowed from P.P.

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  1. #1

    Default Ideas on recruiment- Borrowed from P.P.

    Hi all, I looked a bit to features of P.P. mod and really liked its recruitment system. So basically all units are now available from lvl.1 barracks and further development of barracks only decreases costs. The mod is for WoS campaign only, so they may seem a bit off for the grand campaign. So I suggest making most (-not all) of the units available from lvl1 and higher levels would decrease cost, recruitment time and would add experience and morale bonus while unlocking a few elite units. That would eliminate IMHO useless buildings like training fields etc. Also, some units could be tied to technology rather than barrack levels. In the end the aim is making recruitment easier for AI without ahistorical consequences.

    I haven't played the mod since 0.9 or so, I'm not sure if these are already implemented in DeI, the thread is obviously dead if that's the case
    ps: I read somewhere that Mitch's populous mod is cancelled, phalangitis' ideas on manpower also seem nice and easier to implement.

  2. #2
    Maetharin's Avatar Senator
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    Default Re: Ideas on recruiment- Borrowed from P.P.

    This is already getting discussed in this thread here
    http://www.twcenter.net/forums/showt...tment-Barracks

    But yeah I like your idea, But Iīd make it like this:
    All pre reform units should be recruitable from Tier II barracks, all non elite units from Tier I ones.

    With increasing Tier, recruitment slots should be added accordingly.
    The logic behind this woud be bigger barracks = more recruits can be trained

    As Romans with a tier IV Barrack in Italia, it should be possible IMO to recruit a complete legion in one turn.
    Historically they trained whole legions in Capua in about 100 days.

    Additionally, instead of training buildings, barracks themselves should give XP to units, also accordingly to tier

    Best regards
    "Ceterum censeo Carthaginem delendam esse!"

    Marcus Porcius Cato Censorius

    "I concur!"

    ​Me

  3. #3

    Default Re: Ideas on recruiment- Borrowed from P.P.

    I like this idea very much.

  4. #4
    KAM 2150's Avatar Artifex
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    Default Re: Ideas on recruiment- Borrowed from P.P.

    I am against barrack reducing units cost. It would make late game even easier then it is now. For me ideally tech and commander/army buffs to equipment should even increase units cost and upkeep, while overal empire maintenance could be lowered.
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  5. #5
    Maetharin's Avatar Senator
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    Default Re: Ideas on recruiment- Borrowed from P.P.

    Quote Originally Posted by KAM 2150 View Post
    I am against barrack reducing units cost. It would make late game even easier then it is now. For me ideally tech and commander/army buffs to equipment should even increase units cost and upkeep, while overal empire maintenance could be lowered.
    Oh yeah I overwatched this one...
    I have to agree with KAM on this one, unit cost should stay the same
    "Ceterum censeo Carthaginem delendam esse!"

    Marcus Porcius Cato Censorius

    "I concur!"

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  6. #6

    Default Re: Ideas on recruiment- Borrowed from P.P.

    It's a very good idea...I think that recruitment and what you can recruit should be linked to different buildings and mostly to cities and villages ( also different if it can be )...barracks should only add one recruitment slot ( though no recruitment bonus should exist, which that means one city or village means one recruitment slot ) per tier and experience on some tiers. This will unlock not only a much better composition for armies but also much more choices for buildings and patterns of provinces...and yes, it's is much more historical too...

  7. #7
    Maetharin's Avatar Senator
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    Default Re: Ideas on recruiment- Borrowed from P.P.

    Quote Originally Posted by Gensako View Post
    It's a very good idea...I think that recruitment and what you can recruit should be linked to different buildings and mostly to cities and villages ( also different if it can be )...barracks should only add one recruitment slot (though no recruitment bonus should exist, which that means one city or village means one recruitment slot ) per tier and experience on some tiers. This will unlock not only a much better composition for armies but also much more choices for buildings and patterns of provinces...and yes, it's is much more historical too...
    Did you mean that 1 recruitment slot should be added per town and barrack tier with one barrack or did you mean one RS per barrack and tier?

    Iīd say barracks should start with the standard per province and then build up per tier so in the end rome can recruit a whole legion in italy with a tier 4 barrack in italy (due to the recruitment bonus they have in Italy).

