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  1. #1
    Member Member paleologos's Avatar
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    Default Re: A potentially controversial suggestion

    What is the limit in unit slots (if any)?

  2. #2
    Near East TW Mod Leader Member Cute Wolf's Avatar
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    Default Re: A potentially controversial suggestion

    I suggest adding 2 or 3 unit per besieged settlements is not too hard to have about, but not made the AI crippled, because they will be cheap units:
    - Romans : 2 rorarii
    - W hellenes : 2 hoplitai haploi 1 akontistai
    - E hellenes + Hay & Pontos : 3 pantodapoi
    - Celts : 2 lugoae, 1 Gaesatae (just strip off your cloth and took drugs are easy enough right ... oh wait, there is no Aesterix)
    - Sweboz : 1 Gaezosfulxom Fryod, 2 Jugundiz
    - Lusotann : 2 Caetranann
    - Getai : 2 Drapanai, 1 Komatai
    - Sauro / Saka / Pahlava : 2 basic HA unit
    - Sabyn : 2 bnei shevet aravim

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  3. #3
    Σέλευκος Νικάτωρ Member Fluvius Camillus's Avatar
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    Default Re: A potentially controversial suggestion

    I thougth this was already in EBII?

    In some preview they told about the new way Kleurochoi Phalanghitai were going to be used. They would receive very high upkeep but fast and easy recruitment (as a last rescue). The units would take up the free upkeep slots of the city. However, this only resolves the problem for Western and Eastern Hellenes. And to get the AI to understand this.

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  4. #4
    Member Member WinsingtonIII's Avatar
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    Default Re: A potentially controversial suggestion

    Quote Originally Posted by Fluvius Camillus View Post
    I thougth this was already in EBII?

    In some preview they told about the new way Kleurochoi Phalanghitai were going to be used. They would receive very high upkeep but fast and easy recruitment (as a last rescue). The units would take up the free upkeep slots of the city. However, this only resolves the problem for Western and Eastern Hellenes. And to get the AI to understand this.

    ~Fluvius
    That wasn't actually a garrison script though I don't think. Yes, they will be meant to be used that way, but I doubt the AI will realize that. The garrison script is primarily just to give the AI cities a defense because it rarely garrisons its cities effectively.
    from Megas Methuselah, for some information on Greek colonies in Iberia.



  5. #5
    CAIVS CAESAR Member Mulceber's Avatar
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    Default Re: A potentially controversial suggestion

    I'd like to point out though that while it's true that often times the city would hurriedly call up a militia to fight, it often seems to have happened the other way as well: the invading force defeats the professional army and the city simply throws open its gates and begs not to be harmed. So in the interest of consistency, if we're to create levies to defend the city, we should also find some way of modding that. Personally, I think the system is decent as it is. -M
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