View Full Version : RTW: Restricted recruitment in new towns?
Hi everyone ~:wave:
As some of you may know I tend to play my campaigns a little restrictively. As Romans I tend to only recruit higher level troops from my starting cities and as other factions have tried the same. I don't like to steamroll the map but find this can slow down my game a little too much. In another thread about iron man rules this was briefly covered but I am still not decided.
People suggested a few options:
One was to demolish recruitment buildings and work your way back up again. Another was to wait until the culture penalty had gone to a certain percentage. A third was to wait until you had the next level of governor building.
Please let me know your thoughts and ideas so I can pick the most realistic option.
:charge:
Avicenna
05-20-2006, 14:15
Just play EB, which makes you build a faction specific building before you can recruit units other than the most basic local ones. ~:thumb:
I think you should wait until you have the next Governor building and then also replace the existing barracks or whatever with your own. So lets say a city has a barracks and the population is under 2000. When it gets to 2000 upgrade to the next level and build the militia barracks, then you can start training units. This way instead of being able to use the existing facilities you force yourself to only train units out of your own buildings. At the same time this will reduce the culture penalty by a lot too.
Hi everyone ~:wave:
Thanks for the advice so far.
I think a combination using the following may restrict me sufficiently:
1 - Only my capital can build the highest level military buildings thus ensuring only the highest level elite troops can be built in my capital.
2 - All military buildings in conquered settlements to be destroyed immediately.
3 - Before military buildings can be built the next level of governor building needs to be built and there needs to be no culture penalty.
4 - I am not sure whether to include the unrest penalty as I believe some settlements have permanent unrest.
Please don't be shy in responding with your thoughts.
:charge:
4 - I am not sure whether to include the unrest penalty as I believe some settlements have permanent unrest.
Not only that, enemy spies cause unrest too. So you would be forced to find and kill all enemy spies.
Thanks again Krauser ~:cheers:
In light of your news and my experience I think I will not use unrest but just the other 3 options. I have continued playing from a Carthaginian PBEM and the first 3 options are slowing me down nicely. I have just taken Cordoba and cannot move further without training more troops. I am getting attacked by a few Spanish armies but am holding my own. I keep shipping in the odd unit of Poeni Infantry from Tingi as well as hiring a few mercenaries to bring my army up to strength.
:charge:
Thanks again Krauser ~:cheers:
In light of your news and my experience I think I will not use unrest but just the other 3 options. I have continued playing from a Carthaginian PBEM and the first 3 options are slowing me down nicely. I have just taken Cordoba and cannot move further without training more troops. I am getting attacked by a few Spanish armies but am holding my own. I keep shipping in the odd unit of Poeni Infantry from Tingi as well as hiring a few mercenaries to bring my army up to strength.
:charge:
You might take a look at RTR 7.0. It's supposed to come out by the end of Summer. The main features that you would be interested in are 4 turns per year(each turn is a season) and a more zoomed in map so it takes armies longer to get from settlement to settlement. Also, they're added a number of large impassable areas so armies will have to go around natural features like deserts and mountanous regions. No more of those quick easy paths to every settlement. Some settlements will not even be worth the time being so far out of the way. All of this is to emphasize realism, of course, as realistically it would be impossible to control the entire map, an easy feat in vanilla RTW.
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