    Right now itīs like this:
    1 RS per provincial capital and 1 per village/town which would mean 4 recruitment slots in a 4 region province.

    Iīd like it like this:
    Rome gets a bonus of 4 on RS in Italia, which means 16 with a tier IV barrack which in turn means add 4 recruitment slots per tier?

    Maybe less for other cultures, I have no idea what havoc this would wreck on balance...

    Best regards
    "Ceterum censeo Carthaginem delendam esse!"

    Marcus Porcius Cato Censorius

    "I concur!"

    ​Me

  8. #8
    FlashHeart07's Avatar Praepositus
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    Default Re: Ideas on recruiment- Borrowed from P.P.

    So you want to be able to recruit 20 units in Roma in a single turn? If that is the case. It would screw balance imo. Rome in the hands of the player is powerfull enough as it is. But to be able to spit out entire legions that quick would just ruin the game. People already complain about the game being too easy.

  9. #9
    Maetharin's Avatar Senator
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    Default Re: Ideas on recruiment- Borrowed from P.P.

    I think in the late game it shouldnīt be about being able to field an army fast,
    it should be more about being able to actually afford another army,
    as youīd need to have a standing army to guard your border...

    If you have lots of borders youīd logically need lots of armies just to dissuade others from raiding/invading your empire.
    Both maintaining and protecting your empire should take so much money, it would be hard to actually field an attacking army...

    BTW, someone from the DeI Team, would it be possible to change how much food a unit consumes per turn?
    This way we could differentiate between professional, semi professionals and levies!

    Professionals have a high upkeep cost, whilst levies have low upkeep cost,
    but have more food consumption, as their absence from their fields is felt dearly.
    Semi professionals should be somewhere in the middle.
    "Ceterum censeo Carthaginem delendam esse!"

    Marcus Porcius Cato Censorius

    "I concur!"

    ​Me

  10. #10

    Default Re: Ideas on recruiment- Borrowed from P.P.

    Thanks for all your answers. I have some free time in the summer I'm thinking about getting into modding a bit (I have no skills/experiences outside of db editing in some paradox games), and now that 1.05 is released it seems like a good time. From what I can gather with pfm, it seems like editing a few tables regarding buildings and technology will suffice, though much testing is required to balance properly, and maybe a few tweaks to cai building priorities. So now I intent to 1) make all non-elite pre-reform units available from tier1, pre-reform elites and reform units from t2, elite reform units from t3 in addition to xp and recruitment slot bonuses with each tier. RS will mostly depend on barracks so damaging or sabotaging it will totally cripple recruitment. 2) scrapping training buildings, modifying technology bonuses regarding them to give smaller but general effects -i don't know even if this is possible.
    This will only be a pastime activity for me, so I don't know whether I'll ever finish it and its very likely that the dei team are already working on this I'm open to all suggestions and advices

  11. #11
    Maetharin's Avatar Senator
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    Default Re: Ideas on recruiment- Borrowed from P.P.

    Iīve already posted a WIP submod including all my ideas here, maybe we could work together?

    Or if you want you can just use it as guideline, you wonīt even have to mention me or anything, i just want to see a nice submod to try it out.

    Itīs made for the 1.04b verson of DeI, so new units arenīt part of it and it only entails greek units yet, as i hadnīt had the time to do otherwise.

    Furthermore, some units arenīt available from the beginning (Silvershield Pikes f.e.) because their required reform level makes them available only after the first reform.
    "Ceterum censeo Carthaginem delendam esse!"

    Marcus Porcius Cato Censorius

    "I concur!"

    ​Me

  12. #12

    Default Re: Ideas on recruiment- Borrowed from P.P.

    Somehow I missed your work, it will be much helpful As I said I'm not experienced, so I need to learn a bit more about modding, but sure working together would be great.

    Quote Originally Posted by Maetharin View Post
    Iīve already posted a WIP submod including all my ideas here, maybe we could work together?

    Or if you want you can just use it as guideline, you wonīt even have to mention me or anything, i just want to see a nice submod to try it out.

    Itīs made for the 1.04b verson of DeI, so new units arenīt part of it and it only entails greek units yet, as i hadnīt had the time to do otherwise.

    Furthermore, some units arenīt available from the beginning (Silvershield Pikes f.e.) because their required reform level makes them available only after the first reform.

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