Log in

View Full Version : lib Surgeons and academies



PTT
09-24-2002, 22:47
Hi all

*Newbie post alert*

What does the college of surgeons and the military academy actually do?

Ta muchly

PTT

Pachinko
09-25-2002, 01:05
I would like to know too.

P.

------------------
Crush your enemies, see them driven before you on the field of battle, and hear the lamentation of their women.

hrvojej
09-25-2002, 03:50
If you're playing the Turks, you need military academy for the janissaries.
College of surgeons' description says something about reducing the disease. Maybe you'll get less random epidemics? Apart from that, no idea.
No idea for the university either, except that it's the prerequisite for both.

TheRat
09-25-2002, 05:30
the college of surgeons helps stop epidemics and plague coming into your territories

booje
09-25-2002, 05:57
how about the university?

lancer63
10-11-2002, 04:48
Yeah How about the university? I have built grand mosques and cathedrals just to find out about the U building but it doesn´t even appear. I even built the college of surgeons, military academy and almiralty as Elmo and English but no cigar. I suppose the university is somewhere and does something and the tech tree is unreliable at best when not deceiving, but to be fair I´m having tons of fun trying to unveil the misteryes of the game.

SA_Pointman
10-11-2002, 08:01
If you are playing the Polish i believe one of your Great Acheivements is to build a university in poland before 1220 or something.

barocca
10-11-2002, 11:21
but what do they actually do?

Saki
10-11-2002, 12:13
I havent built a uni for a while,but if I remeber right I think the text hints at improving the quality of future heirs in the accumen department.Im not sure if I remeber this correctly.

Deamoclese
10-11-2002, 21:16
I see that you need the academy for certain units of other factions... but what about the other factions? I play as Danish, built the academy, but it doesn't give me squat... what the hell was the point of wasting time and cash building it?

Does it even do anything? It should be removed as an option to build for factions that don't actually get any new units from it - and the description doesn't suggest any form of bonuses to valor or to your ruler, etc.

Anyone know what good it is?

Pragmatic
10-11-2002, 21:32
According to the developers, the military academy adds a +1 to discipline. That, according to the developers, means units that have the "impetuous charge" descriptor are less likely to charge when you don't want them to.

As for the hospital, it adds a +1 to health. According to developers, all your units have 1 health per individual (with generals starting with 6 health; watch out for Nervous or Always Drunk, those make generals easier to kill). So, a +1 to health (if I understand correctly) makes your units harder to kill.

University, I have no idea. Cathedrals, Monasteries, and Churches increase the loyalty of the units produced in that province, and slowly increase the %age of people who follow your religion.

Again, assuming what I heard was correct.

Deamoclese
10-11-2002, 21:48
Ahh, so is the health bonus applied to king/generals.. or to all units? If so, this sorta doubles the strength of each unit (since they all have 1 health... if the building adds another, that means 2 health - that means landing a hit twice to kill 1 man.. yikes - is this true?)

barocca
10-14-2002, 06:13
So we get discipline from the Military Academy?

+1 Health to all units from College of Surgeons?

what do we get from the University?

Stephen Hummell
10-14-2002, 06:16
Maybe University increases acumen among generals?

elzar
10-14-2002, 08:00
Quote Originally posted by Stephen Hummell:
Maybe University increases acumen among generals?[/QUOTE]

This is like the first time ive seen the Devs not weigh in at all on something I would think they would...Maybe they dont want to tell us for sure.

Lord Romulous
10-14-2002, 08:22
ok im gunna have a rant.

all this hidden or not explained stuff is really giving me the sh*ts

i love this game but im finding it really frustrating not being able to easily determine how all the v&v, valor, dread, and differennt building and other stats etc impact the strat map and 3 d battles.

sure this a complicated game, but it should be explained fully i beleive in the manual if not their then definatly in the strat guide. but its not so we are left to beg the devs for answers.

ffs, please dont put out a game with so much unexplained elements. its not exciting to try and discover the hidden stuff, it is just annoying. esp considering often the educated guess u make about a feature is wrong.

at the moment you need a bachelors degree in MTW before you can understand how the game works

end rant.

Dorkus
10-14-2002, 09:44
I seriously doubt the health bonus. I've never built the college of surgeons, but +1 health would be HUGELY imbalancing.

Pragmatic
10-14-2002, 10:21
Quote Originally posted by Dorkus:
I seriously doubt the health bonus. I've never built the college of surgeons, but +1 health would be HUGELY imbalancing. [/QUOTE]

I'd say it's probably for just generals. After all, generals start out with a health of 6, so a +1 to health isn't as unbalancing.

And besides, chances are your general's going to get Nervous or something, reducing his health down to 1 anyway. http://www.totalwar.org/ubb/smile.gif

olaf
10-15-2002, 02:14
Yes it is frustrating that the manual and game leave out so many details.

Please devs, what do these buildings do? Actually, what do *all* the buildings do?

Thanks
olaf

Coucy
10-15-2002, 04:02
I think I read somewhere else that a University is a victory condition for some factions when playing for Glorious Acheivements.

Pragmatic
10-15-2002, 06:02
Quote Originally posted by Coucy:
I think I read somewhere else that a University is a victory condition for some factions when playing for Glorious Acheivements.[/QUOTE]


The Polish, I think.

Lord Romulous
10-15-2002, 11:30
Quote Originally posted by olaf:
Yes it is frustrating that the manual and game leave out so many details.

