Double post,sorry !
Yeah, barracks is logical. The trader does that, but needs boosting.-Maybe, give the bonus to law to the barracks ? It makes sense,because the higher the rank of barracks the more order will be ingame. Traders could give happyness bonuse because people are happy that they have verious things to buy or sell- ?
Never played RS, but i must say... do you have any idea how much models and scripting means that?- explain a bit. By the way we will have legions like roma surrectum after the marian reforms.
Not that this is a bad idea... just... RS already does that. And it ads a crazy complexity to otherwise simple game.
Thracians adopted roman equipment and tactics for a while (after that while, they wore a roman province).thracian legionaries! (post-marian)
Qinqiriaknmkjbnafsd-remas from the temples. Romas used bridges on their ships in the first punic war, but that fleet sunks in a storm. After that, they use normal ships.No crazy roman ships!
Ok, an example:game-play temple balance.
+5 farming from temples for the macedonians is crazy. They have better farming, than Egypt! Witch leads to more money, witch leads to macedon overwhelming the map in 3/4 of the games. That is one example. (logic behind should be: They are crazy-ass in the military - they don't need a ton of money on top of that, not the opposed). Even thematically it fails - macedonians wore never much of a farmers.
Actually this leads to the question - what should temples do? My ideas:
They should give multiple bonuses, but not to high ones. happiness - yes. 5/10/15/20/25 (i think it is the same now). After that we can distinguish the following types:
1. War temples - give exp. bonus to the trained units (+1/+1/+2/+2/+3)
2. Trade temples - give trading bonus (and a good one)
3. Fertility - pop.growth bonus as in vanilla or maybe smaller pop.growth but also a trade one :P
4. Law - bonus law, and a good one.
5. Celebration - gives more happiness bonus.
There are some mix and match to be done for the exact numbers, but no farming input, no weapon upgrades (except maybe +1 for nations that don't have 3rd level blacksmith) to the skies. Small but many logical and theme-based bonuses. Currently vanilla have a lot of stupid things.
Ok. Then we will have like in the vanilla. Just few legionnari units.Not that this is a bad idea... just... RS already does that. And it ads a crazy complexity to otherwise simple game.
I don't know about this one. I rather not use them. It is better to just make vanilla units.Thracians adopted roman equipment and tactics for a while (after that while, they wore a roman province).
Still don't understand. You mean you would like the romans not to have that third type of ships ?Romas used bridges on their ships in the first punic war, but that fleet sunks in a storm. After that, they use normal ships.
Ok I get it- nice !+5 farming from temples for the macedonians is crazy. They have better farming, than Egypt! Witch leads to more money, witch leads to macedon overwhelming the map in 3/4 of the games. That is one example. (logic behind should be: They are crazy-ass in the military - they don't need a ton of money on top of that, not the opposed). Even thematically it fails - macedonians wore never much of a farmers.
The same as my idea was. It will be like that,but I will tell you which gods to put.Actually this leads to the question - what should temples do? My ideas:
I mean THIS one :P
For the thracian imitation legionaries... i can't prove that they would have them. In the mid 2nd century BC they recognized roman rule, and after that started legion-stile combat, retaining the warrior traditions they had. Not much is known for their army in the roman era, mostly couse some pesky diadochi tried to rule them over and over again.
I can't really suggest a rooster, couse i'm bulgarian, and i'm not very objective on the topic. So i'll shut up, unless someone wants to read my thoughts on the question. (but if you do - please say so :P)
I do have other ideas, tho :P
2. I think i can make many reforms with the Military Doctrine system. The script is not that hard but it is LONG, so if you don't decide that you really want it - i won't bother doing it. But i can do it. We will have to really cut the roosters down to the most basic stile, leaving some units for "if there is a place" time.
