I find your idea very interesting.
Regarding how to implement it in game, I would do in the following way.
- Create a new building, called for example "greek_warfare" with one or several levels "greek_warfare1" etc.
- The conditions to recruit hoplites would be:
Code:
recruit "greek hoplite militia" 0 requires factions { greek, } or building_present_min_level greek_warfare greek_warfare1
You can then associate each hoplite level to one higher level of greek_warfare.
The problem is that hoplites must be "owned" by all the factions, and they will appear in custom battles.
One solution would be to create a new unit, for example called "general hoplite militia" in export_descr_unit. Simply copy and paste the greek hoplite militia entry. Change the name, mark all the non-greek factions as owners and put in the attributes "no_custom". In this way they won't appear in custom battles.
You must also create a new entry in export_unit (text folder).
Assign textures to all the factions in the model of hoplite militia(descr_model_battle), for example the skin of greek_cities.
You have to copy and rename (remember the new name) the unit card and info picture from the ui\units\greek_cities and ui\unit_info\greek_cities in the folders of all the new owners.
In that case, the entry in export_descr_buildings would be:
Code:
recruit "general hoplite militia" 0 requires factions { roman, carthaginian, egyptian, eastern, barbarian, } and building_present_min_level greek_warfare greek_warfare1
The only way I can imagine to make several incompatible "foreign_warfare" buildings, would be to stablish them as temples. But this would eliminate the truly temples from the construction options.
Another point that I don't like very much is that this building would allow the training in only the region where it is built. It could be changed by scripting, but that's another history.
Good luck!
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