Re: What will you change?
Found the pagan magician trigger in the VnV files. It'll be gone soon, or at least altered.
Quote:
Trigger magician_pagan_vnv_trigger
WhenToTest CharacterTurnEnd
Condition not AtSea
and IsGeneral
and PopulationOwnReligion < 90
and not Trait Superstitious > 0
AcquireAncillary magician_pagan chance 2
Less than 90% your own religion? Seems a tad excessive even though it's only a 2% chance per turn. Less than 50% might be more appropriate.
Re: What will you change?
I will try a massive overhaul and will probably bump into limitations.
Changes:
Drop the armor rate of all units with armor.
Reduce the melee & ranged rating of all units.
Increase the bonus from armor upgrades.
Increase the bonus from sword smiths.
Increase the bonus from experience.
Town Militia will be the most crappy city unit at the start of the game, but will gain improvements with upgrades of the city baracks. This is a cheap unit, but it's upkeep will be moderately high. Armed with a short spear and equipped with a shield, and initially unarmored.
Peasants were historically never the crap units that people recon them to be. The bulk of any army was made up by peasants. Both free peasants and serfs and they formed the first professional army.
Recruitable by the Castle will be:
Peasants: Smaller unit size as now (75->60) but morale, melee and defense skill scores are improved. This will be a cheap unit with low upkeep. These will be better than the Town Militia unit, but will never get armor or weapon upgrades.
Peasant Spearmen: Light Infantry armed with a spear and a shield. This will be an unarmored spearmen with decent stats all over. It's another cheap low upkeep unit, but it should be forming the true bulk of the army.
Peasant Archers: Well, they are peasant archers. No armor, no shield, decent defense skill, and it shoots arrows. Cheap archers, but mostly crap, but they will be much rarer than the other two peasant units. No flaming arrows.
(These are recruitable by the castle building)
Recruitable by cities will be:
Town Militia (see upwards for more information)
Mercenary Spearmen: Towns and cities mostly recruited mercenaries for their defense. Mercenary Spearmen are lightly armored, equipped with a shield and a spear, they are quite good at melee and defense, however their morale is bad. They aren't expensive to recruit (they should actually be free, but as militia doesn't pay upkeep when in a town) but they have reasonably high upkeep costs.
Mercenary Crossbowmen: Mercenary Crossbowmen are light armored, equipped with a light crossbow and a short sword. They are good archers, and decent in melee and defense. Their morale isn't good. They are inexpensive to recruit, but they have high upkeep costs.
These will be the core units available to all Catholic Factions and the Russian Orthodox Factions. Byzantium even in it's decline had a more professional army, and the Muslims had quite a different view of this (allthough they have Town Militia)
This is only the list of units available from City Walls and Castle buildings and they should be available early in the game.
Around the year 1300 after the successes of the Swiss Pikemen, most nobles hired Swiss Mercenaries or followed the Swiss Example.
Knights: (Dismounted or Mounted) were quite a rare sight on the battlefield in any time. Their appearance should be quite limited.
Other soldiers will become available depending on the region the city or castle is placed.
Cannons were not that suitable as field artillery in the middle ages, so I will probably remove them from the unit roster (or decrease their rate of fire to something very low). If it's possible I will put the other siege equipment as constructable units when sieging.
I will add many more provinces (if possible), and go over the character trait and ancillaries as well as the events that trigger them.
This will probably be a project that will take too much time and will never end, but it's fun to try.
Dingo
Re: What will you change?
nothing, ill just use other peoples work.
Cause im lazy
but ill definitely get something that fixs the traits so i can stop getting pagan magician on every character.
if no one adds new units to factions i might do that too.
Re: What will you change?
I'm going to:
Remove population growth bonuses from farming upgrades.
Give gunpowder troops to all factions (And probably Musketeers to most/all)
Tweak the traits and ancillaries
Whatever other army tweaks I think of between now and then.