Results 1 to 1 of 1

Thread: Drillmaster Guide for New Commander: Guide on How to Drill Your Units Right in Extended Cultures V

  1. #1
    Suppanut's Avatar Idea-O-Matic
    Join Date
    Mar 2007
    Location
    Thailand
    Posts
    3,784

    Default Drillmaster Guide for New Commander: Guide on How to Drill Your Units Right in Extended Cultures V

    Drillmaster Guide for New Commander: Guide on How to Drill Your Units Right in Extended Cultures V

    (This guide has been updated for version 1.1.1 or higher and may not accurate for older version)

    There are 2 kinds of barracks in XC5, auxiliary barracks and factional barracks.

    Auxiliary barracks allows faction to recruit local units based on territory without additional building requirement (except ship, see condition below). Although its first level could be built anywhere, in home culture area (decide by geography, not culture building) each faction would not able to recruit any units from this barracks. Condition for building this barracks are....

    - Level 1: Could be built from town onward, it could be build anywhere as long as settlement has basic government control (miltiary occupation AOC or higher)

    - Level 2: Could be built from large town onward, requires "Blacksmiths" (smith level 1) and "Craftmen Community" (craftmen level 1) buildings and from this level onward, building of auxiliary barracks would restrict to self-ruled region (allied tributary, Roman Foedus, Hellenized Satrapy, Supervised Native Administration only) Except for Carthage, Pontus, Gandhara, Tukhara, and Baktria which could also built in higher level of direct rule (Stationary Garrison, and Factional Government)

    - Level 3: From minor city level onward, auxiliary barracks would split into 2 upgrade types with the same set of units but with different bonus, "Citizenary-Chartered Auxiliary City Barracks" which +1 valor for all infantry recruit here and "Aristocratic-Chartered Auxiliary City Barracks" which +1 valor for all cavalry recruit here.

    "Citizenary-Chartered Auxiliary City Barracks" requires "Metalworking Community" (smith level 2) and "Manufacturer Workshop" (craftmen level 2) and farm type "Field Rotation Farming/Homestead/Farm Estates/Latifundia".

    "Aristocratic-Chartered Auxiliary City Barracks" requires "Metalworking Community" (smith level 2) and "Manufacturer Workshop" (craftmen level 2) and farm type "Pasture and Grazeland" or "Orchards/Orchard Estates/Plantations"

    This is maximum level which this barrack could be upgraded under government types Stationary Garrison/Factional Government/Supervised Native Administration.

    - Level 4: Could be build in large city, this level divide into 3 possible upgrade types, 2 for everyone and 1 for roman culture only.

    "Citizenary-Chartered....." requires "Master Smiths/Foundry" (smith level 3) and "Manufacturer Workshop" (craftmen level 2) and farm type "Field Rotation Farming/Homestead/Farm Estates/Latifundia".

    "Aristocratic-Chartered....." requires "Master Smiths/Foundry" (smith level 3) and farm type "Pasture and Grazeland" or "Orchards/Orchard Estates/Plantations"

    "Foederati Barracks" requires to be Roman factions and "Master Smiths/Foundry" (smith level 3) and "Manufacturer Workshop" (craftmen level 2) and government type "Roman Foedus" and military reforms must have already triggered. This barrack type allow roman to access to imperial auxilia types units.

    - Level 5: Could be built in large city, this level only available to Macedon, Seleucid, and Ptolemaic factions requires foundry (smith level 3.5) and "Manufacturer Workshop" (craftmen level 2) and government type Hellenized Satrapy. Different from the rest of auxiliary barracks, this level also allow these 3 factions to recruit some basic factional units with simplified condition.


