Ooooh. Good point I forgot about that. Then we can allow every port to get transport ships and let only those with the tech. buildings to progress to further much more combat capable craft.
Ooooh. Good point I forgot about that. Then we can allow every port to get transport ships and let only those with the tech. buildings to progress to further much more combat capable craft.
"A man's dying is more his survivor's affair than his own."
C.S. Lewis
"So many people tiptoe through life, so carefully, to arrive, safely, at death."
Jermaine Evans
This Monday, since it is Memorial Day and I have no school, I am going to attempt to make up a fairly basic tech tree just so we can have something to work from or with. If anyone has any specific building suggestions please post them now so I will have them when I write up the vague tech tree. I will also e-mail it to people if they wish once I have made it so we all know what it looks like and such.
"A man's dying is more his survivor's affair than his own."
C.S. Lewis
"So many people tiptoe through life, so carefully, to arrive, safely, at death."
Jermaine Evans
This is what I have done so far, please comment and propose changes!
Citadel: Total War Tech Tree
Technology Advancement Buildings: (All names subject to change)
Gunpowder:
Gunsmith: Allows handgunners and other extremely early gun units. Low quality conscript troops for the most part, requires a low level barracks to train units, level two barracks.
Gunsmith’s Workshop: Allows Arquesbusiers and other slightly newer gunpowder units. With a high level barracks also allows Janissary Arquesbusiers and other unique units, level three and up.
Expert Gunsmith: Allows gun cavalry, including unique fire-before-charge units and such. Requires a fairly high level stable, three and up.
Ships: (A bit iffy on how to get this to work)
Port: Allows one trade fleet and the construction of transport type ships with weak combat attributes. Should we expand this further for more trade fleets or allow the maximum number of trade fleets from the beginning?
NEW SHIP LINE:
Shipwright: Allows the construction of the first real combat ships, still fairly small and not gunpowder armed.
Later Age Shipwright (Don’t know what to name it): Allows the use of larger non-gunpowder combat craft and with an Expert Cannon foundry allows the construction of the first gunpowder-armed ships.
Master Shipwright: Combined with a Master Cannon Foundry allows the construction of the largest most powerful gunpowder-armed ships.
I believe that is all of the technology building lines that we will need.
Normal buildings:
Barracks Line:
Militia Barracks: Trains militia soldiers of all (depending on quality some may require level 2) types.
Barracks: Trains regular soldiers and with a Gunsmith allows the training of handgunners.
City Barracks: Trains adept/professional soldiers and allows the training of more gunpowder units. Raises valor of militia?
Metropolis Barracks: Trains the best regular soldiers and increases the valor of Barracks soldiers. Allows the training of more unique/professional gunpowder units.
Royal Barracks: Trains the best and newest infantry. Allows Janissary Heavies and other exceptional and rare units. Increases the valor of City Barracks units.
Stable Line:
Stable: Allows the training of scout/router chasing level cavalry.
Cavalry Stable: Trains mainly non-lancer regular cavalry. Combat capable, but still light cavalry.
Regimental Stables: Trains professional medium cavalry and with an Expert Gunsmith trains some gunpowder-armed cavalry. Increases the valor of Stable units.
Noble’s Stables: Trains noble cavalry units and allows the training of more adept gunpowder cavalry. Increases the valor of Cavalry Stable units.
Royal Stables: Trains the best cavalry, knights and the best trained gunpowder armed/age cavalry. Increases the valor of Regimental Stables units.
"A man's dying is more his survivor's affair than his own."
C.S. Lewis
"So many people tiptoe through life, so carefully, to arrive, safely, at death."
Jermaine Evans
Not bad, but don't the buildings sound similar to Medieval?
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"Oh, how I wish we could have just one Diet session where the Austrians didn't spend the entire time complaining about something." Fredericus von Hamburg
I know it sucks. I am horrible at the names, but if anyone would like to assist with names that would be great. I could not think of too many original ones...
"A man's dying is more his survivor's affair than his own."
C.S. Lewis
"So many people tiptoe through life, so carefully, to arrive, safely, at death."
Jermaine Evans
I don't like the tech tree. It wouldgive the same problems as in vanilla with most early units unavailible from start, and a weakened AI building only a few differnt low quality units.
