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Thread: {DIK} TIW Standardized Unit Pricing System

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  1. #1
    Aneirin's Avatar of flowing verse
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    Default Re: {DIK} TIW Standardized Unit Pricing System

    Please excuse my late response!

    You have a point there. 'Better Management' was certainly a huge factor. I only fear that it will be quite difficult to represent it ingame. You see, I can only tweak global settlements income. What I can meddle with are the following:
    - Kings Purse
    - A Building's Attribute (Taxing, Trading income)
    - A Character's Attribute

    I absolutely agree with you, that would make it perfect. I'll will look into ETW once more and analyse what might of interest for our mod.

    Many thank's for your efforts, mate

    No worries, the Kingdom of France was the first to introduce a kind of standing armies with their cavalry companies. They also tried to set up such companies for infantry, but that went not very well.
    I'll have a look myself to figure out some more military cultures during the Italian Wars.

    We do for sure
    Proud son of Aikanár and brother of Iskar

  2. #2

    Default Re: {DIK} TIW Standardized Unit Pricing System

    Great, another guy who changed his name. Let's make things more confusing for everyone.

    My system has price modifiers for each type of unit. Look under UPKEEP COSTS.

    Quality:
    peasant militia, militia - x 0.5
    average, superior - x 0.75
    elite, exceptional - x 1

    There are also modifiers for recruitment costs of units.

    Now, when you say "4 turns to recruit Condottieri", you mean 4 turns for a new unit to become available, right?

    Thanks for the praise, Geoffrey and Jean . I do get the occasional Rep point for my work, but written out praise (and the comments on Rep points) is so much better.
    Last edited by k/t; January 01, 2017 at 02:09 PM.

  3. #3
    Aneirin's Avatar of flowing verse
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    Default Re: {DIK} TIW Standardized Unit Pricing System

    Sure, where would be the fun

    Glad to see you back
    Well, yes. You see, the problem is that it has a too minor effect on the unit price. Also it is not effecting the recruitment costs, which is in our point of view a huge problem.
    Proud son of Aikanár and brother of Iskar

  4. #4

    Default Re: {DIK} TIW Standardized Unit Pricing System

    There are modifiers for each quality level for recruitment costs too. You can change those too, if you want.

    The reason why I didn't make Militia and Levy units too cheap was that removing a lot of workers from their jobs causes economic activity to decrease, costing the ruler money indirectly. I wanted to show the opportunity cost of diverting workers into the army. This helps ensure Militia and Levy units are kept around more for emergencies and defense, since they have free_upkeep.

    I am not back yet, haha. I am still about two and a half months away from returning home. I look forward to playing HURB, TA and TLK again.

  5. #5
    Aneirin's Avatar of flowing verse
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    Default Re: {DIK} TIW Standardized Unit Pricing System

    I see. I'll have a look once more. In any case we will test the settings

    Well, then have a good time!
    Proud son of Aikanár and brother of Iskar

  6. #6
    jurcek1987's Avatar Primicerius
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    Default Re: {DIK} TIW Standardized Unit Pricing System

    k/t, as much as I love your pricing system, I believe it is based too much on realism and not enough on balance. In my opinion early pro units are too cheap, cavalry especially.

  7. #7

    Default Re: {DIK} TIW Standardized Unit Pricing System

    I thought it worked fine in my BC submod. You can check the EDU of that to see the costs of different units. Early Professional units have lower replenishment rates, so you wouldn't get that many anyway. You can always change the system to suit your mod.

  8. #8
    jurcek1987's Avatar Primicerius
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    Default Re: {DIK} TIW Standardized Unit Pricing System

    Do you have any guides for the RR part of your mod? The only thing I found is this, but it doesn't match the EDB numbers exactly

    Spoiler Alert, click show to read: 

    UNIT POOL REPLENISHMENT RATES - these depend entirely on the mod, so disregard these, they were just thoughts at the time




    base rate - 8
    cavalry - 8 (7 for kypchaks, mongols and seljuks)
    infantry - 7 (8 for kypchaks, mongols and seljuks?)


    order, feudal +2
    ep +1 ?
    lp +0
    local -1
    militia -2


    average, superior -1?


    special (spatharioi guard, pelekyphoroi, emir's ghulam warriors) -> +5



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