View Full Version : Training troops for loyalty
edyzmedieval
07-23-2005, 10:55
I know it doesn't sound very good, but:
Me and King Henry had an idea for the mod. In conquered province, the player cannot train troops unless the province has 150% loyalty.
How can I do that?!
cegorach
07-23-2005, 11:05
I know it doesn't sound very good, but:
Me and King Henry had an idea for the mod. In conquered province, the player cannot train troops unless the province has 150% loyalty.
How can I do that?!
You can't, I am sorry :bow: Loyalty factor doesn't affect the ability to build units in a province. :bow:
EatYerGreens
10-10-2005, 05:15
There is a more brutal alternative, which I think someone else was looking to implement in their mod.
Namely, you increase faction specialisation, so each has it's own set of unique units but then set restrictions on WHERE they can be built. Basically, each faction can go and conquer but it can only train its troops on it's 'home turf', which then have to be marched off to the corners of the empire, with all the logistical problems that might cause.
This does amount to a total ban on training troops in conquered lands but symbolises how the newly-oppressed peoples simply can't be trusted to be reliable on the battlefield.
If it is possible to set additional buildings as training requirements (for the faction-specific unit types) on a province-by-province basis, then that would get closer to what you're looking for.
For example, HRE can train CMAA in their homelands with the standard requirements but, to train them in conquered Wessex, say, they need to build a 'happiness booster' type building as well. An Inn might be a good idea, since the AI likes to build these, whilst never seeming to hire any mercs. This way, both the player and the AI find it equally harder to train common troop types away from home.
Browsing through the game files (I forget which one), I found a whole bunch of building description stuff which doesn't appear in the game - "Potters Guild", "Master Weaver" and so forth. I suspect there are no accompanying graphics for them and will crash the game if you attempt to use them but an otherwise functionless extra building requirement would be ideal for the purpose I describe.
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