Re: Mod idea: Economy mod
hm, I dunno about that, what about bandits, they would take over the world...
Re: Mod idea: Economy mod
It is strange, but this morning I was thinking in something similar, not so limited with regard to battles.
The idea was that the factions are only able to recruit militia, with very low battle skills, and low costs (only for garrison), and all the conquest should be done with mercenaries, very expensive to recruit and to mantain.
That means you must manage your empire from an economical point of view and only when you try to enlarge the empire or defend it from an invasion, you will hire mercenaries. And you should "finish the contract with them" just when the conquest or the defense were finished.
This would require a larger variety of mercenaries, but it could also serve to change the character of your army depending on the part of the map you are conquering or defending.
Do you think this would be possible?
My concern is about the factions controlled by the AI. Would they hire mercenaries or we would face huge armies of militia?
Cheers.
Re: Mod idea: Economy mod
I think you'd face huge armies of militia. I've never seen a merc in AI control, but maybe I'm just unlucky...
Re: Mod idea: Economy mod
There would be huge armies of militia. That's the problem with allowing AI to build any armies.
I wonder what would the AI do if there were only mercenary units allowed.
Hmm I see a problem in that even a single general bodyguard unit could be used to conquer cities, and if there are no defenders inside, they'd take them by hunger.
I don't suppose there is a way to reduce campaign map movement to 0 ?
Re: Mod idea: Economy mod
Quote:
Originally Posted by Myrddraal
I've never seen a merc in AI control, but maybe I'm just unlucky...
You'll see some in Segestica or in one of the Arabian provinces, but they're placed there at the beginning of the game.
I think some investigation into modding economics would be useful, particularly to try and nix the cash excess after the early game. Ideally, the player should be constantly fighting off bankruptcy all the way through the game and going to war with one of your major trading partners should plunge you deeply into the red.
Given, however, that the economic side is not really RTW's strong suit I really wouldn't be sure about making the entire game about it... :wacky:
Quote:
Originally Posted by eadingas
I don't suppose there is a way to reduce campaign map movement to 0 ?
There is, Duke John posted this thread at the end of last year:
Quote:
Originally Posted by Duke John
C. Zeroing starting action points in descr_character.txt:
starting_action_points 0
But "Stop!" you scream, now nobody can move. And then my twisted mind starts working; you can create traits that add action points to named characters/familiy members, agents and admirals upon creation. So now we have only eliminated movement of captains.
Re: Mod idea: Economy mod
Aha! That would be good then. Just standing garrisons in the cities to guard off the brigants.