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  1. #1
    I stole it from a stupid Iceni Member Shieldmaiden's Avatar
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    Default Re: The Marian Reforms and You.

    Thank you! Here's my current:

    - Praetorian Cohorts trainable in Italy only. Added Hardy attribute. Not 100% certain.

    - Praetorian Cavalry and Urban Cohort trainable in Rome only.

    - Experience bonus added to Circus Maximus and Urban Barracks for Legionary Cavalry and Legionary Cohort respectively. Otherwise their useless buildings if not in Rome.

    - 3 turns training (Normal unit size, from 2). Not 100% certain...

    To consider:

    - Quintremes(sp) and Scipii Neptune ships, limit ports they're recruitable from (Quint) and/or longer training time too? Need to read up and get input on Roman navies!

    - Cavalry Auxilia. Its auxilia available pre-Marius. Could change it to post-Marius and rebalance xp bonus for Equites in stables. Thoughts?

    I appreciate everyones replies and its very interesting to read how other people tweaked Romans in RTW :)
    Last edited by Shieldmaiden; 05-14-2008 at 15:00.
    "Now, once more I must ride with my knights, to defend what was and the dream of what could be..."

    - King Arthur, Excalibur

  2. #2

    Post Re: The Marian Reforms and You.

    Something I've done in my game is add a slightly different barracks recruitment system. For example:

    Barracks Level I - Unit I trainable
    Barracks Level II - Unit II trainable, Unit I trainable +1 experience
    Barracks Level III - Unit III trainable, Unit II trainable +1 experience, Unit I trainable +2 experience
    Barracks Level IV - Unit IV trainable, Unit III trainable +1 experience, Unit II trainable +2 experience, Unit I trainable +3 experience

    And so on and so forth.

    I'm not sure whether you'd consider it, but for me it seems to be logical - in some cases higher level barracks do not train anything and only add experience to units. Also it seems sensible that better training facilities should be able to train all troops to an improved quality - not just existing ones.

    This does, however, make things a little less fair for factions which have limited barracks infrastructure. To counteract it, I attached doubled experience onto selected levels of barracks construction to, after construction of all levels, provide an equal available level of experience.

    Although the way I have done it there is no contribution to balance, it could be manipulated to give weaker factions advantages over others. For example, you could place a double bonus on a low level building to give an early advantage in the case of a usually rapidly destroyed faction. You could also add a larger bonus on a faction which you want to expand later rather than earlier.

    It's a bit of a mad idea, but I hope it's useful
    Dawn is nature's way of telling you to go back to bed

  3. #3
    I stole it from a stupid Iceni Member Shieldmaiden's Avatar
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    Default Re: The Marian Reforms and You.

    Quote Originally Posted by Omanes Alexandrapolites
    Something I've done in my game is add a slightly different barracks recruitment system. For example:

    Barracks Level I - Unit I trainable
    Barracks Level II - Unit II trainable, Unit I trainable +1 experience
    Barracks Level III - Unit III trainable, Unit II trainable +1 experience, Unit I trainable +2 experience
    Barracks Level IV - Unit IV trainable, Unit III trainable +1 experience, Unit II trainable +2 experience, Unit I trainable +3 experience

    And so on and so forth.

    I'm not sure whether you'd consider it, but for me it seems to be logical - in some cases higher level barracks do not train anything and only add experience to units. Also it seems sensible that better training facilities should be able to train all troops to an improved quality - not just existing ones.

    This does, however, make things a little less fair for factions which have limited barracks infrastructure. To counteract it, I attached doubled experience onto selected levels of barracks construction to, after construction of all levels, provide an equal available level of experience.

    Although the way I have done it there is no contribution to balance, it could be manipulated to give weaker factions advantages over others. For example, you could place a double bonus on a low level building to give an early advantage in the case of a usually rapidly destroyed faction. You could also add a larger bonus on a faction which you want to expand later rather than earlier.

    It's a bit of a mad idea, but I hope it's useful
    Its a good idea, a case-by-case one IMHO

    A few factions do suffer later on - i.e - The Greek Cities, L5 Stables for Incendiary Pigs? I thought Greece was known for its horses not its bacon...

    I'm very interested to know how people have tweaked non-Roman factions to be more competitive
    Last edited by Shieldmaiden; 05-14-2008 at 22:55.
    "Now, once more I must ride with my knights, to defend what was and the dream of what could be..."

    - King Arthur, Excalibur

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