I thinkthe closest you'd get would be to add a building that grants the construction of pirate ships without having a proper naval bay or port with a small increace of tradeable goods(things the pirates loot) anda mediocre law penalty like 10%.
I thinkthe closest you'd get would be to add a building that grants the construction of pirate ships without having a proper naval bay or port with a small increace of tradeable goods(things the pirates loot) anda mediocre law penalty like 10%.
"Who fights can lose, who doesn't fight has already lost."
- Pyrrhus of Epirus
"Durch diese hohle Gasse muss er kommen..."
- Leonidas of Sparta
"People called Romanes they go the House"
- Alaric the Visigoth
it just sounds soooo video gamey
:/
We are talking of Illyria, their vessels' names went on to the middle ages, leaving piracy aside with them would be like not having phalanxes and legionaries...
Last edited by Arjos; 06-03-2011 at 18:06.
Engine limitations.
Recruting units out of a barracks is an utterly gamey solution, the majorty of military forces in the EB period came to battle from their villages with their local lords or from their klerouchies, and might never see a barracks in their lives.
EB uses the game features CA developed and makes the best of them, this "Pirate Building" is probably a less gamey representation than a bunch of other game features.
From Hax, Nachtmeister & Subotan
Jatte lambasts Calico Rat
In EB2 there won't be a barracks building.
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What? Perhaps the term "barracks" is misleading. Would you say that EB1 had a barracks building? I would, though it wasn't always explicitly referred to as such. It was a line of buildings that served no other function than to recruit units. So EB2 will have a more complex recruitment system?
they already said they would have recruitment pools wich are influenced by the regions infrastructures so if one builds a blacksmith there´s more chances you can recruit more soldiers who use armour more trade = more hoplites and other citizenry militias farming upgrades probably means more hastati princeps and triarii bigger trading harbours = more ships available and things like that
thats what i got from their kleurocheias examples
Ahhhhhhhhhhh. Lovely news.
Be still my heart, this is going to be freaking awesome. The interplay of social and economic factors that produce a military culture represented in as realistic way as the engine allows? Loving the idea of it.
maybe more city-state "religion" % =more heavy spearmen types (hoplites, Roman citizen inf etc) and more aristocratic/royal/whatever % = more cav.
From Hax, Nachtmeister & Subotan
Jatte lambasts Calico Rat
I actually agree, although it has to be said that buildings in EB1 are intended as abstract representations of a province's infrastructure, rather than real structures. I get the impression that EB2 will take this even further, so instead of building temples you will institute policies. My guess is that the construction tab will be renamed the policy tab.
Just like in EB1, recruitment in EB2 will be determined by the type of government you install. The difference is that EB2's government system is more complex; and recruitment will not require a barracks any more.
(The team actually intended something similar for EB1: the EB open beta had a only a single barracks-line that was used by all factions. Its recruitment options were determined by the type of government installed. However, the R:TW 1.3 patch introduced a bug that caused CTDs when recruitment was made conditional on the presence of another building. Because the team wanted recruitment to be dependent on the government structure, they had to develop the current set-up.)
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Man, I was going to post that I would bet my derrier that the team is going to use buildings as policies or political decisions/institutions and mnai might be than a more abstract resource of "influence" whereas your income (of course) still is a big part of how much influence you have...
This will be awesome!
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