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Thread: 0-turn recruitment time

  1. #1
    Member Member Woreczko's Avatar
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    Default 0-turn recruitment time

    Hi!
    I wonder, whether someone tried to play EB with "instant" recruitment of units? In this case recruitment works just as retraining - you can train up to 10 (I think) units in one city during 1 turn. As it is now, factions with 1-2 cities need to spend a lot of time to train a decent army and are at severe disadvantage when fighting bigger enemies, who can raise a whole army out of nothing in 1 turn.

    My main concern however is: can the AI handle such modification? I fear, it may depopulate it`s cities when being able to train new units that fast. What do you think?

  2. #2

    Default Re: 0-turn recruitment time

    IIRC people have tried, only to revert back to non-zero times...
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  3. #3
    Muckomania or the Muckster Member mucky305's Avatar
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    Default Re: 0-turn recruitment time

    I use 0 turn recruitment for infantry and some cav units. There really doesn't seem to be a depopulation problem with the AI (playing VH campaign). I added a small pop growth bonus to farms and granaries (1.5% total) and still conquer cities with more than 10k people in them. I also don't constantly face incessant stacks of 4-6 units against my full stack legions. The AI now actually presents a credible threat IMHO. I've been booted out of Byzantion twice and currently don't have an available legion to go back as the Makedon nuts are determined to conquer the Greek peninsula.


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  4. #4

    Default Re: 0-turn recruitment time

    I always use 0 turn recruitment for every unit. As expected the larger factions had super elite troops while the smaller ones used more cost efficent ones. But that can actually be fix by upping the recruitment cost and upkeep of all the elite troops alot. Its then 50/50 as to what the AI will do, sometime it will just recruit less elite troops sometimes it uses more moderately priced troops. Keep tweaking it and if you stumble onto a perfect setup (every faction big and small using a good mix of both cheap and elite) im sure you could make it available and have lots of people downloading it. I have yet to perfect it myself.
    Last edited by a completely inoffensive name; 08-11-2008 at 09:13.


  5. #5

    Default Re: 0-turn recruitment time

    I've always played EB with recruit times reduced by one turn for all units (most things thus go to zero, elites and ships still take time). RL keeps interfering with my campaigns before I get more than about 50 years in, but I've never had trouble with AI towns being empty when I can finally slog thru the hordes and take them. Army composition has tended towards the low end, but I think that's a function of me going after poor factions first.
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  6. #6
    Xsaçapāvan é Skudra Member Atraphoenix's Avatar
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    Default Re: 0-turn recruitment time

    if you play EB with alex.exe it is necassary, because ; as most of you know well "AI retraining"
    I tried to disable it but it was much far away my moding ability



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  7. #7

    Default Re: 0-turn recruitment time

    hi, how do you change the recruitment times to 0? ive tried changing them in the export_descr_unit file but everytime i start a new campaign it doesnt change?

  8. #8
    Wielder of a pointy-thing Member Olimpian's Avatar
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    Default Re: 0-turn recruitment time

    Quote Originally Posted by Black Hawk View Post
    hi, how do you change the recruitment times to 0? ive tried changing them in the export_descr_unit file but everytime i start a new campaign it doesnt change?
    You need to change the EDU in 'sp game edu backup' in your EB folder.

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