None of that can be affected in any way. We're dealing with hard code that can't be changed.
Was that a reply to my post?Originally Posted by khelvan
SOLVING REBELLIONS INSTEAD OF BRIGANDS
Well, I think some of the things can be affected. First of all - number of brigand appearances can be affected, as can brigand army compositions. Brigands could be made less common but they could instead get larger armies. These would symbolize the rebellions I'm talking about.
MAKING LARGER CITIES MORE IMPORTANT TO HOLD
Profit for cities I'm sure you can affect, can't you? At least make the tax bonus and economical bonus that depends on population a little larger, ins't that possible either?
MAKING IT IMPOSSIBLE TO RETRAIN YOUR ARMY RIGHT AFTER CONQUERING A CITY
Finally, making all troops require a basic shrine (apart from the other buildings they require) in order to be trained is something that could simulate the unability to retrain your army right after conquering the city. This is really an important strategical aspect in which vanilla R:TW is REALLY unrealistic and even if this means reducing number of shrine types for each faction to one (for easier implementation of the dependency), I think it's an improvement. In fact I think it's strange that you can build shrines to different gods with different bonuses in vanilla R:TW, there should be something else like a building just called shrine, which would simulate the player is spending money on religion in the city with the result that the people get happier. So I don't see why reducing number of shrines to one would be bad for the game, I'd rather see it as an improvement. Historically you can't have recieved different "bonuses" in a city depending on what particular god you honored most in that city...
Edit: An even better way of making it harder to retrain your troops after conquering a city could be to simply make barbarian/roman/greek etc. troop buildings incompatible. Then you don't have to abandon multiple shrine types. To avoid peasants/basic militia from being trained in a newly conquered city, you could make peasants/basic militia require a "muster field" building that takes 1 turn to build.
MAKING SMALLER CITIES EASIER TO TAKE (can't be solved)
The final aspect - about making small cities easier to take over, is something that might not be possible to fix after all. The build points can be affected, right? But even if they can, the R:TW hardcoded algorithm is probably to see after each turn if the siege equipment item could be built or not, so even if build points are zero, the construction of the ram won't happen until the end of the turn. So I believe that part is impossible to implement unless the source code is released.
I guess these solutions aren't as good as the ones that would involve changing the code, but they're at least better than vanilla R:TW IMO. What do you think? I understand if you don't like these suggestions because they're somewhat a type of "emergency solution", but I think they could work...
Last edited by Rodion Romanovich; 03-28-2005 at 09:11.
Under construction...
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