A counterproposal (hastily put together):
Development line
Develpment 1 (name: Very Late Medieval)
20 turns, free, requres Marian reform, requires town exp 1
gives all pre-1480 units
Development 2 (name: Very Early Renaissance)
20 turns, free, requires town exp 2
gives all pre-1500 units
Development 3 (name: Early Renaissance)
20 turns, free, requires town exp 3
gives all pre-1522 units
Development 4 (name: Mid Renaissance)
25 turns, free, requires town exp 4
gives all pre-1550 units
Development 5 (name: Late Renaissance)
30 turns, free, requires town exp 5
gives all pre-1600 units
Town expansion line (Palace)
Town exp 1 (name: ?)
1 turn, quite cheap
gives all premarian units except cannons
Town exp 2
1 turn, quite cheap
Town exp 3
1 turn, medium cheap
Town exp 4
1 turn, medium cheap
Town exp 5
1 turn, medium cheap
Cannon factory line
Cannon factory 1 (name: Cannonmaker)
1 turn, expensive, requires town exp 3
gives the cannon units and the cannon ships (some of them also requires a development building)
Port line
Port 1 (name: Trading port)
1 turn, medium expensive
gives trade
Port 2 (name: Major port)
1 turn, very expensive
gives more trade
Temple types
1 building building-lines that makes towns different
Weaponsmith
Armoursmith
A few different monastery types
Some merchant guilds
The pope (in rome)
etc
Wall line
wall 1 (name: Low wall)
1 turn, expensive, requires town exp 2
Wall 2 (name: High wall)
1 turn, expensive, requires town exp 3
no barracks line
no stable line
Edit: I would be nice to have two types of building trees: one minimal and one complex (switch by replacing the file), as long as it doesn't interfere with unit balancing.
Last edited by Narayanese; 06-01-2005 at 12:33.
Now we are starting to go places… but here is what I was thinking… we do need to get away from the tier based on city size that we have in normal TW games.
My thinking is that city size should impact on the cities civic abilities (like trade, taxation, amenities, religious buildings, etc), but even small provincial cities would be able to supply men for service with recent technologies.
So lets break it up… here’s my idea!
City level buildings would be like in RTW, this is hardcoded, so we can’t do anything, though the population’s would be about 1/10th of what they are in reality (so 24,000 really represents 240,000)
Technological Advancement –
The idea behind these structures is the quantity of industry is not important as its quality… the ability to cast high quality cannon is not dependant on the number of casters in the city, but rather the capability of the workshops available. So, it is similar to Narayanese’s development line in that it allows for training tiers of units based on the timeline.
Manufacturing –
Most soldiers can’t provide their own armour and weapons from just the tools they have at home… the middle ages are over ;-).
My thinking about this line of buildings is whilst the technological buildings determine what can be built, these determine how fast they can be trained! Each level is tied to a cities tier.
As an example, the first level of a gunsmith may be “Firearm Importer”, he can import firearms from other cities (this is abstracted) but the amount that comes in is not rapid enough for the quick raising of large groups of gunners, so even the most basic of firearm units takes 1 or 2 turns. However, a higher up tier, say “Master gunshop” has a larger number of highly skilled gunsmiths, and is able to produce guns on a mass scale, meaning gun armed troops that have little training (so we are not talking janissaries here) can be done in 0 turns, with other units receiving a considerable reduction in training time.
Make sense? These buildings would be the ones that do the actual training (from the games point of view) but what can be trained will depend on what technological building is present.
Civic Buildings –
Finally there are civic buildings, like I listed above, this is all about advancing the cities. They would be tied with city tier, and larger cities would confer better benefits, like greater trade, or thanks to better governance, more tax. You get the general idea…
What would be really neat is if we could get it so certain cities focus on civic advancement (trade hubs, important places of culture, and thus cash making cities) and others on military advancements.
I'll work on actual build tree if you want.
Caligula and Hadrian - Unit and Building editors for Rome: Total War.
Now editing -
export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt
For me, you're welcome to work on the tech tree.
On manufacturing buildings changing building times: I think this would require each building level to have it's own units with separate model and unit entry, and that would lower the unit limit a lot.
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