Please devs, what do these buildings do? Actually, what do *all* the buildings do?

Thanks
olaf[/QUOTE]

my rant was not so much directed at the developers more at activision. i am sure is it is them who makes the decisions about manual and strat guide budget.

anyway i still love the game just wish it was explained more.

Wart
10-15-2002, 14:37
Ok, I've just trawled through the unit build file, and this is what I found out

MILITARY ACADEMY - +1 discipline

HAPPINESS BOOSTERS
town watch(any level)/brothel/monastery - +10
church/mosque/watch tower - +20
border forts/reliquary - +30
cathedral/grand mosque/college of surgeons - +40
Looks like all these stack accept for the two levels of watch tower

MORALE BOOSTERS
church/mosque/monastery - +1
reliquary/ribat - +2
cathedral/grand mosque - +3
Again looks like all of these may stack

In this file all the constables & marshals palaces seem to do is, each decreases the chance of mercs showing up by 10
The base chance for mercs with an INN is 40
Castle level also effects mercs showing up
fort -10
keep -15
castle -20
Citadel -30
Fortress -40

Couldnt find anything for the university, but that might just mean the info is elsewhere, likewise for any other seemingly dissapointing buildings.
Hope this helps! http://www.totalwar.org/ubb/smile.gif

AgentBif
10-16-2002, 01:42
Quote Originally posted by Lord Romulous:

ffs, please dont put out a game with so much unexplained elements. its not exciting to try and discover the hidden stuff, it is just annoying. esp considering often the educated guess u make about a feature is wrong.
[/QUOTE]

I agree mightily. It's ridiculous to put out a game with so many elements that are mysterious or unexplained.

If they don't want to fund an adequate manual, at least they should put the information up on their website or drop it in a document on the CD.

Other examples include: missile weapon stats, castle weapons (number/type), title stats from various buildings, situational combat mods (flank/rear, outnumbered, terrain affects, affects of general's stats, etc).

As it is, there are lots of bits of information floating around in the community, much of which is wrong. Every once in a while a dev answers a specific question and then that answer often gets mutated as it passes on by hearsay.

Wake up devs! We need some info!

bif


[This message has been edited by AgentBif (edited 10-15-2002).]

olaf
10-16-2002, 02:09
For the morale boosting buildings, does that mean a morale adjustment to each unit produced there, or every defending unit fighting a battle there?

Also, for the merc thing, I think we need more info on the way that is supposed to work. I dont think a castle means there is less of a chance that mercenaries show up...at least it doesnt seem that way in practice.

olaf

sidhe
10-16-2002, 02:11
Ha! Call me a luddite but I don't want to know most of the stuff many around here are slobbering over. What I do want to know is that the features are working correctly. Last I heard the morale boosters don't really work.

To me, part of the beauty of a game is in its being a puzzle to solve. Fer instance, because of the endless LONGBOWS thread, I anticipated using them to great success when I played as the English -- in fact, I found that Pavise Arb.. arbla.. Arseblasters worked better for me. I liked it that way -- I had general knowledge which I then had to apply to experience.

Kraxis
10-16-2002, 07:05
Quote Originally posted by Pragmatic:
I'd say it's probably for just generals. After all, generals start out with a health of 6, so a +1 to health isn't as unbalancing.

And besides, chances are your general's going to get Nervous or something, reducing his health down to 1 anyway. http://www.totalwar.org/ubb/smile.gif[/QUOTE]

Prag... I understand why you would believe that, BUT it is such that the health bonus generals get is actually only a third of what is shown. So Famous Warrior which gives you +20 Health is only +6 to lives (it always runs down)...

About the national Health (Surgeons and events), that is something completely different. If you have the demo you can find the descriptions for it in the loc files. It has 9 levels just as all the stats for generals and so on, but apparently the devs didn't know where to put this so we can't know the Health of our population for sure.
But don't you thing it is a bit unfair that the HRE get both an event and the Surgeons? That is +2 to lives if we were to go by your idea.

Mercs certainly don't come often to higher level castles... I don't see any mercs in my Citadels anymore... while they are frequent in the lowly Forts. And no it is not because mercs are on the move (which they are), then I would eventually see some but I don't.
Try it yourself and you will know that the mercs don't visit you anymore, therefor I keep a few Forts around with an Inn.

------------------
BTW, Danish Crusades are true to history.

You may not care about war, but war cares about you!

Wart
10-16-2002, 11:20
Quote Originally posted by olaf:
For the morale boosting buildings, does that mean a morale adjustment to each unit produced there, or every defending unit fighting a battle there?

Also, for the merc thing, I think we need more info on the way that is supposed to work. I dont think a castle means there is less of a chance that mercenaries show up...at least it doesnt seem that way in practice.

olaf[/QUOTE]

I think that the morale boosts are for units produced in the region, as the bonuses are given in the same column of the table as armour/weapon/valour/discipline bonuses from other buildings.

Agree that more info would be handy on how mercs work. It isn't made clear whether these numbers are %'s, or how they are applied. Does each region check for mercs in general, or is there a check for each merc unit thats floating about, how is it decided which province a particular merc unit shows up in?
All that these numbers really tell us, is that the more developed the province, the less chance there is that mercs will show up there. Even if we don't understand the exact mechanics behind it, that is at least handy to know, IMO.

Cheetah
10-18-2002, 09:53
PAF