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Thread: Idea: Recruitment pools

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  1. #1
    Member Member Malachus's Avatar
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    Default Re: Idea: Recruitment pools

    Your idea makes sense, but implememnting it is pretty near impossible methinks.

  2. #2

    Default Re: Idea: Recruitment pools

    This is a "for the future" suggestion. Obviously it's not something that modders could implement. We can only hope CA is still paying attention.

    Bh

  3. #3

    Default Re: Idea: Recruitment pools

    Ok, I get you. I was going to post before that it wouldn't solve anything with the AI's priorities as is.

  4. #4
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: Idea: Recruitment pools

    Adding to this, raising an army in Lords of the Realm II had a negative impact on loyalty and it took some time to restore it. This always made good sense to me. It might not fit current game mechanics of course.

    The elite pools should be rather small and they should take some time to replenish. Building elite units of the same type back to back should not be a common luxury.

    Some of this gets back to the raising armies vs. recruiting units. Armies should still have to be more balanced. Upgraded structures should improve overall army size (or even build time) and add some better substitute units in the army, but the armies should still have a core characteristic. This would probably help the AI build better armies in spite of itself.

    I wouldn't mind seeing each unit have home provinces, so that if the province is lost they might either rebel, turn mercenary, deplete, become non-retrainable, etc. Of course, the AI probably couldn't handle this very well...
    Rome Total War, it's not a game, it's a do-it-yourself project.

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