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rorarii
05-04-2007, 06:40
Please can I have your thoughts on some ideas I've come up with regarding giving TW mods more depth and realism.



https://forums.totalwar.org/vb/showthread.php?t=84584



Thanks


R

sgsandor
05-04-2007, 07:11
Dude now that looks kool

Cybvep
05-04-2007, 08:06
I haven't seen such good ideas for a long time... Someone from EB team should definitely comment on this.

Thorlof
05-04-2007, 12:07
This is good idea...but adds religion to EB is very, very hard work. I in RoA step by step testing religion (culture in Roa) but for now dont working.

Thaatu
05-04-2007, 17:28
That idea is absolutely great. I really hope hardcoding won't get in the way, but at the moment I can't think how it could (I'm no modder though). This is something worth testing, at least for EB2, maybe even as a minimod for EB. A job for some brave, smart, strong, handsome, lucky and optimistic soul who is willing to sacrifice his summer holidays (five of those rule me out).

sgsandor
05-04-2007, 19:15
:yes: Dude that work nicely for Eb2! this idea really is good u guys are smart:yes:

MarcusAureliusAntoninus
05-05-2007, 00:04
It is a really interesting idea. I, personally, think it's cool. It seems more like something to build a mod around, though. It would be very hard to add to a mod that is well underway.

Foot
05-05-2007, 00:26
This is an awesome idea, but I would have reservations about including it in EB. Human Rights, Property Rights, etc. These are all modern conceptions in the way you've included them. Not even the Magna Carta understood these terms in the way we do now. I think there are two main problems, firstly the link between a faction and possible laws it can enact, and secondly the link between those said laws and the units it should produce. If a faction did this historically then it could be interesting, but I really don't think, in the contexts of history, that these laws or laws such as these, had any great effect on military.

However, I did like the idea of using religion to reflect the make-up of a city population. Perhaps we could use that in EB2, as Kingdoms allow recruitment based on religion. Gauls as we know had a warrior class, and this could represent the level of warriors in a province. However I would only suggest this if it is possible for the level of class to be reduced if a unit is recruited from amongst it. Imagine how cool it would be to have to maintain levels of suitable populations for certain units!

Foot

Southern Hunter
05-05-2007, 01:37
The classes idea is absolutely brilliant. The breakdown into rich, middle and poor is perfect, and so similar to some of my ideas that I wonder if we have spoken!

I never thought enough about how it could be implemented, but this is a great set of ideas for starters.

Also, the 'building' to 'policy' idea is a ripper, although I have some minor quibbles with your examples. It is as good an idea as using ancillaries to represent objects and items (in the LOTR mod, magic swords and so on).

I would love to see this idea implemented for EB2. Balancing troop recruitment with the balance of societys classes was a real consideration, and can be a very interesting problem.

It puts the roman reforms into their true context. Opening up opportunities to different classes, with accompanying political dangers.

In Ancient Greece, the real battle was between Democracies and Tyrannies, and the odd hereditary empire. These are all examples of how the classes are treated. Only with certain policies could certain troops be recruited.

Great ideas generally. Cheers.