    Valor modification under auxiliary barracks
    +1 Valor for skirmisher and hunter type infantry from this barrack if has furs/ivory/timber trade resource in region (effect of each resources not stack)
    +1 Valor for archer type infantry from this barrack if has furs/livestock/ivory/timber trade resource in region (effect of each resources not stack)
    +1 Valor for precursor-attack infantry from this barrack if has livestock/ivory/timber trade resource in region (effect of each resources not stack)
    +1 Valor for slinger type infantry from this barrack if has livestock trade resource in region
    +1 Valor for horse cavalry from this barrack if has horse in region
    +1 Valor for camel cavalry from this barrack if region is barren (checked from governor buildings)
    +1 Valor for all infantry if recruit from Citizenary-Chartered Auxiliary City Barracks and its branch
    +1 Valor for all cavalry if recruit from Aristocratic-Chartered Auxiliary City Barracks and its branch

    Factional barracks, each factions/cultures have their own factional barracks (except greek and eastern which share their factional barracks type and could take over infrastructure of faction with the same cultures). These barracks are source of factions' pride and iconic units but recruitment in XC5 for these units change radically from vanilla, they requires several buildings to equipped your proud citizen to fight properly.

    Condition for build factional barracks are similar basic condition across all factions except for nomad
    - Level 1: requires government type: military occupation or higher
    - Level 2: requires government type: Regional Pacification/Stationary Garrison/Factional Government and faction's colony level 1 or higher or have their own native culture (so any self-ruled government would disable all higher level of factional units)
    - Level 3: requires government type: Stationary Garrison/Factional Government and faction's colony level 2 or higher or have their own native culture (so any self-ruled government would disable all higher level of factional units)
    - Level 4: requires government type: Factional Government and faction's colony level 3 or higher or have their own native culture (so any self-ruled government would disable all higher level of factional units)
    - Level 5: requires government type: Factional Government and faction's colony level 4 or higher or have their own native culture (so any self-ruled government would disable all higher level of factional units)

    Condition for build factional barracks for Sarmatians and Tukhara's nomad branch barracks
    - Level 1: requires government type: military occupation or higher
    - Level 2: requires government type: Regional Pacification/Stationary Garrison/Factional Government and nomad natives/ scythian military level 1
    - Level 3: requires government type: Stationary Garrison/Factional Government and faction's colony level 2 or higher or have their own native culture (so any self-ruled government would disable all higher level of factional units)
    - Level 4: requires government type: Factional Government and faction's colony level 3 or higher or have their own native culture (so any self-ruled government would disable all higher level of factional units)
    - Level 5: requires government type: Factional Government and faction's colony level 4 or higher or have their own native culture (so any self-ruled government would disable all higher level of factional units)

    There are some special rules for some cultures/factions.
    - Greek/Eastern/Carthaginian cultures, Gandhara and Tukhara could build level 2 factional barracks under government type: "Supervised Natives Administration"
    - Greek/Eastern cultures as well as Gauls, Thrace and Tukhara have 2 branches of factional barracks split at level 2 onward for different type of colony which lead to different units
    -> Greek factions: greek and hellenistic colony/natives which split pure greek roster from hellenistic roster with foreign element. Only Greek Cities could build greek colony type, while the rest only able to build hellenistic type colony. But all factions could utilized both type of colony for build their barracks.
    -> Eastern factions: area inside old Achemenid Empire core region and area outside it would have separate branches of barracks which lead to some different units.
    -> Gauls: It has split barracks for britons which could access in Britains or by play Britons campaign which would disable normal continental branch as faction start in Britain.
    -> Thrace: regions with greek/hellenistic/eastern colony level 3 or higher or have their native cultures buildings would allow to build bithynian branch barracks which could access to some greek, anatolian, and eastern units up to colony exist in the region.
    -> Tukhara: divide between its nomad and its imperial nature, in area with nomad native it would build barracks with nomadic nature (mainly cavalry with larger stack, almost no infantry). While area which sogdian natives and colony present, it could build barracks which emphasis on eastern, bactrian, and indian type units with normal size stack.

