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  1. #1

    Default Larger units

    You must be able to make larger armies than 1000 or so men. I've read of ancient armies numbering in the thousands, so ... how do you raise a roman army of several thousand? There must be a way.

  2. #2
    Amanuensis Member pezhetairoi's Avatar
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    Default Re: Larger units

    ...by changing the unit scale, or going into descr_unit and manipulating the basic unit size of the units.


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  3. #3
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Larger units

    Quote Originally Posted by mcgib
    You must be able to make larger armies than 1000 or so men. I've read of ancient armies numbering in the thousands, so ... how do you raise a roman army of several thousand? There must be a way.
    Pezhetairoi already gave you the basic answer, but there is a limit to what the engine can handle. You can set unit size to huge in the options menu and increase the basic unit sizes in the desc_unit file, but I understand the engine refuses to accept units over a certain size, which was IIRC 240.

    So in one battle you could get nine stacks of twenty units of 240 men plus three officers per unit and one captain per army. So the maximum number of men is 9 * (20 * (240 + 3) + 1) = 43749 men on the field. But you need a very powerful system to show that battle without a hitch.
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    Member Member Celt Centurion's Avatar
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    Default Re: Larger units

    I am presently in a campaign as the Brutii in "huge" setting. The increased numbers basically means that I typically send 2,000 or so of the enemy to their early ends.

    Control of units seems to be a little more difficult in this setting.

    My greatest problem "controlling" them is that often they do not go where they are sent. I will right click cavalry to the corner of the field in order to set them up to slam into an enemie's flanks or rear, and half of them will go 180 degrees from where they are told. Some actually charge right into them even as I am trying to pull them another direction. What were they thinking?

    I have noticed also that it takes a lot longer to send 160 light infantry running along the walls and through the enemie's towers than 80.

    And getting archers into position from one section of the wall to the other? Too many to fit through that little door fast enough.

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  5. #5

    Default Re: Larger units

    It can disadvantage factions in poorer territories. On larger scales, finding cities of only 400 population - the minimum - is common.

  6. #6
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Larger units

    Quote Originally Posted by Patricius
    It can disadvantage factions in poorer territories. On larger scales, finding cities of only 400 population - the minimum - is common.
    Not to mention that the A.I. tends to deplete its cities when the basic units are warbands. This leads to low tax income and no city growth, forcing the A.I. to buy more warbands and so the viscious circle is complete. I don't know if this is inproved in 1.5/1.6 though.
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  7. #7
    Friend of Lady Luck Member Mooks's Avatar
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    Default Re: Larger units

    Wheres the unit scale? Iv searched all the option pages and didn't find it..Some direction might be nice.
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    Member Member tai4ji2x's Avatar
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    Default Re: Larger units

    Quote Originally Posted by Ludens
    Not to mention that the A.I. tends to deplete its cities when the basic units are warbands. This leads to low tax income and no city growth, forcing the A.I. to buy more warbands and so the viscious circle is complete. I don't know if this is inproved in 1.5/1.6 though.
    yup, this was a real problem, from what i remember. anyone with 1.5/6 able to comment on whether this phenomenon still exists? if so, all the more reason for me to stay away from coming back to RTW

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