DVX BELLORVM 19:49 05-08-2008
Playing the Jerusalem in the Crusaders campaign (1.5), I've noticed that in some castles (namely Dumyat and Mosul), takes around 10 turns before the Squires of Tripoli unit pool replenishes itself.
At first i thought that there's some kind of a distance penalty for castles far away from Tripoli, but the Knights of Tripoli are not affected
What do you think about this? A feature or a bug?
I'm tempted to say that sounds like a bug. Ten turns seems like an awfully long time for a unit's pool to be replenished.
DVX BELLORVM 15:48 05-10-2008
I've discovered that if I destroy the existing barracks (Eastern culture, which were present when I captured the settlement), and build my own, the Squires of Tripoli unit pool replenishes normally.
Privateerkev 21:46 05-10-2008
This doesn't answer your question but why would you want squires when you clearly have access to DKoJ's?
DVX BELLORVM 17:05 05-12-2008
Another thing I discovered: it affects all Barracks (highest level), not only the captured ones. So I went into trouble of unpacking the Kingdoms' files, and this is what I found:
Code:
drill_square
recruit_pool "Tripolitan Squires" 1 0.7 6 0 requires factions { jerusalem, }
barracks
recruit_pool "Tripolitan Squires" 1 0.1 4 0 requires factions { jerusalem, }
As far as I can understand those numbers, it means that, for the Barracks, the unit has a maximal recruiting pool of 4, which replenishes at a rate of 0.1 per turn?
It's not just for the Squires of Tripoli, the same thing is for the Squires of Edessa, Highland Rabble, and Peasants.
Therefore, I do not think it is a bug, but rather a way to limit the production of an early units later in the game.
Your thoughts?
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