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  1. #1
    Member Member r-marci's Avatar
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    Default Re: Tech trees

    The ancient hungarian religion was samanist-monoteist. The centre of this is a huge tree, that split the world into three parts. Its branches hold the sky and the roots are in the Hell. A main theme of this religion is the fight of the Good (God, "Isten" or "Úr" in Hungarian) and the Bad (Devil, "Ördög" in Hungarian). The God lives top of the huge tree. Everybody knows where the Devil lives. The trunk was in the middle world. This is the world of the human but other people live here: demons (démonok), giants (óriások), dragons (sárkányok), nightmares (lidércek), fairies (tündérek). The most important was the good saman ("táltos" in Hungarian) in this religion. The evil witch was the opposit of the saman.
    Feheruuraru rea meneh hodu utu rea

  2. #2
    Member Member r-marci's Avatar
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    Default Re: Tech trees

    Oh, sorry! I looked at the fore parts.
    Feheruuraru rea meneh hodu utu rea

  3. #3
    Dungalloigh Brehonda Member Ranika's Avatar
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    Default Re: Tech trees

    Can the Norse get lighter Irish troops in Ireland? Representative of both native levies and Gaelicized Norsemen? They'd not look much different than others, except that more troops would be wearing trews (pretty much all of them), and not wearing cloaks; dressed the same way Gaels dressed foreign levies themselves.
    Ní dheachaigh fial ariamh go hIfreann.


  4. #4
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Tech trees

    @Ranika: As mercenaries they can get Gael gaedhilbuanna - gaelic-norse light raider infantry, good attack but low defense - especially vs cavalry, medium cost, HIRING ZONE: eastern Ireland and southwest Scotland - perhaps some more. Not existing from start, medium replenish speed.
    Under construction...

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  5. #5
    is not a senior Member Meneldil's Avatar
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    Default Re : Tech trees

    Here are some changes I thought about :

    France, HRE and Lotharingia
    =====================
    - Chapel (+10 happiness, requires town), Church (+20 happiness, +1 morale, +5% law, requires large town), Cathedral (+40 happiness, +2 morale, +10% law, enable training of catholic fanatics - clubmen?, requires city) >> I know a better name for European fanatics, I'll have a look at my sources
    - Abbey/Monastery (requires Church, +10% happiness - perhaps replace this building with specific monastery types for different religious orders granting different boni and which can only be built in a certain province/in certain provinces)
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming), Farming technology (+14 farming), Feudal farming (+17 farming). Franks and non muslim nations should be limited to level 4. The Spanish moors had way better farming than the europeans.- Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus), Water pipes (+20% health bonus).
    - Paths, Mud roads, Paved roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade), Master merchant (+80 trade, +10% happiness)
    - Port, Shipyard, Dockyard (all these enable training of better and better ships). I was thinking about adding a trading port at level 1. It would have one trade road, and no ability to build ships (except maybe for the vikings). It would also be used as ports for rivers.
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Salt mine (+1 mining), Large salt mine (+2 mining), Copper mine (+2 mining), Large copper mine (+4 mining), Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build. There can't be more than 2 mines still (as long as you want them to appear on the campaign map). Having 4 kind of mines suck up building complexes to
    - Academy, University Don't really think this is historical. Maybe I'll find a better idea.
    - Wooden pallisade, Wooden wall, Large wooden wall (possible to move on top of it), Stone wall (possible to move on top of it), Large stone wall (possible to move on top of it). It would require to create whole new wall models. Quite annoying. I think we should stucj to vanilla RTW level 3 walls, since only a few cities (Constantinople, Bagdad) had really big walls.
    Last edited by Meneldil; 08-29-2005 at 20:22.

  6. #6
    Dungalloigh Brehonda Member Ranika's Avatar
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    Default Re: Tech trees

    Quote Originally Posted by LegioXXXUlpiaVictrix
    @Ranika: As mercenaries they can get Gael gaedhilbuanna - gaelic-norse light raider infantry, good attack but low defense - especially vs cavalry, medium cost, HIRING ZONE: eastern Ireland and southwest Scotland - perhaps some more. Not existing from start, medium replenish speed.
    I didn't mean mercenaries; I meant more like 'regional' units of sorts. Except they'd just be light Irish troops.

    As for academies; they existed. I don't know if they existed in Frankish regions, but pretty sure they must've. There were academies in Britain and Ireland, so it seems likely they would be elsewhere too.
    Ní dheachaigh fial ariamh go hIfreann.


  7. #7
    is not a senior Member Meneldil's Avatar
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    Default Re : Tech trees

    As early as in the 9th century ?

  8. #8
    Dungalloigh Brehonda Member Ranika's Avatar
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    Default Re: Tech trees

    Before the 9th century; in the 7th century, there was an academy of medicine south of Teamhair (Tara) that was burned down by vikings around 860. There are mentions of other universities; larger 'academies' existed but were pretty rare.
    Ní dheachaigh fial ariamh go hIfreann.


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