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Thread: Make peasants non-trainable

  1. #1

    Default Make peasants non-trainable

    From wiki:
    "One big problem with Peasants is that some AI factions tend to build lots of them due to their cheap cost. This hurts the AI's capability in combat and can detract from the game. Since it's not very realistic to have Peasants as garrison troops anyway, many players mod Peasants so they are not trainable, only available in uprisings and reemergences. It is generally agreed that this makes for a better campaign."

    Does anyone know how to apply mentioned modification to the game? I couldn't find anything relevant on the forum and Google didn't help either.

  2. #2

    Default Re: Make peasants non-trainable

    Make backup file CRUSADERS_UNIT_PROD11.TXT (in MTW folder).
    Download gnome editor -
    Run Gnome editor, open CRUSADERS_UNIT_PROD11.TXT
    Find Peasants and MuslimPeasants (number 63 & 64 in unit roster). In 54 column replace unit culture, for peasant - to MUSLIM, for MuslimPeasants - to CATHOLIC. This must exclude peasants from hire list, but i think it affected uprisings too. Or you can add specific (mutually exclusive) buildings requirement for hiring a unit (in 17 column). Like a MOSQUE for Peasants, and CHURCH for MuslimPeasants.

  3. #3
    Axalon's Avatar She-Hulk wills it!
    Join Date
    Sep 2008

    Default Re: Make peasants non-trainable

    There are plenty of ways to make that happen... Personally, I would "blank out" column 17 (in the "crusaders_unit_prod11.txt"-file. On peasants that is...), as that would generate the exact results you are looking for. And, it would be easier to do as well. Obviously you will still need the GnomEditor, regardless.

    - A

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