3. Also, i have no problem making ton of units. But i DO advise you as someone with deep interest in game-play theory to build the rosters the following way:
(tier = level of the unit. For the vanilla romans: 0 - pesant, 1 - town watch, 2 - hastati, 3 - principi, 4 - triarii, 5 - praetorians/urbans)
Infantry: 5 at most, with one per tire (don't think of tire 0 infantry. we need something like it, but we will see what will it be)
Cavalry: 4 at most
Ranged: 4 at most
Total: 12 at most.
This way we can have no more than 20*12=240 units total, witch is good, couse the DMB has 250 slots, 30 of witch already taken by stuff that can not be excluded. So, again - 12 units per faction. We can add more later, don't bother. Also game-play wise:
Yes, everyone had everything (ok, romans and some barbarians didn't had phalanxes). The question is: Should they have it in-game. Try not adding everything in a roster. For example - chartage used phalanxes and did had heavy swordsmen. So, how do a man makes a roster for them:
Phoenican Military Doctrine:
Infantry:
tire 1 - Libyan spearmen (nothing special)
tire 2 - Liby-Phoenician phalangites
tire 3 - Liby-Phoenician swordsmen
tire 4 - Sacred Band (temple-recruited)
Ranged
tire 1 - Peltasts, Slingers
tire 2 - Poeni Archers
Cavalry
tire 1 - Liby-Phoenician cavalry (light mele cavalry)
tire 2 - Poeni Citizen Cavalry (medium mele cavalry)
tire 3 - African Elephants
tire 4 - Asian Elephants
I would leave all other units out. Yes, they can get scutarii, craetarii, and so on, but only using Native Military Doctrine of the region. Also famous mercenary units should be what they are - mercenaries.
But, this is how I would do it. ;) I'm far away from telling you what to do and how to do it. I just don't want an EB-stile mod, where you have no idea what is what, and when and where you can recruit something. I want it vanilla-stile as possible.
Last edited by hameleona; 05-10-2012 at 01:32.
If I have to choose between the units and military doctorine I choose the units.Eventhough I would like to see that doctorine for me the units are important.I think i can make many reforms with the Military Doctrine system. The script is not that hard but it is LONG, so if you don't decide that you really want it - i won't bother doing it. But i can do it. We will have to really cut the roosters down to the most basic stile, leaving some units for "if there is a place" time.
I really don't know what to say to all this. We must have 12-20 units and that is ok with me,but I don't like the feeling of just leaving space for units and then just going back to a faction and adding. I would like that we finish one faction at a time but for good,so in other words that it is done.
Also the names you have give to the carthaginian units are wery nice. They will be named in that way in the game.
No. I don't want barbarians to be able to recruit other units or romans carthaginian units and so on. It will be like in vanilla game.The question is: Should they have it in-game.
[QUOTE]Just like this hameleona,very nice roaster. One thing though - I want the scutarii and iberian infantry or in other name craetarii to be part of the normal roaster.So, how do a man makes a roster for them:
Phoenican Military Doctrine:
Infantry:
tire 1 - Libyan spearmen (nothing special)
tire 2 - Liby-Phoenician phalangites
tire 3 - Liby-Phoenician swordsmen
tire 4 - Sacred Band (temple-recruited)
Ranged
tire 1 - Peltasts, Slingers
tire 2 - Poeni Archers
Cavalry
tire 1 - Liby-Phoenician cavalry (light mele cavalry)
tire 2 - Poeni Citizen Cavalry (medium mele cavalry)
tire 3 - African Elephants
tire 4 - Asian Elephants
I want the roasters to be as the vanilla with as much low AOR units as it gets.
If you add scutarii and iberian infantry or in other name craetarii you will have 12 units roaster,so we need to make Carthage have at least 4 more units to make te game interesting and please hear my thoughts :
Instead of the Native Military Doctrine we can make Mercenary military doctorine and when you do that you will be able to recruit normaly all the mercenary units that faction used.So if you make Mercenary military doctorine you will be able to recruit :
Celtic swordsmen, Mauretanian archers,Samnite cavalry and Numidian skirmishes.
So the upper roaster that you made(Phoenican Military Doctrine) + the mercenary doctorine is a total of 16 units for Carthage and there are no AOR. What do you think ?
