This is the current plan for v1.9
There will be eras based on armor technology. The era's change at random times within a specific range of years.
Start of Game
Era 0 - Units with up to leather upgrades
Era 1 - Units with up to light mail upgrades
Era 2 - Units with up to heavy mail upgrades
Era 3 - Units with up to partial plate upgrades
Era 4 - Units with up to full plate upgrades
Era 5 - Units with up to gothic plate upgrades
Intermixed there will also be other notable events.
- Stone Castles
- Concentric Castles
- Introduction of Battle Assassins for Eastern factions
- Cannons developed
- Handgun developed
- Matchlock developed (Arquebusiers)
- Advanced Matchlock developed (Musketeers)
At the beginning of the game there will be only stonekeep/wooden walls type castles or smaller. Very few stone walled cities too.
Another huge difference is that population/city level doesn't strictly control unit development anymore. A regular city can recruit pretty much any unit if it has the needed building and the corresponding Era has been reached.
Another interesting addition is that barracks give you easier access to more units via a introduction system. For example, a town guard building will give you full access to 'Town Militia' units and limited access to 'Spear Militia' units. Limited access means low replenishment and only 1 max in reserve.
Basically this means that you will see a much bigger diversity in units at the beginning of the game. But they will all be limited to the Era system. For example, at the start of the game you may see Billmen pretty soon because they initially have no armor and therefore fit into Era 0.
Lastly, both cities and castles will be able to recruit all units. Different experience levels and rates will differentiate the settlements.
Militia will be differentiated by being cheaper to purchase, have free upkeep, but less effective than professional soldiers. Therefore, you would only use them as defensive units.
There will be free unit upkeep for militia units in both types of settlements to simulate the defensive nature of settlements.






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