    Recruitment condition for factional units.
    Building related to recruitment condition are....
    1) Smith buildings, you requires this for build unit, the higher level of metal equipment and armour of soldiers and their mounts would mean higher level of smith is needed
    2) Craftmen buildings, this building requires units which have non-basic shield, or equipped with bows/crossbow/siege engine, as well as non-metal armour, the more planoply in these categories mean the higher level of craftmen building is needed
    3) Basic roads, you requires this for recruit low level cavalry units.
    4) Political platform buildings, you requires this for higher level of cavalry units, the more elite cavalry is, the higher level of political platformed needed.
    5) Public Recreation Game buildings, you would requires this for some barbarian heroic units, champions need some recognition after all...
    6) Temples, requires for some cultic units (mostly barbarian)
    7) Elephant Grazing Grounds/Elephant Training Center, you requires this for recruit elephants.
    8) Recruitment of Local Colonists/Integration of local Levies, this building is part of condition for expand unit roster based on factions and colony type in regions (could not use on natives or original home area of that culture)
    9) Some culture-specific auxilia are recruited from factional barracks


    Conditions for additional Valor on recruit via factional barracks
    Factional units need a lot more investment than auxiliary counterpart but they give higher returns after some additional investment
    - +1 Valor for all units which recruit from factional condition but have auxiliary counterpart/same units
    - +1/+2 Valor for citizenary type units if region has Farming Allocation/Land Distribution building (indicated region have colony for soldiers after their long services)
    - +1/+2 Valor all units which organized by being chosen/picked from veteran soldiers depending on level of eliteness
    - +1 Valor for all garrison/militia/regular infantry recruit by factional conditions if settlement has "Field Rotation Farming/Homestead/Farm Estates/Latifundia"
    - +1 Valor for all regular/professional/elite cavalry recruit by factional conditions if settlement has "Pasture and Grazeland" or "Orchards/Orchard Estates/Plantations"
    - +1 Valor for all steppe nomad units recruit from steppe area (Sarmatia only)
    - +1 Valor for all cavalry recruit from barren area (Numidia only)
    - +1 Valor for regular/professional/elite barbarian units if settlement has Bardic Circle building
    - +1 Valor for merchant militia type units if settlement has Curia/Agora/Merchants' Quarter
    - +1 Valor for skirmisher and hunter type infantry from this barrack if has - furs/ivory/timber trade resource in region (effect of each resources not stack)
    - +1 Valor for archer type infantry from this barrack if has furs/livestock/ivory/timber trade resource in region (effect of each resources not stack)
    - +1 Valor for precursor-attack infantry from this barrack if has livestock/ivory/timber trade resource in region (effect of each resources not stack)
    - +1 Valor for slinger type infantry from this barrack if has livestock trade resource in region
    - +1 Valor for horse cavalry from this barrack if has horse in region
    - +1 Valor for camel cavalry from this barrack if region is barren (checked from governor buildings)

    Naval units
    In XC5, naval units also recruit from barracks as well (both auxiliary and factional barracks) with condtiion based on infrastructure in region.
    1) port buildings, obvious and the same as in vanilla, higher level of ship requires higher level of port.
    2) smith buildings, same as ground units, higher level of units requires higher level of smith working on it
    3) craftmen buildings, same as ground units, higher level of units requires higher level of craftmen working on it
    4) Naval Base, this is requirement for capitol ship
    5) Timber resources, allow easier access to some higher level of ship without need of Naval Base

    Other sources of units
    There are some units which not recruit from barracks or not related to barracks which are
    - Slingers, these units recruit from dirt roads.
    - Steppe Hunters, this unit is recruitable for Sarmatia and Tukhara via dirt roads.
    - Garrison units, these units recruitable from colony level 2 (or higher) and native culture buildings
    - Some additional units could be recruit directly through military colony level 2 and level 3
    Last edited by Suppanut; March 07, 2021 at 01:31 AM.
    Is proudly patroned by the Great Balikedes.



Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •