Quote Originally Posted by [b
Quote[/b] (Doc Holliday @ Dec. 14 2003,11:37)]Hmmm. That's interesting...

3) Ok...so how do you build them? I do I have to be in the High period? Also, if anyone knows, why can't they use War Galleys? Didn't the Byzantines use them?

4) Thanks.

5) But the if the AI could do it, I don't see how it's a problem. They seem to cover the trade routes very well on their own.

I just thought of another question.

6) Will the Viking Invasion expansion eventually get the same treatment as the main game? I noticed that new units were added but they were not renamed...Chinese infantry for the Vikings for instance...


Thanks.
3)Is covered in the unit notes doc. I have pasted the Ships section below, along with another that covers some things you will eventually run into. There are a lot more topics covered there, so you need to read it all.
Btw, I have re-worked the Readme for the new update to better explain why and how to cover these files, since the most frequently asked questions usually involve info in the unit notes.
The section on artillery and missile units also explains what would happen if you allowed a few of the cheaper units to be built anywhere- there would be hordes of them and not much else.

The purpose of Homelands is to put a hard limit on the number of provinces that you can have churning out units, no matter how large your empire grows. This is to slow down the snowball effect you get, and which makes the game progressively less challenging the more powerful you become.

5) is a problem because it throws the economics of the game askew, meaning that you become able to buy anything and everything you can access, which is bad all the way around, whether the faction is you or the AI.

6) I did my mod for the viking campaign first. It is version 2.04. Note that you need to un-install version three if you want to try it out, but not vice versa.

Ships:
Ships have been divided into four cultural lines, with one ship in each era, plus Longships, which are a specialty of the Danish and Swedish factions. In addition, Early-era ships are excluded from the Late era. High-era ships may be built in the Late era as well. All ships take three turns to build. Ships no longer need Foundries to produce, and Shipyard requirements have been standardized so that Early-era ships need a Shipwright, High-era ships a Dockyard, and Late-era vessels a Shipbuilders Guild.
The Muslim ships stay the same, but can only be built in Muslim Homelands, which include the Iberian Peninsula, North Africa, the Middle East and Asia Minor, with the exception of Constantinople.
The Byzantines now have their own line, which will be shared with the new Serbian, Cuman and Kievan factions when they are added in a later version of the mod. Their line consists of Dromons, Fire Galleys and Cogs, and are restricted to the Byzantine Homeland, plus Kiev and Khazar.
The third line belongs to the Italians, Sicilians and Papists, and consists of Galleys, War Galleys and Gun Galleys. They can only be built in the Italian Homeland.
Finally, the last line belongs to the Catholics, and consists of Barques, Caravels and Carracks. Their are no provincial restrictions placed upon them due to the wide dispersion of their factions, the probable limited access that some of these factions will have to the coast, and the lower number of coastal provinces in the northern section of the map.
Note: the three Mediterranean ship lines may also be built from provinces along the northern coast of Europe, to enable a possible conquest of the British Isles.

Artillery and Missile units:
Playtesting revealed that the AI would produce hordes of generic missile and artillery units in non-Homeland provinces, so a couple of techniques were devised to either limit their production to Homelands, or severely limit the number of provinces that a faction may have that are capable of producing these types of units.
Siege engineers, foundries and gunsmiths are now unique. Thus the only way to control more than one of them is to capture a rival’s.
Note that Serpentines and Organ Guns no longer require both foundries and gunsmiths. Serpentines only require a Master Foundry, while
Organ Guns now require a Master Gunsmith, and are restricted to the Late era.