I think we are going somewhere good.
I have another idea, so that we can keep the vanilla feel AND add the units you want. I can just give them a Mercenary Barracks. And from there they can recruit the mercenary units.
Example:
Tire 1: Craetari; Numidian javelinmen (or moorah javelinmen - having problems with that name)
Tire 2: Scutarii; Mauretanian archers; Numidian cavalry.
Tire 3: Celtic Swordsmen; Baelric slingers; Samnite cavalry (still don't know about the samnites... they fought with Carthage couse Hannibal was there)
Tire 4: No idea
Tire 5: No idea
It is balanced - couse it takes time and money to unlock the units, and in the same time, they have them.
I want to add something. When i said 12 units, i mean 12 faction-specific units. Even vanilla selucid have more than 20 units, but only one of those is adding a model. So, in theory you can give 100 units to a faction. The problem is that there is no real need - 35 phalanx units... yea, i really need them as a player.
Well, we can do it one of two ways - add later, or try putting everything we need and then remove later. I don't think any of us prefers to remove a unit (not to mention, that in that time they'll be implemented and ready for play).I really don't know what to say to all this. We must have 12-20 units and that is ok with me,but I don't like the feeling of just leaving space for units and then just going back to a faction and adding. I would like that we finish one faction at a time but for good,so in other words that it is done.
Well reforms = more units = more models :)If I have to choose between the units and military doctorine I choose the units.Eventhough I would like to see that doctorine for me the units are important.
Just adding the camilean reform ads around 5-6 new models to the DMB. That was what i meant. :)
Very nice, you got what I was trying to say. Well this is good as no mod has it I think so ?. So this will be something new to the TW in general.I can just give them a Mercenary Barracks.
1.Craetari are iberian infantry which means they are Charthaginians.Tire 1: Craetari; Numidian javelinmen (or moorah javelinmen - having problems with that name)
Tire 2: Scutarii; Mauretanian archers; Numidian cavalry.
Tire 3: Celtic Swordsmen; Baelric slingers; Samnite cavalry (still don't know about the samnites... they fought with Carthage couse Hannibal was there)
Tire 4: No idea
Tire 5: No idea
2.Moorish javelinmen. The moors were berber tribes.
http://en.wikipedia.org/wiki/Moors
Just under the title History-overwiev and you will get the point.This link is just that you get informed a bit,so that I don't tell you to make units that you haven't even heard of.
3. Three tires are enough.
Some factions will have more units,some will have less. Yes,there is no need for 10 phalanx units,but if a faction has an army composed only of phalanx units,you can't give to a faction only few phalanx units,like three,right ? So, there will be no 77 phalanx units,and we will balanc the game.I want to add something. When i said 12 units, i mean 12 faction-specific units. Even vanilla selucid have more than 20 units, but only one of those is adding a model. So, in theory you can give 100 units to a faction. The problem is that there is no real need - 35 phalanx units... yea, i really need them as a player.
Let us concentrate our minds on recruiting(which we have almost finish debating of) and on Carthage as the first faction we are making.
To sattle this- Rome, Carthage,Seleucid Empire,Ptolemaic Empire,The Kingdom of Antagonid Macedon,The Aetolian League & the Odrysian Kingdom wil MAYBE have 15-20 units, all other factions will have 15 or less unitsWell, we can do it one of two ways - add later, or try putting everything we need and then remove later. I don't think any of us prefers to remove a unit (not to mention, that in that time they'll be implemented and ready for play).
Ohh nice !Well reforms = more units = more models :)
Just adding the camilean reform ads around 5-6 new models to the DMB. That was what i meant. :)
So also with the reforms we will go faction by faction- Carthage is first,they didn't have a reform. So You don't need to do anything for them.
Rome had few reforms, Seleucids also had a reform.,but lets think of it when we come to a certain faction.
So for now :
We need to add that mercenary barracks. Which is in my mind a good idea.
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